ModernUO/Projects/Scripts/Mobiles/Monsters/Humanoid/Melee/KhaldunRevenant.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

159 lines
4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Server.Items;
namespace Server.Mobiles
{
public class KhaldunRevenant : BaseCreature
{
private static HashSet<Mobile> m_Set = new HashSet<Mobile>();
private DateTime m_ExpireTime;
private Mobile m_Target;
public KhaldunRevenant(Mobile target) : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.18, 0.36)
{
Body = 0x3CA;
Hue = 0x41CE;
m_Target = target;
m_ExpireTime = DateTime.UtcNow + TimeSpan.FromMinutes(10.0);
SetStr(401, 500);
SetDex(296, 315);
SetInt(101, 200);
SetHits(241, 300);
SetStam(242, 280);
SetDamage(20, 30);
SetDamageType(ResistanceType.Physical, 50);
SetDamageType(ResistanceType.Cold, 50);
SetSkill(SkillName.MagicResist, 100.1, 150.0);
SetSkill(SkillName.Tactics, 90.1, 100.0);
SetSkill(SkillName.Swords, 140.1, 150.0);
SetSkill(SkillName.Wrestling, 90.1, 100.0);
SetResistance(ResistanceType.Physical, 55, 65);
SetResistance(ResistanceType.Fire, 30, 40);
SetResistance(ResistanceType.Cold, 60, 70);
SetResistance(ResistanceType.Poison, 20, 30);
SetResistance(ResistanceType.Energy, 20, 30);
Fame = 0;
Karma = 0;
VirtualArmor = 60;
Halberd weapon = new Halberd { Hue = 0x41CE, Movable = false };
AddItem(weapon);
}
public KhaldunRevenant(Serial serial) : base(serial)
{
}
public override bool DeleteCorpseOnDeath => true;
public override Mobile ConstantFocus => m_Target;
public override bool AlwaysAttackable => true;
public override string DefaultName => "a revenant";
public override bool BardImmune => true;
public override Poison PoisonImmune => Poison.Lethal;
public static void Initialize()
{
EventSink.PlayerDeath += EventSink_PlayerDeath;
}
public static void EventSink_PlayerDeath(PlayerDeathEventArgs e)
{
Mobile m = e.Mobile;
Mobile lastKiller = m.LastKiller;
if (lastKiller is BaseCreature creature)
lastKiller = creature.GetMaster();
if (IsInsideKhaldun(m) && IsInsideKhaldun(lastKiller) && lastKiller.Player &&
!m_Set.Contains(lastKiller) && m.Aggressors.Any(ai => ai.Attacker == lastKiller && ai.CanReportMurder))
SummonRevenant(m, lastKiller);
}
public static void SummonRevenant(Mobile victim, Mobile killer)
{
KhaldunRevenant revenant = new KhaldunRevenant(killer);
revenant.MoveToWorld(victim.Location, victim.Map);
revenant.Combatant = killer;
revenant.FixedParticles(0, 0, 0, 0x13A7, EffectLayer.Waist);
Effects.PlaySound(revenant.Location, revenant.Map, 0x29);
m_Set.Add(killer);
}
public static bool IsInsideKhaldun(Mobile from) => from?.Region?.IsPartOf("Khaldun") == true;
public override void DisplayPaperdollTo(Mobile to)
{
}
public override int GetIdleSound() => 0x1BF;
public override int GetAngerSound() => 0x107;
public override int GetDeathSound() => 0xFD;
public override void OnThink()
{
if (!m_Target.Alive || DateTime.UtcNow > m_ExpireTime)
{
Delete();
return;
}
//Combatant = m_Target;
//FocusMob = m_Target;
if (AIObject != null)
AIObject.Action = ActionType.Combat;
base.OnThink();
}
public override bool OnBeforeDeath()
{
Effects.SendLocationEffect(Location, Map, 0x376A, 10, 1);
return true;
}
public override void OnDelete()
{
if (m_Target != null)
m_Set.Remove(m_Target);
base.OnDelete();
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0);
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
Delete();
}
}
}