## Problem `GetMonsterAbilities()` answers three questions through one virtual: which abilities a creature has (`GetAbility`, `AOS.cs` reflect/barrier, bard fire-breath difficulty), which abilities are enabled right now, and where cooldown state must be cleaned up (`InvalidateNextAbilityTriggers` on death and delete). Every caller assumes it is a pure, stable list. About 70 creatures return a static array; only LordOaks computed it: ``` Mobile.Delete() → BaseCreature.OnDelete() → CreatureDeletedEvent → MonsterAbility.InvalidateNextAbilityTriggers() → LordOaks.GetMonsterAbilities() → CheckQueen() → new Silvani().MoveToWorld(...) ``` - Deleting a Lord Oaks nobody had fought (champion reset, `DeleteCreatures`, GM delete) spawned an orphaned Silvani where he stood. - The spell damage scalar (`AlterDamageScalarFrom`) spawned her too. - With the queen dead his list was empty, so cleanup skipped his cooldown entries. The static `Dictionary<BaseCreature, long>` on the ability singleton kept a reference to the deleted creature. `MonsterAbilityGroup` children's entries were never cleaned either. - Neira threw unholy bones from `AlterDamageScalarFrom`, so any caller asking for a damage scalar (a preview gump, for example) could fire the effect. ## Changes - **Per-creature cooldowns:** a lazy `Dictionary<MonsterAbility, long>` on `BaseCreature` (`IsAbilityOnCooldown`, `SetAbilityCooldown`, `ClearAbilityCooldowns`). The static dictionaries and the query-driven cleanup are gone, and death still resets cooldowns. Tick comparisons are wraparound-safe. - **Pure contract:** `GetMonsterAbilities()` is documented as pure. The new `virtual bool CanUseAbility(MonsterAbility)` gates abilities that only work some of the time. Every `TriggerAbility*` loop and `GetAbility` check it. - **LordOaks:** always lists his abilities; `CanUseAbility` and the 10% spell shield read "queen alive". The queen spawns when he is first aggressed or first given a combatant, never on the internal map. Aggression lands before the damage it causes, so the first spell is still shielded, as before. - **Neira:** the unholy bone throw moves to `OnDamagedBySpell`. A follow-up PR makes minions such as the queen, pixies and Barracoon's rats belong to their champion spawn, so a spawn reset cleans them up. ## Testing - `LordOaksTests` covers three cases: - querying or deleting an unengaged Lord Oaks spawns nothing; - aggression spawns the queen exactly once, and the shield and abilities follow her life; - an Oaks on the internal map never spawns her. - UOContent.Tests: 1234 passed, 2 skipped. - A local constructor sweep (every Mobile built and deleted repeatedly) no longer reports LordOaks.
89 lines
2.8 KiB
C#
89 lines
2.8 KiB
C#
using System;
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using ModernUO.CodeGeneratedEvents;
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namespace Server.Mobiles;
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/// <summary>
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/// Abstract class used to build singletons for managing a specific monster ability.
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/// </summary>
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public abstract class MonsterAbility
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{
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public virtual MonsterAbilityType AbilityType => MonsterAbilityType.Generic;
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public virtual MonsterAbilityTrigger AbilityTrigger => MonsterAbilityTrigger.None;
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public virtual double ChanceToTrigger => 1.0;
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public virtual TimeSpan MinTriggerCooldown => TimeSpan.Zero;
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public virtual TimeSpan MaxTriggerCooldown => TimeSpan.Zero;
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/// <summary>
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/// Returns true if ability is not on cooldown, and the chance to trigger succeeds.
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/// </summary>
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/// <returns>Boolean indicating the ability can trigger.</returns>
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public virtual bool CanTrigger(BaseCreature source, MonsterAbilityTrigger trigger)
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{
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if ((AbilityTrigger & trigger) == 0 || source is not { Alive: true, Deleted: false })
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{
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return false;
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}
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if (source.IsAbilityOnCooldown(this))
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{
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return false;
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}
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var c = ChanceToTrigger;
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return c >= 1 || c > 0 && c > Utility.RandomDouble();
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}
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/// <summary>
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/// Triggers the monster's ability. Override this and call `base.Trigger(source);` to make sure
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/// the cooldown is tracked.
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/// Note: This can fire after a monster is killed/deleted (map is null)
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/// </summary>
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public virtual void Trigger(MonsterAbilityTrigger trigger, BaseCreature source, Mobile target)
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{
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if (MinTriggerCooldown <= TimeSpan.Zero && MaxTriggerCooldown <= TimeSpan.Zero)
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{
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return;
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}
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var randomAmount = MinTriggerCooldown == MaxTriggerCooldown
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? MinTriggerCooldown
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: Utility.RandomMinMax(MinTriggerCooldown, MaxTriggerCooldown);
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source.SetAbilityCooldown(this, randomAmount);
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}
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public virtual void AlterMeleeDamageFrom(BaseCreature source, Mobile target, ref int damage)
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{
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}
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public virtual void AlterMeleeDamageTo(BaseCreature source, Mobile target, ref int damage)
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{
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}
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public virtual void AlterSpellDamageScalarFrom(BaseCreature source, Mobile target, ref double scalar)
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{
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}
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public virtual void AlterSpellDamageScalarTo(BaseCreature source, Mobile target, ref double scalar)
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{
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}
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public virtual void AlterSpellDamageFrom(BaseCreature source, Mobile target, ref int damage)
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{
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}
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public virtual void AlterSpellDamageTo(BaseCreature source, Mobile target, ref int damage)
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{
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}
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public virtual void Move(BaseCreature source, Direction d)
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{
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}
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[OnEvent(nameof(CreatureEvents.CreatureDeathEvent))]
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public static void ResetCooldownsOnDeath(BaseCreature source) => source.ClearAbilityCooldowns();
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}
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