1225 lines
35 KiB
C#
1225 lines
35 KiB
C#
using System;
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using Server.Spells;
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using Server.Spells.Fifth;
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using Server.Spells.First;
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using Server.Spells.Fourth;
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using Server.Spells.Necromancy;
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using Server.Spells.Second;
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using Server.Spells.Seventh;
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using Server.Spells.Sixth;
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using Server.Spells.Third;
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using Server.Targeting;
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namespace Server.Mobiles;
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public class MageAI : BaseAI
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{
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private const double HealChance = 0.10; // 10% chance to heal at gm magery
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private const double TeleportChance = 0.05; // 5% chance to teleport at gm magery
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private const double DispelChance = 0.75; // 75% chance to dispel at gm magery
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private const double InvisChance = 0.50; // 50% chance to invis at gm magery
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private static readonly int[] m_Offsets =
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{
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-1, -1,
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-1, 0,
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-1, 1,
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0, -1,
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0, 1,
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1, -1,
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1, 0,
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1, 1,
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-2, -2,
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-2, -1,
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-2, 0,
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-2, 1,
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-2, 2,
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-1, -2,
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-1, 2,
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0, -2,
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0, 2,
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1, -2,
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1, 2,
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2, -2,
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2, -1,
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2, 0,
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2, 1,
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2, 2
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};
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protected int m_Combo = -1;
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private Mobile m_LastTarget;
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private Point3D m_LastTargetLoc;
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private long m_NextCastTime;
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private long m_NextHealTime;
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private LandTarget m_RevealTarget;
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public MageAI(BaseCreature m)
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: base(m)
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{
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}
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public virtual bool SmartAI => m_Mobile is BaseVendor or BaseEscortable or Changeling;
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public virtual bool IsNecromancer => Core.AOS && m_Mobile.Skills.Necromancy.Value > 50;
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public override bool Think()
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{
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if (m_Mobile.Deleted)
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{
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return false;
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}
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return ProcessTarget() || base.Think();
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}
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public virtual double ScaleBySkill(double v, SkillName skill) => v * m_Mobile.Skills[skill].Value / 100;
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public override bool DoActionWander()
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{
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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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{
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m_Mobile.DebugSay($"I am going to attack {m_Mobile.FocusMob.Name}");
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}
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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m_NextCastTime = Core.TickCount;
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}
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else if (SmartAI && m_Mobile.Mana < m_Mobile.ManaMax && !m_Mobile.Meditating)
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I am going to meditate");
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}
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m_Mobile.UseSkill(SkillName.Meditation);
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}
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else
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I am wandering");
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}
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m_Mobile.Warmode = false;
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base.DoActionWander();
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if (Utility.RandomDouble() < 0.05)
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{
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var spell = CheckCastHealingSpell();
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spell?.Cast();
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}
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}
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return true;
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}
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private Spell CheckCastHealingSpell()
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{
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// If I'm poisoned, always attempt to cure.
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if (m_Mobile.Poisoned)
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{
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return new CureSpell(m_Mobile);
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}
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// Summoned creatures never heal themselves.
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if (m_Mobile.Summoned || m_Mobile.Controlled && Core.TickCount - m_NextHealTime < 0)
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{
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return null;
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}
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if (!SmartAI)
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{
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if (HealChance > 0 && ScaleBySkill(HealChance, SkillName.Magery) < Utility.RandomDouble())
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{
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return null;
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}
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}
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else if (Utility.Random(0, 4 + (m_Mobile.Hits == 0 ? m_Mobile.HitsMax : m_Mobile.HitsMax / m_Mobile.Hits)) < 3)
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{
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return null;
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}
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Spell spell = null;
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if (m_Mobile.Hits < m_Mobile.HitsMax - 50)
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{
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if (UseNecromancy())
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{
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m_Mobile.UseSkill(SkillName.SpiritSpeak);
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}
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else
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{
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spell = new GreaterHealSpell(m_Mobile);
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}
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}
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else if (m_Mobile.Hits < m_Mobile.HitsMax - 10)
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{
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spell = new HealSpell(m_Mobile);
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}
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var delay = m_Mobile.Int >= 500 ? Utility.RandomMinMax(7, 10) : Math.Sqrt(600 - m_Mobile.Int);
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m_NextHealTime = Core.TickCount + (int)TimeSpan.FromSeconds(delay).TotalMilliseconds;
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return spell;
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}
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public void RunTo(Mobile m)
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{
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if (!SmartAI)
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{
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if (!MoveTo(m, true, m_Mobile.RangeFight))
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{
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OnFailedMove();
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}
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return;
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}
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if (m.Paralyzed || m.Frozen)
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{
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if (m_Mobile.InRange(m, 1))
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{
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RunFrom(m);
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}
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else if (!m_Mobile.InRange(m, Math.Max(m_Mobile.RangeFight, 2)) && !MoveTo(m, true, 1))
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{
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OnFailedMove();
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}
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}
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else if (!m_Mobile.InRange(m, m_Mobile.RangeFight))
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{
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if (!MoveTo(m, true, 1))
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{
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OnFailedMove();
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}
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}
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else if (m_Mobile.InRange(m, m_Mobile.RangeFight - 1))
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{
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RunFrom(m);
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}
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}
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public void RunFrom(Mobile m)
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{
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Run((m_Mobile.GetDirectionTo(m) - 4) & Direction.Mask);
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}
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public void OnFailedMove()
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{
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if (!m_Mobile.DisallowAllMoves && (SmartAI
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? Utility.Random(4) == 0
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: TeleportChance > 0 && ScaleBySkill(TeleportChance, SkillName.Magery) > Utility.RandomDouble()))
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{
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m_Mobile.Target?.Cancel(m_Mobile, TargetCancelType.Canceled);
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new TeleportSpell(m_Mobile).Cast();
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I am stuck, I'm going to try teleporting away");
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}
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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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{
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m_Mobile.DebugSay($"My move is blocked, so I am going to attack {m_Mobile.FocusMob.Name}");
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}
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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 if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I am stuck");
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}
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}
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public void Run(Direction d)
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{
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if (m_Mobile.Spell?.IsCasting == true || m_Mobile.Paralyzed || m_Mobile.Frozen ||
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m_Mobile.DisallowAllMoves)
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{
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return;
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}
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m_Mobile.Direction = d | Direction.Running;
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if (!DoMove(m_Mobile.Direction, true))
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{
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OnFailedMove();
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}
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}
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public virtual bool UseNecromancy()
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{
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var magery = m_Mobile.Skills.Magery.BaseFixedPoint;
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var necro = m_Mobile.Skills.Necromancy.BaseFixedPoint;
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return IsNecromancer && Utility.Random(magery + necro) >= magery;
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}
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public virtual Spell GetRandomDamageSpell() =>
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UseNecromancy() ? GetRandomDamageSpellNecro() : GetRandomDamageSpellMage();
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public virtual Spell GetRandomDamageSpellNecro()
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{
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var bound = m_Mobile.Skills.Necromancy.Value >= 100 ? 5 : 3;
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return Utility.Random(bound) switch
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{
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0 => new PainSpikeSpell(m_Mobile),
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1 => new PoisonStrikeSpell(m_Mobile),
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2 => new StrangleSpell(m_Mobile),
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3 => new WitherSpell(m_Mobile),
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_ => new VengefulSpiritSpell(m_Mobile)
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};
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}
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public virtual Spell GetRandomDamageSpellMage()
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{
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var maxCircle = Math.Clamp((int)((m_Mobile.Skills.Magery.Value + 20.0) / (100.0 / 7.0)), 1, 8);
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return Utility.Random(maxCircle * 2) switch
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{
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0 => new MagicArrowSpell(m_Mobile),
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1 => new MagicArrowSpell(m_Mobile),
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2 => new HarmSpell(m_Mobile),
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3 => new HarmSpell(m_Mobile),
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4 => new FireballSpell(m_Mobile),
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5 => new FireballSpell(m_Mobile),
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6 => new LightningSpell(m_Mobile),
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7 => new LightningSpell(m_Mobile),
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8 => new MindBlastSpell(m_Mobile),
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9 => new MindBlastSpell(m_Mobile),
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10 => new EnergyBoltSpell(m_Mobile),
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11 => new ExplosionSpell(m_Mobile),
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_ => new FlameStrikeSpell(m_Mobile)
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};
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}
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public virtual Spell GetRandomCurseSpell() =>
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UseNecromancy() ? GetRandomCurseSpellNecro() : GetRandomCurseSpellMage();
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public virtual Spell GetRandomCurseSpellNecro()
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{
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return Utility.Random(4) switch
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{
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0 => new BloodOathSpell(m_Mobile),
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1 => new CorpseSkinSpell(m_Mobile),
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2 => new EvilOmenSpell(m_Mobile),
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_ => new MindRotSpell(m_Mobile)
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};
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}
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public virtual Spell GetRandomCurseSpellMage()
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{
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if (m_Mobile.Skills.Magery.Value >= 40.0 && Utility.Random(4) == 0)
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{
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return new CurseSpell(m_Mobile);
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}
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return Utility.Random(3) switch
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{
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0 => new WeakenSpell(m_Mobile),
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1 => new ClumsySpell(m_Mobile),
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_ => new FeeblemindSpell(m_Mobile)
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};
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}
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public virtual Spell GetRandomManaDrainSpell()
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{
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if (m_Mobile.Skills.Magery.Value >= 80.0 && Utility.RandomBool())
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{
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return new ManaVampireSpell(m_Mobile);
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}
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return new ManaDrainSpell(m_Mobile);
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}
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public virtual Spell DoDispel(Mobile toDispel)
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{
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if (!SmartAI)
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{
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if (DispelChance > 0 && ScaleBySkill(DispelChance, SkillName.Magery) > Utility.RandomDouble())
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{
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return new DispelSpell(m_Mobile);
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}
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return null;
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}
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var spell = CheckCastHealingSpell();
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if (spell != null)
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{
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return spell;
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}
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var distance = (int)m_Mobile.GetDistanceToSqrt(toDispel);
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if (!m_Mobile.DisallowAllMoves && distance > 0 && Utility.Random(distance) == 0)
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{
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return new TeleportSpell(m_Mobile);
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}
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if (Utility.Random(3) == 0 && !m_Mobile.InRange(toDispel, 3) && !toDispel.Paralyzed && !toDispel.Frozen)
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{
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return new ParalyzeSpell(m_Mobile);
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}
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return new DispelSpell(m_Mobile);
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}
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public virtual Spell ChooseSpell(Mobile c)
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{
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Spell spell;
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if (!SmartAI)
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{
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spell = CheckCastHealingSpell();
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if (spell != null)
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{
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return spell;
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}
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if (IsNecromancer)
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{
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var psDamage =
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(m_Mobile.Skills.SpiritSpeak.Value - c.Skills.MagicResist.Value) / 10 +
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(c.Player ? 18 : 30);
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if (psDamage > c.Hits)
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{
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return new PainSpikeSpell(m_Mobile);
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}
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}
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switch (Utility.Random(16))
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{
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case 0:
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case 1: // Poison them
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{
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if (c.Poisoned)
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{
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goto default;
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}
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("Attempting to poison");
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}
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spell = new PoisonSpell(m_Mobile);
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break;
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}
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case 2: // Bless ourselves
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("Blessing myself");
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}
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spell = new BlessSpell(m_Mobile);
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break;
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}
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case 3:
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case 4: // Curse them
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("Attempting to curse");
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}
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spell = GetRandomCurseSpell();
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break;
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}
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case 5: // Paralyze them
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{
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if (c.Paralyzed || m_Mobile.Skills.Magery.Value <= 50.0)
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{
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goto default;
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}
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("Attempting to paralyze");
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}
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spell = new ParalyzeSpell(m_Mobile);
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break;
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}
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case 6: // Drain mana
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("Attempting to drain mana");
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}
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spell = GetRandomManaDrainSpell();
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break;
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}
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case 7: // Invis ourselves
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{
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if (InvisChance <= 0 || ScaleBySkill(InvisChance, SkillName.Magery) <= Utility.RandomDouble())
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{
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goto default;
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}
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("Attempting to invis myself");
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}
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spell = new InvisibilitySpell(m_Mobile);
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break;
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}
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default: // Damage them
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("Just doing damage");
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}
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spell = GetRandomDamageSpell();
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break;
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}
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}
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}
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else
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{
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spell = CheckCastHealingSpell();
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if (spell == null)
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{
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switch (Utility.Random(3))
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{
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case 0: // Poison them
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{
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if (c.Poisoned)
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{
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goto case 1;
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}
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spell = new PoisonSpell(m_Mobile);
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break;
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}
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case 1: // Deal some damage
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{
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spell = GetRandomDamageSpell();
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break;
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}
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default: // Set up a combo
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{
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if (m_Mobile.Mana is > 15 and < 40)
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{
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if (c.Paralyzed && !c.Poisoned && !m_Mobile.Meditating)
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I am going to meditate");
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}
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m_Mobile.UseSkill(SkillName.Meditation);
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}
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else if (!c.Poisoned)
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{
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spell = new ParalyzeSpell(m_Mobile);
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}
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}
|
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else if (m_Mobile.Mana > 60)
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{
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if (Utility.RandomBool() && !c.Paralyzed && !c.Frozen && !c.Poisoned)
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{
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m_Combo = 0;
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spell = new ParalyzeSpell(m_Mobile);
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}
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else
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{
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m_Combo = 1;
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spell = new ExplosionSpell(m_Mobile);
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}
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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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}
|
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|
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if (m_Mobile.Debug)
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{
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if (spell != null)
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{
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m_Mobile.DebugSay($"Casting {spell.Name}");
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}
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else
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{
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m_Mobile.DebugSay("I don't have a spell to use!");
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}
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}
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return spell;
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}
|
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|
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public virtual Spell DoCombo(Mobile c)
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{
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Spell spell = null;
|
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|
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if (m_Combo == 0)
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{
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spell = new ExplosionSpell(m_Mobile);
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++m_Combo; // Move to next spell
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}
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else if (m_Combo == 1)
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{
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spell = new WeakenSpell(m_Mobile);
|
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++m_Combo; // Move to next spell
|
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}
|
|
else if (m_Combo == 2)
|
|
{
|
|
if (!c.Poisoned)
|
|
{
|
|
spell = new PoisonSpell(m_Mobile);
|
|
}
|
|
else if (IsNecromancer)
|
|
{
|
|
spell = new StrangleSpell(m_Mobile);
|
|
}
|
|
|
|
++m_Combo; // Move to next spell
|
|
}
|
|
|
|
if (m_Combo == 3 && spell == null)
|
|
{
|
|
switch (Utility.Random(IsNecromancer ? 4 : 3))
|
|
{
|
|
case 0:
|
|
{
|
|
if (c.Int < c.Dex)
|
|
{
|
|
spell = new FeeblemindSpell(m_Mobile);
|
|
}
|
|
else
|
|
{
|
|
spell = new ClumsySpell(m_Mobile);
|
|
}
|
|
|
|
++m_Combo; // Move to next spell
|
|
|
|
break;
|
|
}
|
|
case 1:
|
|
{
|
|
spell = new EnergyBoltSpell(m_Mobile);
|
|
m_Combo = -1; // Reset combo state
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
spell = new FlameStrikeSpell(m_Mobile);
|
|
m_Combo = -1; // Reset combo state
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
spell = new PainSpikeSpell(m_Mobile);
|
|
m_Combo = -1; // Reset combo state
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (m_Combo == 4 && spell == null)
|
|
{
|
|
spell = new MindBlastSpell(m_Mobile);
|
|
m_Combo = -1;
|
|
}
|
|
|
|
return spell;
|
|
}
|
|
|
|
private TimeSpan GetDelay(Spell spell)
|
|
{
|
|
if (SmartAI || spell is DispelSpell)
|
|
{
|
|
return TimeSpan.FromSeconds(m_Mobile.ActiveSpeed);
|
|
}
|
|
|
|
var del = ScaleBySkill(3.0, SkillName.Magery);
|
|
var min = 6.0 - del * 0.75;
|
|
var max = 6.0 - del * 1.25;
|
|
|
|
return TimeSpan.FromSeconds(min + (max - min) * Utility.RandomDouble());
|
|
}
|
|
|
|
public override bool DoActionCombat()
|
|
{
|
|
var c = m_Mobile.Combatant;
|
|
m_Mobile.Warmode = true;
|
|
|
|
if (c?.Deleted != false || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee(c) ||
|
|
!m_Mobile.CanBeHarmful(c, false) || c.Map != m_Mobile.Map)
|
|
{
|
|
// Our combatant is deleted, dead, hidden, or we cannot hurt them
|
|
// Try to find another combatant
|
|
|
|
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
|
|
{
|
|
m_Mobile.Combatant = c = m_Mobile.FocusMob!;
|
|
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay(
|
|
$"Something happened to my combatant, so I am going to fight {c.Name}"
|
|
);
|
|
}
|
|
|
|
m_Mobile.FocusMob = null;
|
|
}
|
|
else
|
|
{
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard.");
|
|
}
|
|
|
|
Action = ActionType.Guard;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (!m_Mobile.InLOS(c))
|
|
{
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay("I can't see my target");
|
|
}
|
|
|
|
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
|
|
{
|
|
m_Mobile.Combatant = c = m_Mobile.FocusMob!;
|
|
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay($"I will switch to {c.Name}");
|
|
}
|
|
|
|
m_Mobile.FocusMob = null;
|
|
}
|
|
}
|
|
|
|
if (!Core.AOS && SmartAI && !m_Mobile.StunReady && m_Mobile.Skills.Wrestling.Value >= 80.0 &&
|
|
m_Mobile.Skills.Anatomy.Value >= 80.0)
|
|
{
|
|
EventSink.InvokeStunRequest(m_Mobile);
|
|
}
|
|
|
|
if (!m_Mobile.InRange(c, m_Mobile.RangePerception))
|
|
{
|
|
// They are somewhat far away, can we find something else?
|
|
|
|
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
|
|
{
|
|
m_Mobile.Combatant = m_Mobile.FocusMob;
|
|
m_Mobile.FocusMob = null;
|
|
}
|
|
else if (!m_Mobile.InRange(c, m_Mobile.RangePerception * 3))
|
|
{
|
|
m_Mobile.Combatant = null;
|
|
}
|
|
|
|
c = m_Mobile.Combatant;
|
|
|
|
if (c == null)
|
|
{
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay("My combatant has fled, so I am on guard");
|
|
}
|
|
|
|
Action = ActionType.Guard;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (!m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee && m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100)
|
|
{
|
|
// We are low on health, should we flee?
|
|
// (10 + diff)% chance to flee
|
|
var fleeChance = 10 + Math.Max(0, c.Hits - m_Mobile.Hits);
|
|
|
|
if (Utility.Random(0, 100) > fleeChance)
|
|
{
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay($"I am going to flee from {c.Name}");
|
|
}
|
|
|
|
Action = ActionType.Flee;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
m_Mobile.Direction = m_Mobile.GetDirectionTo(c);
|
|
if (m_Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, c))
|
|
{
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay("I used my abilities!");
|
|
}
|
|
}
|
|
else if (m_Mobile.Spell == null && Core.TickCount - m_NextCastTime >= 0 && m_Mobile.InRange(c, Core.ML ? 10 : 12))
|
|
{
|
|
// We are ready to cast a spell
|
|
Spell spell;
|
|
var toDispel = FindDispelTarget(true);
|
|
|
|
if (m_Mobile.Poisoned) // Top cast priority is cure
|
|
{
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay("I am going to cure myself");
|
|
}
|
|
|
|
spell = new CureSpell(m_Mobile);
|
|
}
|
|
else if (toDispel != null) // Something dispellable is attacking us
|
|
{
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay($"I am going to dispel {toDispel}");
|
|
}
|
|
|
|
spell = DoDispel(toDispel); // May return null if dumb AI and doesn't have enough skill
|
|
}
|
|
else
|
|
{
|
|
spell = null;
|
|
}
|
|
|
|
spell ??= SmartAI switch
|
|
{
|
|
// We are doing a spell combo
|
|
true when m_Combo != -1 => DoCombo(c),
|
|
// They have a heal spell out
|
|
true when !c.Poisoned && c.Spell is HealSpell or GreaterHealSpell => new PoisonSpell(m_Mobile),
|
|
_ => ChooseSpell(c)
|
|
};
|
|
|
|
// Now we have a spell picked
|
|
// Move first before casting
|
|
|
|
if (!SmartAI || toDispel == null)
|
|
{
|
|
RunTo(c);
|
|
}
|
|
else if (m_Mobile.InRange(toDispel, 10))
|
|
{
|
|
RunFrom(toDispel);
|
|
}
|
|
else if (!m_Mobile.InRange(toDispel, Core.ML ? 10 : 12))
|
|
{
|
|
RunTo(toDispel);
|
|
}
|
|
|
|
spell?.Cast();
|
|
|
|
m_NextCastTime = Core.TickCount + (int)GetDelay(spell).TotalMilliseconds;
|
|
}
|
|
else if (m_Mobile.Spell?.IsCasting != true)
|
|
{
|
|
RunTo(c);
|
|
}
|
|
|
|
m_LastTarget = c;
|
|
m_LastTargetLoc = c.Location;
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool DoActionGuard()
|
|
{
|
|
if (m_LastTarget?.Hidden == true)
|
|
{
|
|
var map = m_Mobile.Map;
|
|
|
|
if (map == null || !m_Mobile.InRange(m_LastTargetLoc, Core.ML ? 10 : 12))
|
|
{
|
|
m_LastTarget = null;
|
|
}
|
|
else if (m_Mobile.Spell == null && Core.TickCount - m_NextCastTime >= 0)
|
|
{
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay("I am going to reveal my last target");
|
|
}
|
|
|
|
m_RevealTarget = new LandTarget(m_LastTargetLoc, map);
|
|
Spell spell = new RevealSpell(m_Mobile);
|
|
|
|
if (spell.Cast())
|
|
{
|
|
m_LastTarget = null; // only do it once
|
|
}
|
|
|
|
m_NextCastTime = Core.TickCount + (int)GetDelay(spell).TotalMilliseconds;
|
|
}
|
|
}
|
|
|
|
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
|
|
{
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay($"I am going to attack {m_Mobile.FocusMob.Name}");
|
|
}
|
|
|
|
m_Mobile.Combatant = m_Mobile.FocusMob;
|
|
Action = ActionType.Combat;
|
|
}
|
|
else
|
|
{
|
|
if (!m_Mobile.Controlled)
|
|
{
|
|
ProcessTarget();
|
|
|
|
var spell = CheckCastHealingSpell();
|
|
|
|
spell?.Cast();
|
|
}
|
|
|
|
base.DoActionGuard();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool DoActionFlee()
|
|
{
|
|
// Mobile c = m_Mobile.Combatant;
|
|
|
|
if ((m_Mobile.Mana > 20 || m_Mobile.Mana == m_Mobile.ManaMax) && m_Mobile.Hits > m_Mobile.HitsMax / 2)
|
|
{
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay("I am stronger now, my guard is up");
|
|
}
|
|
|
|
Action = ActionType.Guard;
|
|
}
|
|
else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
|
|
{
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay($"I am scared of {m_Mobile.FocusMob.Name}");
|
|
}
|
|
|
|
RunFrom(m_Mobile.FocusMob);
|
|
m_Mobile.FocusMob = null;
|
|
|
|
if (m_Mobile.Poisoned && Utility.Random(0, 5) == 0)
|
|
{
|
|
new CureSpell(m_Mobile).Cast();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (m_Mobile.Debug)
|
|
{
|
|
m_Mobile.DebugSay("Area seems clear, but my guard is up");
|
|
}
|
|
|
|
Action = ActionType.Guard;
|
|
m_Mobile.Warmode = true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public Mobile FindDispelTarget(bool activeOnly)
|
|
{
|
|
if (m_Mobile.Deleted || m_Mobile.Int < 95 || CanDispel(m_Mobile) || m_Mobile.AutoDispel)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
if (activeOnly)
|
|
{
|
|
var aggressed = m_Mobile.Aggressed;
|
|
var aggressors = m_Mobile.Aggressors;
|
|
|
|
Mobile active = null;
|
|
var activePrio = 0.0;
|
|
|
|
var comb = m_Mobile.Combatant;
|
|
|
|
if (comb?.Deleted == false && comb.Alive && !comb.IsDeadBondedPet &&
|
|
m_Mobile.InRange(comb, Core.ML ? 10 : 12) && CanDispel(comb))
|
|
{
|
|
active = comb;
|
|
activePrio = m_Mobile.GetDistanceToSqrt(comb);
|
|
|
|
if (activePrio <= 2)
|
|
{
|
|
return active;
|
|
}
|
|
}
|
|
|
|
for (var i = 0; i < aggressed.Count; ++i)
|
|
{
|
|
var info = aggressed[i];
|
|
var m = info.Defender;
|
|
|
|
if (m != comb && m.Combatant == m_Mobile && m_Mobile.InRange(m, Core.ML ? 10 : 12) && CanDispel(m))
|
|
{
|
|
var prio = m_Mobile.GetDistanceToSqrt(m);
|
|
|
|
if (active == null || prio < activePrio)
|
|
{
|
|
active = m;
|
|
activePrio = prio;
|
|
|
|
if (activePrio <= 2)
|
|
{
|
|
return active;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (var i = 0; i < aggressors.Count; ++i)
|
|
{
|
|
var info = aggressors[i];
|
|
var m = info.Attacker;
|
|
|
|
if (m != comb && m.Combatant == m_Mobile && m_Mobile.InRange(m, Core.ML ? 10 : 12) && CanDispel(m))
|
|
{
|
|
var prio = m_Mobile.GetDistanceToSqrt(m);
|
|
|
|
if (active == null || prio < activePrio)
|
|
{
|
|
active = m;
|
|
activePrio = prio;
|
|
|
|
if (activePrio <= 2)
|
|
{
|
|
return active;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return active;
|
|
}
|
|
|
|
var map = m_Mobile.Map;
|
|
|
|
if (map != null)
|
|
{
|
|
Mobile active = null, inactive = null;
|
|
double actPrio = 0.0, inactPrio = 0.0;
|
|
|
|
var comb = m_Mobile.Combatant;
|
|
|
|
if (comb?.Deleted == false && comb.Alive && !comb.IsDeadBondedPet && CanDispel(comb))
|
|
{
|
|
active = inactive = comb;
|
|
actPrio = inactPrio = m_Mobile.GetDistanceToSqrt(comb);
|
|
}
|
|
|
|
foreach (var m in m_Mobile.GetMobilesInRange(Core.ML ? 10 : 12))
|
|
{
|
|
if (m != m_Mobile && CanDispel(m))
|
|
{
|
|
var prio = m_Mobile.GetDistanceToSqrt(m);
|
|
|
|
if (inactive == null || prio < inactPrio)
|
|
{
|
|
inactive = m;
|
|
inactPrio = prio;
|
|
}
|
|
|
|
if ((m_Mobile.Combatant == m || m.Combatant == m_Mobile) && (active == null || prio < actPrio))
|
|
{
|
|
active = m;
|
|
actPrio = prio;
|
|
}
|
|
}
|
|
}
|
|
|
|
return active ?? inactive;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public bool CanDispel(Mobile m) =>
|
|
m is BaseCreature creature && creature.Summoned && m_Mobile.CanBeHarmful(creature, false) &&
|
|
!creature.IsAnimatedDead;
|
|
|
|
private bool ProcessTarget()
|
|
{
|
|
var targ = m_Mobile.Target;
|
|
|
|
if (targ == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var spellTarg = targ as ISpellTarget;
|
|
|
|
var isReveal = spellTarg?.Spell is RevealSpell;
|
|
var isDispel = spellTarg?.Spell is DispelSpell;
|
|
var isParalyze = spellTarg?.Spell is ParalyzeSpell;
|
|
var isTeleport = spellTarg?.Spell is TeleportSpell;
|
|
var isInvisible = spellTarg?.Spell is InvisibilitySpell;
|
|
var teleportAway = false;
|
|
|
|
Mobile toTarget;
|
|
|
|
if (isInvisible)
|
|
{
|
|
toTarget = m_Mobile;
|
|
}
|
|
else if (isDispel)
|
|
{
|
|
toTarget = FindDispelTarget(false);
|
|
|
|
if (!SmartAI && toTarget != null)
|
|
{
|
|
RunTo(toTarget);
|
|
}
|
|
else if (toTarget != null && m_Mobile.InRange(toTarget, 10))
|
|
{
|
|
RunFrom(toTarget);
|
|
}
|
|
}
|
|
else if (SmartAI && (isParalyze || isTeleport))
|
|
{
|
|
toTarget = FindDispelTarget(true);
|
|
|
|
if (toTarget == null)
|
|
{
|
|
toTarget = m_Mobile.Combatant;
|
|
|
|
if (toTarget != null)
|
|
{
|
|
RunTo(toTarget);
|
|
}
|
|
}
|
|
else if (m_Mobile.InRange(toTarget, 10))
|
|
{
|
|
RunFrom(toTarget);
|
|
teleportAway = true;
|
|
}
|
|
else
|
|
{
|
|
teleportAway = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
toTarget = m_Mobile.Combatant;
|
|
|
|
if (toTarget != null)
|
|
{
|
|
RunTo(toTarget);
|
|
}
|
|
}
|
|
|
|
if ((targ.Flags & TargetFlags.Harmful) != 0 && toTarget != null)
|
|
{
|
|
if ((targ.Range == -1 || m_Mobile.InRange(toTarget, targ.Range)) && m_Mobile.CanSee(toTarget) &&
|
|
m_Mobile.InLOS(toTarget))
|
|
{
|
|
targ.Invoke(m_Mobile, toTarget);
|
|
}
|
|
else if (isDispel)
|
|
{
|
|
targ.Cancel(m_Mobile, TargetCancelType.Canceled);
|
|
}
|
|
}
|
|
else if ((targ.Flags & TargetFlags.Beneficial) != 0)
|
|
{
|
|
targ.Invoke(m_Mobile, m_Mobile);
|
|
}
|
|
else if (isReveal && m_RevealTarget != null)
|
|
{
|
|
targ.Invoke(m_Mobile, m_RevealTarget);
|
|
}
|
|
else
|
|
{
|
|
var map = m_Mobile.Map;
|
|
|
|
if (map != null && isTeleport && toTarget != null)
|
|
{
|
|
var teleRange = targ.Range >= 0 ? targ.Range :
|
|
Core.ML ? 11 : 12;
|
|
|
|
int px, py;
|
|
|
|
if (teleportAway)
|
|
{
|
|
var rx = m_Mobile.X - toTarget.X;
|
|
var ry = m_Mobile.Y - toTarget.Y;
|
|
|
|
var d = m_Mobile.GetDistanceToSqrt(toTarget);
|
|
|
|
px = toTarget.X + (int)(rx * (10 / d));
|
|
py = toTarget.Y + (int)(ry * (10 / d));
|
|
}
|
|
else
|
|
{
|
|
px = toTarget.X;
|
|
py = toTarget.Y;
|
|
}
|
|
|
|
for (var i = 0; i < m_Offsets.Length; i += 2)
|
|
{
|
|
int x = m_Offsets[i], y = m_Offsets[i + 1];
|
|
|
|
var p = new Point3D(px + x, py + y, 0);
|
|
|
|
var lt = new LandTarget(p, map);
|
|
|
|
if ((targ.Range == -1 || m_Mobile.InRange(p, targ.Range)) && m_Mobile.InLOS(lt) &&
|
|
map.CanSpawnMobile(px + x, py + y, lt.Z) && !SpellHelper.CheckMulti(p, map))
|
|
{
|
|
targ.Invoke(m_Mobile, lt);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
for (var i = 0; i < 10; ++i)
|
|
{
|
|
var randomPoint = new Point3D(
|
|
m_Mobile.X - teleRange + Utility.Random(teleRange * 2 + 1),
|
|
m_Mobile.Y - teleRange + Utility.Random(teleRange * 2 + 1),
|
|
0
|
|
);
|
|
|
|
var lt = new LandTarget(randomPoint, map);
|
|
|
|
if (m_Mobile.InLOS(lt) && map.CanSpawnMobile(lt.X, lt.Y, lt.Z) &&
|
|
!SpellHelper.CheckMulti(randomPoint, map))
|
|
{
|
|
targ.Invoke(m_Mobile, new LandTarget(randomPoint, map));
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
targ.Cancel(m_Mobile, TargetCancelType.Canceled);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|