ModernUO/Projects/Scripts/Mobiles/AI/HealerAI.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* 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
2019-11-11 12:40:16 +01:00

146 lines
3.9 KiB
C#

using System.Linq;
using Server.Spells;
using Server.Spells.First;
using Server.Spells.Fourth;
using Server.Spells.Second;
using Server.Targeting;
namespace Server.Mobiles
{
public class HealerAI : BaseAI
{
private static NeedDelegate m_Cure = NeedCure;
private static NeedDelegate m_GHeal = NeedGHeal;
private static NeedDelegate m_LHeal = NeedLHeal;
private static NeedDelegate[] m_ACure = { m_Cure };
private static NeedDelegate[] m_AGHeal = { m_GHeal };
private static NeedDelegate[] m_ALHeal = { m_LHeal };
private static NeedDelegate[] m_All = { m_Cure, m_GHeal, m_LHeal };
public HealerAI(BaseCreature m) : base(m)
{
}
public override bool Think()
{
if (m_Mobile.Deleted)
return false;
Target targ = m_Mobile.Target;
if (targ != null)
{
ISpellTarget spellTarg = targ as ISpellTarget;
if (spellTarg?.Spell is CureSpell)
ProcessTarget(targ, m_ACure);
else if (spellTarg?.Spell is GreaterHealSpell)
ProcessTarget(targ, m_AGHeal);
else if (spellTarg?.Spell is HealSpell)
ProcessTarget(targ, m_ALHeal);
else
targ.Cancel(m_Mobile, TargetCancelType.Canceled);
}
else
{
Mobile toHelp = Find(m_All);
if (toHelp != null)
{
if (NeedCure(toHelp))
{
if (m_Mobile.Debug)
m_Mobile.DebugSay("{0} needs a cure", toHelp.Name);
if (!new CureSpell(m_Mobile).Cast())
new CureSpell(m_Mobile).Cast();
}
else if (NeedGHeal(toHelp))
{
if (m_Mobile.Debug)
m_Mobile.DebugSay("{0} needs a greater heal", toHelp.Name);
if (!new GreaterHealSpell(m_Mobile).Cast())
new HealSpell(m_Mobile).Cast();
}
else if (NeedLHeal(toHelp))
{
if (m_Mobile.Debug)
m_Mobile.DebugSay("{0} needs a lesser heal", toHelp.Name);
new HealSpell(m_Mobile).Cast();
}
}
else
{
if (AcquireFocusMob(m_Mobile.RangePerception, FightMode.Weakest, false, true, false))
WalkMobileRange(m_Mobile.FocusMob, 1, false, 4, 7);
else
WalkRandomInHome(3, 2, 1);
}
}
return true;
}
private void ProcessTarget(Target targ, NeedDelegate[] func)
{
Mobile toHelp = Find(func);
if (toHelp != null)
{
if (targ.Range != -1 && !m_Mobile.InRange(toHelp, targ.Range))
DoMove(m_Mobile.GetDirectionTo(toHelp) | Direction.Running);
else
targ.Invoke(m_Mobile, toHelp);
}
else
{
targ.Cancel(m_Mobile, TargetCancelType.Canceled);
}
}
private Mobile Find(params NeedDelegate[] funcs)
{
if (m_Mobile.Deleted)
return null;
Map map = m_Mobile.Map;
if (map != null)
{
double prio = 0.0;
Mobile found = null;
foreach (Mobile m in m_Mobile.GetMobilesInRange(m_Mobile.RangePerception))
{
if (!m_Mobile.CanSee(m) || !(m is BaseCreature) || ((BaseCreature)m).Team != m_Mobile.Team)
continue;
if (funcs.Any(t => t(m)))
{
double val = -m_Mobile.GetDistanceToSqrt(m);
if (found == null || val > prio)
{
prio = val;
found = m;
}
}
}
return found;
}
return null;
}
private static bool NeedCure(Mobile m) => m.Poisoned;
private static bool NeedGHeal(Mobile m) => m.Hits < m.HitsMax - 40;
private static bool NeedLHeal(Mobile m) => m.Hits < m.HitsMax - 10;
private delegate bool NeedDelegate(Mobile m);
}
}