* 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
378 lines
9.4 KiB
C#
378 lines
9.4 KiB
C#
using System;
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using Server.Items;
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namespace Server.Mobiles
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{
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public class ArcherGuard : BaseGuard
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{
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private Timer m_AttackTimer, m_IdleTimer;
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private Mobile m_Focus;
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public ArcherGuard(Mobile target = null) : base(target)
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{
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InitStats(100, 125, 25);
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Title = "the guard";
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SpeechHue = Utility.RandomDyedHue();
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Hue = Race.Human.RandomSkinHue();
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if (Female = Utility.RandomBool())
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{
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Body = 0x191;
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Name = NameList.RandomName("female");
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}
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else
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{
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Body = 0x190;
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Name = NameList.RandomName("male");
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}
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new Horse().Rider = this;
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AddItem(new StuddedChest());
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AddItem(new StuddedArms());
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AddItem(new StuddedGloves());
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AddItem(new StuddedGorget());
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AddItem(new StuddedLegs());
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AddItem(new Boots());
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AddItem(new SkullCap());
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Bow bow = new Bow();
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bow.Movable = false;
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bow.Crafter = this;
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bow.Quality = WeaponQuality.Exceptional;
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AddItem(bow);
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Container pack = new Backpack();
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pack.Movable = false;
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Arrow arrows = new Arrow(250);
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arrows.LootType = LootType.Newbied;
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pack.DropItem(arrows);
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pack.DropItem(new Gold(10, 25));
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AddItem(pack);
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Skills.Anatomy.Base = 120.0;
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Skills.Tactics.Base = 120.0;
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Skills.Archery.Base = 120.0;
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Skills.MagicResist.Base = 120.0;
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Skills.DetectHidden.Base = 100.0;
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NextCombatTime = Core.TickCount + 500;
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Focus = target;
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}
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public ArcherGuard(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public override Mobile Focus
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{
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get => m_Focus;
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set
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{
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if (Deleted)
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return;
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Mobile oldFocus = m_Focus;
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if (oldFocus != value)
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{
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m_Focus = value;
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if (value != null)
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AggressiveAction(value);
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Combatant = value;
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if (oldFocus?.Alive == false)
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Say("Thou hast suffered thy punishment, scoundrel.");
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if (value != null)
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Say(500131); // Thou wilt regret thine actions, swine!
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if (m_AttackTimer != null)
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{
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m_AttackTimer.Stop();
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m_AttackTimer = null;
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}
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if (m_IdleTimer != null)
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{
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m_IdleTimer.Stop();
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m_IdleTimer = null;
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}
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if (m_Focus != null)
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{
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m_AttackTimer = new AttackTimer(this);
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m_AttackTimer.Start();
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((AttackTimer)m_AttackTimer).DoOnTick();
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}
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else
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{
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m_IdleTimer = new IdleTimer(this);
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m_IdleTimer.Start();
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}
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}
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else if (m_Focus == null && m_IdleTimer == null)
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{
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m_IdleTimer = new IdleTimer(this);
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m_IdleTimer.Start();
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}
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}
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}
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public override bool OnBeforeDeath()
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{
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if (m_Focus?.Alive == true)
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new AvengeTimer(m_Focus).Start(); // If a guard dies, three more guards will spawn
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return base.OnBeforeDeath();
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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writer.Write(m_Focus);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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switch (version)
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{
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case 0:
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{
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m_Focus = reader.ReadMobile();
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if (m_Focus != null)
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{
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m_AttackTimer = new AttackTimer(this);
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m_AttackTimer.Start();
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}
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else
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{
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m_IdleTimer = new IdleTimer(this);
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m_IdleTimer.Start();
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}
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break;
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}
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}
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}
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public override void OnAfterDelete()
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{
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if (m_AttackTimer != null)
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{
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m_AttackTimer.Stop();
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m_AttackTimer = null;
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}
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if (m_IdleTimer != null)
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{
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m_IdleTimer.Stop();
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m_IdleTimer = null;
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}
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base.OnAfterDelete();
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}
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private class AvengeTimer : Timer
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{
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private Mobile m_Focus;
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public AvengeTimer(Mobile focus) :
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base(TimeSpan.FromSeconds(2.5), TimeSpan.FromSeconds(1.0),
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3) // After 2.5 seconds, one guard will spawn every 1.0 second, three times
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=>
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m_Focus = focus;
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protected override void OnTick()
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{
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Spawn(m_Focus, m_Focus, 1, true);
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}
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}
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private class AttackTimer : Timer
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{
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private ArcherGuard m_Owner;
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// private bool m_Shooting;
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public AttackTimer(ArcherGuard owner) : base(TimeSpan.FromSeconds(0.25), TimeSpan.FromSeconds(0.1)) => m_Owner = owner;
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public void DoOnTick()
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{
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OnTick();
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}
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protected override void OnTick()
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{
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if (m_Owner.Deleted)
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{
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Stop();
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return;
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}
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m_Owner.Criminal = false;
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m_Owner.Kills = 0;
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m_Owner.Stam = m_Owner.StamMax;
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Mobile target = m_Owner.Focus;
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if (target != null && (target.Deleted || !target.Alive || !m_Owner.CanBeHarmful(target)))
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{
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m_Owner.Focus = null;
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Stop();
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return;
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}
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if (m_Owner.Weapon is Fists)
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{
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m_Owner.Kill();
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Stop();
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return;
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}
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if (target != null && m_Owner.Combatant != target)
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m_Owner.Combatant = target;
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if (target == null)
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{
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Stop();
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}
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else
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{
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// <instakill>
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TeleportTo(target);
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target.BoltEffect();
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if (target is BaseCreature creature)
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creature.NoKillAwards = true;
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target.Damage(target.HitsMax, m_Owner);
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target.Kill(); // just in case, maybe Damage is overridden on some shard
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if (target.Corpse != null && !target.Player)
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target.Corpse.Delete();
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m_Owner.Focus = null;
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Stop();
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} // </instakill>
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/*else if ( !m_Owner.InRange( target, 20 ) )
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{
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m_Shooting = false;
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m_Owner.Focus = null;
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}
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else if ( !m_Owner.InLOS( target ) )
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{
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m_Shooting = false;
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TeleportTo( target );
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}
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else if ( !m_Owner.CanSee( target ) )
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{
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m_Shooting = false;
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if ( !m_Owner.InRange( target, 2 ) )
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{
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if ( !m_Owner.Move( m_Owner.GetDirectionTo( target ) | Direction.Running ) && OutOfMaxDistance( target ) )
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TeleportTo( target );
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}
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else
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{
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if ( !m_Owner.UseSkill( SkillName.DetectHidden ) && Utility.Random( 50 ) == 0 )
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m_Owner.Say( "Reveal!" );
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}
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}
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else
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{
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if ( m_Shooting && (TimeToSpare() || OutOfMaxDistance( target )) )
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m_Shooting = false;
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else if ( !m_Shooting && InMinDistance( target ) )
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m_Shooting = true;
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if ( !m_Shooting )
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{
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if ( m_Owner.InRange( target, 1 ) )
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{
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if ( !m_Owner.Move( (Direction)(m_Owner.GetDirectionTo( target ) - 4) | Direction.Running ) && OutOfMaxDistance( target ) ) // Too close, move away
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TeleportTo( target );
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}
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else if ( !m_Owner.InRange( target, 2 ) )
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{
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if ( !m_Owner.Move( m_Owner.GetDirectionTo( target ) | Direction.Running ) && OutOfMaxDistance( target ) )
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TeleportTo( target );
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}
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}
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}*/
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}
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private bool TimeToSpare() => m_Owner.NextCombatTime - Core.TickCount > 1000;
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private bool OutOfMaxDistance(Mobile target) => !m_Owner.InRange(target, m_Owner.Weapon.MaxRange);
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private bool InMinDistance(Mobile target) => m_Owner.InRange(target, 4);
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private void TeleportTo(Mobile target)
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{
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Point3D from = m_Owner.Location;
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Point3D to = target.Location;
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m_Owner.Location = to;
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Effects.SendLocationParticles(EffectItem.Create(from, m_Owner.Map, EffectItem.DefaultDuration), 0x3728, 10,
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10, 2023);
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Effects.SendLocationParticles(EffectItem.Create(to, m_Owner.Map, EffectItem.DefaultDuration), 0x3728, 10, 10,
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5023);
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m_Owner.PlaySound(0x1FE);
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}
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}
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private class IdleTimer : Timer
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{
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private ArcherGuard m_Owner;
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private int m_Stage;
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public IdleTimer(ArcherGuard owner) : base(TimeSpan.FromSeconds(2.0), TimeSpan.FromSeconds(2.5)) => m_Owner = owner;
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protected override void OnTick()
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{
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if (m_Owner.Deleted)
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{
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Stop();
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return;
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}
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if (m_Stage++ % 4 == 0 || !m_Owner.Move(m_Owner.Direction))
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m_Owner.Direction = (Direction)Utility.Random(8);
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if (m_Stage > 16)
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{
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Effects.SendLocationParticles(
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EffectItem.Create(m_Owner.Location, m_Owner.Map, EffectItem.DefaultDuration), 0x3728, 10, 10, 2023);
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m_Owner.PlaySound(0x1FE);
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m_Owner.Delete();
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}
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}
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}
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}
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}
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