* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
130 lines
3.5 KiB
C#
130 lines
3.5 KiB
C#
// Ideas
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// When you run on animals they panic
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// When if ( distance < 8 && Utility.RandomDouble() * Math.Sqrt( (8 - distance) / 6 ) >= incoming.Skills.AnimalTaming.Value )
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// More your close, the more it can panic
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/*
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* AnimalHunterAI, AnimalHidingAI, AnimalDomesticAI...
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*
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*/
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namespace Server.Mobiles
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{
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public class AnimalAI : BaseAI
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{
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public AnimalAI(BaseCreature m) : base(m)
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{
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}
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public override bool DoActionWander()
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{
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// New, only flee @ 10%
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double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if (!m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee) // Less than 10% health
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{
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m_Mobile.DebugSay("I am low on health!");
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Action = ActionType.Flee;
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}
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else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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if (m_Mobile.Debug)
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m_Mobile.DebugSay("I have detected {0}, attacking", m_Mobile.FocusMob.Name);
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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base.DoActionWander();
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}
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return true;
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}
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public override bool DoActionCombat()
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{
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Mobile combatant = m_Mobile.Combatant;
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if (combatant?.Deleted != false || combatant.Map != m_Mobile.Map)
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{
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m_Mobile.DebugSay("My combatant is gone..");
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Action = ActionType.Wander;
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return true;
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}
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if (WalkMobileRange(combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight))
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{
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m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
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}
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else
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{
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if (m_Mobile.GetDistanceToSqrt(combatant) > m_Mobile.RangePerception + 1)
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{
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if (m_Mobile.Debug)
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m_Mobile.DebugSay("I cannot find {0}", combatant.Name);
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Action = ActionType.Wander;
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return true;
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}
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if (m_Mobile.Debug)
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m_Mobile.DebugSay("I should be closer to {0}", combatant.Name);
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}
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if (!m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee)
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{
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double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if (hitPercent < 0.1)
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{
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m_Mobile.DebugSay("I am low on health!");
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Action = ActionType.Flee;
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}
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}
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return true;
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}
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public override bool DoActionBackoff()
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{
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double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if (!m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee) // Less than 10% health
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{
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Action = ActionType.Flee;
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}
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else
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{
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if (AcquireFocusMob(m_Mobile.RangePerception * 2, FightMode.Closest, true, false, true))
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{
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if (WalkMobileRange(m_Mobile.FocusMob, 1, false, m_Mobile.RangePerception, m_Mobile.RangePerception * 2))
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{
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m_Mobile.DebugSay("Well, here I am safe");
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Action = ActionType.Wander;
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}
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}
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else
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{
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m_Mobile.DebugSay("I have lost my focus, lets relax");
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Action = ActionType.Wander;
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}
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}
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return true;
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}
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public override bool DoActionFlee()
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{
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AcquireFocusMob(m_Mobile.RangePerception * 2, m_Mobile.FightMode, true, false, true);
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if (m_Mobile.FocusMob == null)
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m_Mobile.FocusMob = m_Mobile.Combatant;
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return base.DoActionFlee();
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}
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}
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}
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