> [!IMPORTANT] > Please read through these changes, as they changed certain expectations for how the internal AI thinking/movement work. > Note that some mobs still don't have smooth movement on ClassicUO due to how the client handles animations/movement. ### Summary - **Important Change**: Mobs will now move at a more regular pace. If the OnThink results in a move, but the cooldown would otherwise prevent the move, then the movement is scheduled on another timer. - Added a 400ms delay to mobs turning to face a player to attack in order to avoid glitching between moving and turning. - Reverted AI thinking speeds back to RunUO specific speeds. - Reverted the AI thinking to moving conversion delays back to RunUO. - For thinking speeds that are not exactly the predefined speeds from RunUO, there is a new calculation to determine the correct conversion to movement speed. This stops speeds like `0.35` from being faster than `0.3` > [!NOTE] > **Developer Note** > BaseAI.CheckMove() no longer contains the check for whether or not a mob is on movement cooldown. This function can now be overwritten without causing issues to figuring out that cooldown.
250 lines
6.8 KiB
C#
250 lines
6.8 KiB
C#
using System;
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using System.Collections.Generic;
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using ModernUO.Serialization;
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using Server.Items;
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using Server.Mobiles;
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using Server.Spells;
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using Server.Spells.Necromancy;
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using Server.Spells.Ninjitsu;
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namespace Server.Spells.Ninjitsu
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{
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public class MirrorImage : NinjaSpell
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{
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private static readonly Dictionary<Mobile, int> _cloneCount = new();
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private static readonly SpellInfo _info = new(
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"Mirror Image",
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null,
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-1,
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9002
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);
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public MirrorImage(Mobile caster, Item scroll) : base(caster, scroll, _info)
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{
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}
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public override TimeSpan CastDelayBase => TimeSpan.FromSeconds(1.5);
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public override double RequiredSkill => Core.ML ? 20.0 : 40.0;
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public override int RequiredMana => 10;
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public override bool BlockedByAnimalForm => false;
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public static bool HasClone(Mobile m) => _cloneCount.ContainsKey(m);
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public static void AddClone(Mobile m)
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{
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if (m != null)
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{
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_cloneCount[m] = 1 + (_cloneCount.TryGetValue(m, out var count) ? count : 0);
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}
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}
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public static void RemoveClone(Mobile m)
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{
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_cloneCount.Remove(m, out var count);
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if (m == null || count <= 0)
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{
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return;
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}
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_cloneCount[m] = count - 1;
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}
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public override bool CheckCast()
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{
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if (Caster.Mounted)
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{
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Caster.SendLocalizedMessage(1063132); // You cannot use this ability while mounted.
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return false;
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}
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if (Caster.Followers + 1 > Caster.FollowersMax)
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{
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// You cannot summon a mirror image because you have too many followers.
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Caster.SendLocalizedMessage(1063133);
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return false;
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}
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if (TransformationSpellHelper.UnderTransformation(Caster, typeof(HorrificBeastSpell)))
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{
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Caster.SendLocalizedMessage(1061091); // You cannot cast that spell in this form.
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return false;
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}
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return base.CheckCast();
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}
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public override bool CheckDisturb(DisturbType type, bool firstCircle, bool resistable) => false;
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public override void OnBeginCast()
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{
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base.OnBeginCast();
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Caster.SendLocalizedMessage(1063134); // You begin to summon a mirror image of yourself.
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}
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public override void OnCast()
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{
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if (Caster.Mounted)
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{
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Caster.SendLocalizedMessage(1063132); // You cannot use this ability while mounted.
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}
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else if (Caster.Followers + 1 > Caster.FollowersMax)
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{
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// You cannot summon a mirror image because you have too many followers.
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Caster.SendLocalizedMessage(1063133);
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}
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else if (TransformationSpellHelper.UnderTransformation(Caster, typeof(HorrificBeastSpell)))
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{
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Caster.SendLocalizedMessage(1061091); // You cannot cast that spell in this form.
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}
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else if (CheckSequence())
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{
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Caster.FixedParticles(0x376A, 1, 14, 0x13B5, EffectLayer.Waist);
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Caster.PlaySound(0x511);
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new Clone(Caster).MoveToWorld(Caster.Location, Caster.Map);
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}
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FinishSequence();
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}
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}
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}
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namespace Server.Mobiles
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{
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[SerializationGenerator(0)]
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public partial class Clone : BaseCreature
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{
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[SerializableField(0)]
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private Mobile _caster;
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public Clone(Mobile caster) : base(AIType.AI_Melee, FightMode.None)
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{
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_caster = caster;
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Body = caster.Body;
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Hue = caster.Hue;
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Female = caster.Female;
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Name = caster.Name;
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NameHue = caster.NameHue;
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Title = caster.Title;
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Kills = caster.Kills;
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HairItemID = caster.HairItemID;
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HairHue = caster.HairHue;
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FacialHairItemID = caster.FacialHairItemID;
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FacialHairHue = caster.FacialHairHue;
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for (var i = 0; i < caster.Skills.Length; ++i)
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{
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Skills[i].Base = caster.Skills[i].Base;
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Skills[i].Cap = caster.Skills[i].Cap;
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}
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for (var i = 0; i < caster.Items.Count; i++)
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{
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AddItem(CloneItem(caster.Items[i]));
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}
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Warmode = true;
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Summoned = true;
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SummonMaster = caster;
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ControlOrder = OrderType.Follow;
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ControlTarget = caster;
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var duration = TimeSpan.FromSeconds(30.0 + caster.Skills.Ninjitsu.Value / 4.0);
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new UnsummonTimer(this, duration).Start();
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SummonEnd = Core.Now + duration;
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MirrorImage.AddClone(_caster);
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}
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protected override BaseAI ForcedAI => new CloneAI(this);
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public override bool DeleteCorpseOnDeath => true;
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public override bool IsDispellable => false;
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public override bool Commandable => false;
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public override bool IsHumanInTown() => false;
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private Item CloneItem(Item item)
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{
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var newItem = new Item(item.ItemID);
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newItem.Hue = item.Hue;
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newItem.Layer = item.Layer;
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return newItem;
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}
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public override void OnDamage(int amount, Mobile from, bool willKill)
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{
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Delete();
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}
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public override void OnDelete()
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{
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Effects.SendLocationParticles(
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EffectItem.Create(Location, Map, EffectItem.DefaultDuration),
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0x3728,
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10,
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15,
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5042
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);
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base.OnDelete();
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}
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public override void OnAfterDelete()
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{
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MirrorImage.RemoveClone(_caster);
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base.OnAfterDelete();
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}
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[AfterDeserialization]
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private void AfterDeserialization()
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{
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MirrorImage.AddClone(_caster);
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}
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}
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}
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namespace Server.Mobiles
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{
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public class CloneAI : BaseAI
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{
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public CloneAI(Clone m) : base(m) => m.SetCurrentSpeedToActive();
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public override bool CanDetectHidden => false;
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public override bool Think()
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{
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// Clones only follow their owners
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var master = m_Mobile.SummonMaster;
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if (master?.Map == m_Mobile.Map && master?.InRange(m_Mobile, m_Mobile.RangePerception) == true)
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{
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var iCurrDist = (int)m_Mobile.GetDistanceToSqrt(master);
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var bRun = iCurrDist > 5;
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WalkMobileRange(master, 2, bRun, 0, 1);
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}
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else
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{
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WalkRandom(2, 2, 1);
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}
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return true;
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}
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}
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}
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