#2132 let a player's energy vortex or blade spirits in pre-AOS Felucca target their own caster, gated by `FollowsAcquireRules`. #2232's AI overhaul moved the summon checks into `IsInvalidSummonTarget`, which excluded the caster in every era, and dropped the gate. Since then `FollowsAcquireRules` has had no readers and summons have never turned on their caster. ## Changes - `IsInvalidSummonTarget` reads `FollowsAcquireRules` again. A summon that follows the acquire rules spares its caster and anyone the caster's harmful spells would spare. The vortex and blade spirits don't follow them in pre-AOS Felucca when a player summoned them. - The animated-dead restrictions (no players, no other animated dead, no pets) apply to every animated summon regardless of that setting. - `AcquireNewFocusMob` sets a berserk summon's caster aside and targets them only when nobody else is available. #2132 meant to prefer others, but its check only worked when the caster was scanned before the other candidates, and the vortex's Int-plus-Magery ranking usually puts a nearby caster first. - The AOS summon-target check no longer dereferences a missing `SummonMaster`. A summon whose caster was deleted before a reload comes back without one. Controlled summons are unaffected: since #2665 they target through `HandleControlled` and never reach this scan. ## Tests `SummonAcquireRulesTests` has 6 cases, skipped without client map data. Pre-AOS Felucca: a vortex and blade spirits each target their caster when the caster is alone, and a vortex targets a bystander even when the caster ranks higher. Pre-AOS Trammel and AOS Felucca: the caster is still spared. An AOS scan next to a summon with no master doesn't throw. `UOContent.Tests`: 1148 passed, 2 skipped, 0 failed on Windows.
98 lines
3 KiB
C#
98 lines
3 KiB
C#
using ModernUO.Serialization;
|
|
using System;
|
|
using Server.Collections;
|
|
|
|
namespace Server.Mobiles
|
|
{
|
|
[SerializationGenerator(0, false)]
|
|
public partial class BladeSpirits : BaseCreature
|
|
{
|
|
[Constructible]
|
|
public BladeSpirits() : base(AIType.AI_Melee)
|
|
{
|
|
Body = 574;
|
|
|
|
SetStr(150);
|
|
SetDex(150);
|
|
SetInt(100);
|
|
|
|
SetHits(Core.SE ? 160 : 80);
|
|
SetStam(250);
|
|
SetMana(0);
|
|
|
|
SetDamage(10, 14);
|
|
|
|
SetDamageType(ResistanceType.Physical, 60);
|
|
SetDamageType(ResistanceType.Poison, 20);
|
|
SetDamageType(ResistanceType.Energy, 20);
|
|
|
|
SetResistance(ResistanceType.Physical, 30, 40);
|
|
SetResistance(ResistanceType.Fire, 40, 50);
|
|
SetResistance(ResistanceType.Cold, 30, 40);
|
|
SetResistance(ResistanceType.Poison, 100);
|
|
SetResistance(ResistanceType.Energy, 20, 30);
|
|
|
|
SetSkill(SkillName.MagicResist, 70.0);
|
|
SetSkill(SkillName.Tactics, 90.0);
|
|
SetSkill(SkillName.Wrestling, 90.0);
|
|
|
|
Fame = 0;
|
|
Karma = 0;
|
|
|
|
VirtualArmor = 40;
|
|
ControlSlots = Core.SE ? 2 : 1;
|
|
}
|
|
|
|
public override string CorpseName => "a blade spirit corpse";
|
|
public override string DefaultName => "a blade spirit";
|
|
|
|
public override bool DeleteCorpseOnDeath => Core.AOS;
|
|
public override bool IsHouseSummonable => true;
|
|
|
|
public override double DispelDifficulty => 0.0;
|
|
public override double DispelFocus => 20.0;
|
|
|
|
public override bool BleedImmune => true;
|
|
public override Poison PoisonImmune => Poison.Lethal;
|
|
|
|
public override bool FollowsAcquireRules => Core.AOS || !Summoned || SummonMaster?.Player != true ||
|
|
(Map?.Rules & MapRules.HarmfulRestrictions) != 0;
|
|
|
|
public override double GetFightModeRanking(Mobile m, FightMode acqType, bool bPlayerOnly) =>
|
|
(m.Str + m.Skills.Tactics.Value) / Math.Max(this.GetDistanceToSqrt(m), 1.0);
|
|
|
|
public override int GetAngerSound() => 0x23A;
|
|
|
|
public override int GetAttackSound() => 0x3B8;
|
|
|
|
public override int GetHurtSound() => 0x23A;
|
|
|
|
public override void OnThink()
|
|
{
|
|
if (Core.SE && Summoned)
|
|
{
|
|
using var list = PooledRefList<Mobile>.Create();
|
|
foreach (var m in GetMobilesInRange(5))
|
|
{
|
|
if (m is EnergyVortex or BladeSpirits && ((BaseCreature)m).Summoned)
|
|
{
|
|
list.Add(m);
|
|
}
|
|
}
|
|
|
|
var amount = list.Count - 6;
|
|
if (amount > 0)
|
|
{
|
|
list.Shuffle();
|
|
|
|
while (amount > 0)
|
|
{
|
|
Dispel(list[amount--]);
|
|
}
|
|
}
|
|
}
|
|
|
|
base.OnThink();
|
|
}
|
|
}
|
|
}
|