## Problem `GetMonsterAbilities()` answers three questions through one virtual: which abilities a creature has (`GetAbility`, `AOS.cs` reflect/barrier, bard fire-breath difficulty), which abilities are enabled right now, and where cooldown state must be cleaned up (`InvalidateNextAbilityTriggers` on death and delete). Every caller assumes it is a pure, stable list. About 70 creatures return a static array; only LordOaks computed it: ``` Mobile.Delete() → BaseCreature.OnDelete() → CreatureDeletedEvent → MonsterAbility.InvalidateNextAbilityTriggers() → LordOaks.GetMonsterAbilities() → CheckQueen() → new Silvani().MoveToWorld(...) ``` - Deleting a Lord Oaks nobody had fought (champion reset, `DeleteCreatures`, GM delete) spawned an orphaned Silvani where he stood. - The spell damage scalar (`AlterDamageScalarFrom`) spawned her too. - With the queen dead his list was empty, so cleanup skipped his cooldown entries. The static `Dictionary<BaseCreature, long>` on the ability singleton kept a reference to the deleted creature. `MonsterAbilityGroup` children's entries were never cleaned either. - Neira threw unholy bones from `AlterDamageScalarFrom`, so any caller asking for a damage scalar (a preview gump, for example) could fire the effect. ## Changes - **Per-creature cooldowns:** a lazy `Dictionary<MonsterAbility, long>` on `BaseCreature` (`IsAbilityOnCooldown`, `SetAbilityCooldown`, `ClearAbilityCooldowns`). The static dictionaries and the query-driven cleanup are gone, and death still resets cooldowns. Tick comparisons are wraparound-safe. - **Pure contract:** `GetMonsterAbilities()` is documented as pure. The new `virtual bool CanUseAbility(MonsterAbility)` gates abilities that only work some of the time. Every `TriggerAbility*` loop and `GetAbility` check it. - **LordOaks:** always lists his abilities; `CanUseAbility` and the 10% spell shield read "queen alive". The queen spawns when he is first aggressed or first given a combatant, never on the internal map. Aggression lands before the damage it causes, so the first spell is still shielded, as before. - **Neira:** the unholy bone throw moves to `OnDamagedBySpell`. A follow-up PR makes minions such as the queen, pixies and Barracoon's rats belong to their champion spawn, so a spawn reset cleans them up. ## Testing - `LordOaksTests` covers three cases: - querying or deleting an unengaged Lord Oaks spawns nothing; - aggression spawns the queen exactly once, and the shield and abilities follow her life; - an Oaks on the internal map never spawns her. - UOContent.Tests: 1234 passed, 2 skipped. - A local constructor sweep (every Mobile built and deleted repeatedly) no longer reports LordOaks.
167 lines
4.6 KiB
C#
167 lines
4.6 KiB
C#
using System;
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using ModernUO.Serialization;
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using Server.Engines.CannedEvil;
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using Server.Items;
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namespace Server.Mobiles;
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[SerializationGenerator(0, false)]
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public partial class LordOaks : BaseChampion
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{
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[SerializableField(0)]
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private Silvani _queen;
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[SerializableField(1)]
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private bool _spawnedQueen;
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[Constructible]
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public LordOaks() : base(AIType.AI_Mage, FightMode.Evil)
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{
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Body = 175;
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SetStr(403, 850);
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SetDex(101, 150);
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SetInt(503, 800);
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SetHits(3000);
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SetStam(202, 400);
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SetDamage(21, 33);
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SetDamageType(ResistanceType.Physical, 75);
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SetDamageType(ResistanceType.Fire, 25);
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SetResistance(ResistanceType.Physical, 85, 90);
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SetResistance(ResistanceType.Fire, 60, 70);
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SetResistance(ResistanceType.Cold, 60, 70);
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SetResistance(ResistanceType.Poison, 80, 90);
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SetResistance(ResistanceType.Energy, 80, 90);
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SetSkill(SkillName.Anatomy, 75.1, 100.0);
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SetSkill(SkillName.EvalInt, 120.1, 130.0);
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SetSkill(SkillName.Magery, 120.0);
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SetSkill(SkillName.Meditation, 120.1, 130.0);
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SetSkill(SkillName.MagicResist, 100.5, 150.0);
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SetSkill(SkillName.Tactics, 100.0);
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SetSkill(SkillName.Wrestling, 100.0);
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Fame = 22500;
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Karma = 22500;
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VirtualArmor = 100;
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}
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public override ChampionSkullType SkullType => ChampionSkullType.Enlightenment;
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public override Type[] UniqueList => new[] { typeof(OrcChieftainHelm) };
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public override Type[] SharedList => new[]
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{
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typeof(RoyalGuardSurvivalKnife),
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typeof(DjinnisRing),
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typeof(LieutenantOfTheBritannianRoyalGuard),
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typeof(SamaritanRobe),
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typeof(DetectiveBoots),
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typeof(TheMostKnowledgePerson)
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};
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public override Type[] DecorativeList => new[]
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{
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typeof(WaterTile),
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typeof(WindSpirit),
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typeof(Pier),
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typeof(DirtPatch)
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};
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public override MonsterStatuetteType[] StatueTypes => Array.Empty<MonsterStatuetteType>();
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public override string DefaultName => "Lord Oaks";
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public override bool AutoDispel => true;
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public override bool CanFly => true;
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public override bool BardImmune => !Core.SE;
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public override bool Unprovokable => Core.SE;
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public override bool Uncalmable => Core.SE;
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public override OppositionGroup OppositionGroup => OppositionGroup.FeyAndUndead;
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public override Poison PoisonImmune => Poison.Deadly;
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private static MonsterAbility[] _abilities = { MonsterAbilities.SummonPixiesCounter };
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public override MonsterAbility[] GetMonsterAbilities() => _abilities;
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public override bool CanUseAbility(MonsterAbility ability) => IsQueenAlive;
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private bool IsQueenAlive => _queen?.Deleted == false;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.UltraRich, 5);
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}
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public override int GetAngerSound() => 0x2F8;
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public override int GetIdleSound() => 0x2F8;
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public override int GetAttackSound() => Utility.Random(0x2F5, 2);
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public override int GetHurtSound() => 0x2F9;
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public override int GetDeathSound() => 0x2F7;
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// Aggression lands before the damage it causes, so the queen is up before the first hit is scaled.
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public override void AggressiveAction(Mobile aggressor, bool criminal)
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{
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base.AggressiveAction(aggressor, criminal);
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SpawnQueen();
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}
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public override void OnCombatantChange()
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{
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base.OnCombatantChange();
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if (Combatant != null)
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{
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SpawnQueen();
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}
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}
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private void SpawnQueen()
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{
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if (_spawnedQueen || Deleted || Map == null || Map == Map.Internal)
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{
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return;
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}
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Say(1042153); // Come forth my queen!
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Queen = new Silvani { Team = Team };
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Queen.MoveToWorld(Location, Map);
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SpawnedQueen = true;
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}
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public override void AlterDamageScalarFrom(Mobile caster, ref double scalar)
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{
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if (IsQueenAlive)
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{
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scalar *= 0.1;
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}
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}
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public override void OnGaveMeleeAttack(Mobile defender, int damage)
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{
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base.OnGaveMeleeAttack(defender, damage);
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defender.Damage(Utility.Random(20, 10), this);
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defender.Stam -= Utility.Random(20, 10);
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defender.Mana -= Utility.Random(20, 10);
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}
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public override void OnGotMeleeAttack(Mobile attacker, int damage)
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{
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base.OnGotMeleeAttack(attacker, damage);
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attacker.Damage(Utility.Random(20, 10), this);
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attacker.Stam -= Utility.Random(20, 10);
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attacker.Mana -= Utility.Random(20, 10);
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}
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}
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