#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.
104 lines
3.2 KiB
C#
104 lines
3.2 KiB
C#
using ModernUO.Serialization;
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using System;
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using Server.Collections;
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namespace Server.Mobiles
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{
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[SerializationGenerator(0, false)]
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public partial class EnergyVortex : BaseCreature
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{
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[Constructible]
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public EnergyVortex() : base(AIType.AI_Melee)
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{
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if (Core.SE && Utility.Random(500) == 0) // Per OSI FoF, it's a 1/500 chance.
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{
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// Llama vortex!
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Body = 0xDC;
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Hue = 0x76;
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}
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else
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{
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Body = 164;
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}
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SetStr(200);
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SetDex(200);
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SetInt(100);
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SetHits(Core.SE ? 140 : 70);
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SetStam(250);
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SetMana(0);
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SetDamage(14, 17);
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SetDamageType(ResistanceType.Physical, 0);
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SetDamageType(ResistanceType.Energy, 100);
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SetResistance(ResistanceType.Physical, 60, 70);
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SetResistance(ResistanceType.Fire, 40, 50);
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SetResistance(ResistanceType.Cold, 40, 50);
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SetResistance(ResistanceType.Poison, 40, 50);
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SetResistance(ResistanceType.Energy, 90, 100);
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SetSkill(SkillName.MagicResist, 99.9);
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SetSkill(SkillName.Tactics, 100.0);
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SetSkill(SkillName.Wrestling, 120.0);
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Fame = 0;
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Karma = 0;
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VirtualArmor = 40;
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ControlSlots = Core.SE ? 2 : 1;
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}
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public override string CorpseName => "an energy vortex corpse";
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public override bool DeleteCorpseOnDeath => Summoned;
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public override bool AlwaysMurderer => true; // Or Llama vortices will appear gray.
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public override double DispelDifficulty => 80.0;
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public override double DispelFocus => 20.0;
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public override string DefaultName => "an energy vortex";
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public override bool BleedImmune => true;
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public override Poison PoisonImmune => Poison.Lethal;
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public override bool FollowsAcquireRules => Core.AOS || !Summoned || SummonMaster?.Player != true ||
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(Map?.Rules & MapRules.HarmfulRestrictions) != 0;
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public override double GetFightModeRanking(Mobile m, FightMode acqType, bool bPlayerOnly) =>
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(m.Int + m.Skills.Magery.Value) / Math.Max(this.GetDistanceToSqrt(m), 1.0);
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public override int GetAngerSound() => 0x15;
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public override int GetAttackSound() => 0x28;
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public override void OnThink()
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{
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if (Core.SE && Summoned)
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{
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using var list = PooledRefList<Mobile>.Create();
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foreach (var m in GetMobilesInRange(5))
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{
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if (m is EnergyVortex or BladeSpirits && ((BaseCreature)m).Summoned)
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{
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list.Add(m);
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}
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}
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var amount = list.Count - 6;
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if (amount > 0)
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{
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list.Shuffle();
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while (amount > 0)
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{
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Dispel(list[amount--]);
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}
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}
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}
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base.OnThink();
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}
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}
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}
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