ModernUO/Projects/UOContent/Mobiles/AI/BaseAI.cs
2022-06-19 10:32:42 -07:00

3092 lines
108 KiB
C#

using System;
using System.Collections.Generic;
using Server.ContextMenus;
using Server.Engines.Quests;
using Server.Engines.Quests.Necro;
using Server.Engines.Spawners;
using Server.Factions;
using Server.Gumps;
using Server.Items;
using Server.Network;
using Server.Spells;
using Server.Spells.Spellweaving;
using Server.Targets;
using MoveImpl = Server.Movement.MovementImpl;
namespace Server.Mobiles
{
public enum AIType
{
AI_Use_Default,
AI_Melee,
AI_Animal,
AI_Archer,
AI_Healer,
AI_Vendor,
AI_Mage,
AI_Berserk,
AI_Predator,
AI_Thief,
AI_BehaviorTree,
AI_FireBoss
}
public enum ActionType
{
Wander,
Combat,
Guard,
Flee,
Backoff,
Interact
}
public abstract class BaseAI
{
private static readonly SkillName[] m_KeywordTable =
{
SkillName.Parry,
SkillName.Healing,
SkillName.Hiding,
SkillName.Stealing,
SkillName.Alchemy,
SkillName.AnimalLore,
SkillName.ItemID,
SkillName.ArmsLore,
SkillName.Begging,
SkillName.Blacksmith,
SkillName.Fletching,
SkillName.Peacemaking,
SkillName.Camping,
SkillName.Carpentry,
SkillName.Cartography,
SkillName.Cooking,
SkillName.DetectHidden,
SkillName.Discordance, // ??
SkillName.EvalInt,
SkillName.Fishing,
SkillName.Provocation,
SkillName.Lockpicking,
SkillName.Magery,
SkillName.MagicResist,
SkillName.Tactics,
SkillName.Snooping,
SkillName.RemoveTrap,
SkillName.Musicianship,
SkillName.Poisoning,
SkillName.Archery,
SkillName.SpiritSpeak,
SkillName.Tailoring,
SkillName.AnimalTaming,
SkillName.TasteID,
SkillName.Tinkering,
SkillName.Veterinary,
SkillName.Forensics,
SkillName.Herding,
SkillName.Tracking,
SkillName.Stealth,
SkillName.Inscribe,
SkillName.Swords,
SkillName.Macing,
SkillName.Fencing,
SkillName.Wrestling,
SkillName.Lumberjacking,
SkillName.Mining,
SkillName.Meditation
};
private static readonly Queue<Item> m_Obstacles = new();
protected ActionType m_Action;
public BaseCreature m_Mobile;
private long m_NextDetectHidden;
private long m_NextStopGuard;
protected PathFollower m_Path;
public Timer m_Timer;
public BaseAI(BaseCreature m)
{
m_Mobile = m;
m_Timer = new AITimer(this);
bool activate;
if (!m.PlayerRangeSensitive)
{
activate = true;
}
else if (World.Loading)
{
activate = false;
}
else if (m.Map == null || m.Map == Map.Internal || !m.Map.GetSector(m.Location).Active)
{
activate = false;
}
else
{
activate = true;
}
if (activate)
{
m_Timer.Start();
}
Action = ActionType.Wander;
}
public ActionType Action
{
get => m_Action;
set
{
m_Action = value;
OnActionChanged();
}
}
public long NextMove { get; set; }
public virtual bool CanDetectHidden => m_Mobile.Skills.DetectHidden.Value > 0;
public virtual bool WasNamed(string speech)
{
var name = m_Mobile.Name;
return name != null && speech.InsensitiveStartsWith(name);
}
public virtual void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
if (from.Alive && m_Mobile.Controlled && from.InRange(m_Mobile, 14))
{
if (from == m_Mobile.ControlMaster)
{
list.Add(new InternalEntry(from, 6107, 14, m_Mobile, this, OrderType.Guard)); // Command: Guard
list.Add(new InternalEntry(from, 6108, 14, m_Mobile, this, OrderType.Follow)); // Command: Follow
if (m_Mobile.CanDrop)
{
list.Add(new InternalEntry(from, 6109, 14, m_Mobile, this, OrderType.Drop)); // Command: Drop
}
list.Add(new InternalEntry(from, 6111, 14, m_Mobile, this, OrderType.Attack)); // Command: Kill
list.Add(new InternalEntry(from, 6112, 14, m_Mobile, this, OrderType.Stop)); // Command: Stop
list.Add(new InternalEntry(from, 6114, 14, m_Mobile, this, OrderType.Stay)); // Command: Stay
if (!m_Mobile.Summoned && m_Mobile is not GrizzledMare)
{
list.Add(new InternalEntry(from, 6110, 14, m_Mobile, this, OrderType.Friend)); // Add Friend
list.Add(new InternalEntry(from, 6099, 14, m_Mobile, this, OrderType.Unfriend)); // Remove Friend
list.Add(new InternalEntry(from, 6113, 14, m_Mobile, this, OrderType.Transfer)); // Transfer
}
list.Add(new InternalEntry(from, 6118, 14, m_Mobile, this, OrderType.Release)); // Release
}
else if (m_Mobile.IsPetFriend(from))
{
list.Add(new InternalEntry(from, 6108, 14, m_Mobile, this, OrderType.Follow)); // Command: Follow
list.Add(new InternalEntry(from, 6112, 14, m_Mobile, this, OrderType.Stop)); // Command: Stop
list.Add(new InternalEntry(from, 6114, 14, m_Mobile, this, OrderType.Stay)); // Command: Stay
}
}
}
public virtual void BeginPickTarget(Mobile from, OrderType order)
{
if (m_Mobile.Deleted || !m_Mobile.Controlled || !from.InRange(m_Mobile, 14) || from.Map != m_Mobile.Map)
{
return;
}
var isOwner = from == m_Mobile.ControlMaster;
var isFriend = !isOwner && m_Mobile.IsPetFriend(from);
if (!isOwner && !isFriend)
{
return;
}
if (isFriend && order != OrderType.Follow && order != OrderType.Stay && order != OrderType.Stop)
{
return;
}
if (from.Target == null)
{
if (order == OrderType.Transfer)
{
from.SendLocalizedMessage(502038); // Click on the person to transfer ownership to.
}
else if (order == OrderType.Friend)
{
from.SendLocalizedMessage(502020); // Click on the player whom you wish to make a co-owner.
}
else if (order == OrderType.Unfriend)
{
from.SendLocalizedMessage(1070948); // Click on the player whom you wish to remove as a co-owner.
}
from.Target = new AIControlMobileTarget(this, order);
}
else if (from.Target is AIControlMobileTarget t)
{
if (t.Order == order)
{
t.AddAI(this);
}
}
}
public virtual void OnAggressiveAction(Mobile aggressor)
{
var currentCombat = m_Mobile.Combatant;
if (currentCombat != null && !aggressor.Hidden && currentCombat != aggressor &&
m_Mobile.GetDistanceToSqrt(currentCombat) > m_Mobile.GetDistanceToSqrt(aggressor))
{
m_Mobile.Combatant = aggressor;
}
}
public virtual void EndPickTarget(Mobile from, Mobile target, OrderType order)
{
if (m_Mobile.Deleted || !m_Mobile.Controlled || !from.InRange(m_Mobile, 14) || from.Map != m_Mobile.Map ||
!from.CheckAlive())
{
return;
}
var isOwner = from == m_Mobile.ControlMaster;
var isFriend = !isOwner && m_Mobile.IsPetFriend(from);
if (!isOwner && !isFriend)
{
return;
}
if (isFriend && order != OrderType.Follow && order != OrderType.Stay && order != OrderType.Stop)
{
return;
}
if (order == OrderType.Attack)
{
if (target is BaseCreature creature && creature.IsScaryToPets && m_Mobile.IsScaredOfScaryThings)
{
m_Mobile.SayTo(from, "Your pet refuses to attack this creature!");
return;
}
if (SolenHelper.CheckRedFriendship(from) &&
target is RedSolenInfiltratorQueen or RedSolenInfiltratorWarrior or RedSolenQueen or RedSolenWarrior or RedSolenWorker
|| SolenHelper.CheckBlackFriendship(from) &&
target is BlackSolenInfiltratorQueen or BlackSolenInfiltratorWarrior or BlackSolenQueen or BlackSolenWarrior or BlackSolenWorker)
{
from.SendAsciiMessage("You can not force your pet to attack a creature you are protected from.");
return;
}
if (target is BaseFactionGuard)
{
m_Mobile.SayTo(from, "Your pet refuses to attack the guard.");
return;
}
}
if (m_Mobile.CheckControlChance(from))
{
m_Mobile.ControlTarget = target;
m_Mobile.ControlOrder = order;
}
}
public virtual bool HandlesOnSpeech(Mobile from)
{
if (from.AccessLevel >= AccessLevel.GameMaster)
{
return true;
}
if (from.Alive && m_Mobile.Controlled && m_Mobile.Commandable &&
(from == m_Mobile.ControlMaster || m_Mobile.IsPetFriend(from)))
{
return true;
}
return from.Alive && from.InRange(m_Mobile.Location, 3) && m_Mobile.IsHumanInTown();
}
public virtual void OnSpeech(SpeechEventArgs e)
{
if (e.Mobile.Alive && e.Mobile.InRange(m_Mobile.Location, 3) && m_Mobile.IsHumanInTown())
{
if (e.HasKeyword(0x9D) && WasNamed(e.Speech)) // *move*
{
if (m_Mobile.Combatant != null)
{
// I am too busy fighting to deal with thee!
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 501482);
}
else
{
// Excuse me?
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 501516);
WalkRandomInHome(2, 2, 1);
}
}
else if (e.HasKeyword(0x9E) && WasNamed(e.Speech)) // *time*
{
if (m_Mobile.Combatant != null)
{
// I am too busy fighting to deal with thee!
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 501482);
}
else
{
Clock.GetTime(m_Mobile, out var generalNumber, out _);
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, generalNumber);
}
}
else if (e.HasKeyword(0x6C) && WasNamed(e.Speech)) // *train
{
if (m_Mobile.Combatant != null)
{
// I am too busy fighting to deal with thee!
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 501482);
}
else
{
var foundSomething = false;
var ourSkills = m_Mobile.Skills;
var theirSkills = e.Mobile.Skills;
for (var i = 0; i < ourSkills.Length && i < theirSkills.Length; ++i)
{
var skill = ourSkills[i];
var theirSkill = theirSkills[i];
if (skill?.Base >= 60.0 && m_Mobile.CheckTeach(skill.SkillName, e.Mobile))
{
var toTeach = skill.Base / 3.0;
if (toTeach > 42.0)
{
toTeach = 42.0;
}
if (toTeach > theirSkill.Base)
{
var number = 1043059 + i;
if (number > 1043107)
{
continue;
}
if (!foundSomething)
{
m_Mobile.Say(1043058); // I can train the following:
}
m_Mobile.Say(number);
foundSomething = true;
}
}
}
if (!foundSomething)
{
m_Mobile.Say(501505); // Alas, I cannot teach thee anything.
}
}
}
else
{
var toTrain = (SkillName)(-1);
for (var i = 0; toTrain == (SkillName)(-1) && i < e.Keywords.Length; ++i)
{
var keyword = e.Keywords[i];
if (keyword == 0x154)
{
toTrain = SkillName.Anatomy;
}
else if (keyword >= 0x6D && keyword <= 0x9C)
{
var index = keyword - 0x6D;
if (index >= 0 && index < m_KeywordTable.Length)
{
toTrain = m_KeywordTable[index];
}
}
}
if (toTrain != (SkillName)(-1) && WasNamed(e.Speech))
{
if (m_Mobile.Combatant != null)
{
// I am too busy fighting to deal with thee!
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 501482);
}
else
{
var skills = m_Mobile.Skills;
var skill = skills[toTrain];
if (skill == null || skill.Base < 60.0 || !m_Mobile.CheckTeach(toTrain, e.Mobile))
{
m_Mobile.Say(501507); // 'Tis not something I can teach thee of.
}
else
{
m_Mobile.Teach(toTrain, e.Mobile, 0, false);
}
}
}
}
}
if (m_Mobile.Controlled && m_Mobile.Commandable)
{
m_Mobile.DebugSay("Listening...");
var isOwner = e.Mobile == m_Mobile.ControlMaster;
var isFriend = !isOwner && m_Mobile.IsPetFriend(e.Mobile);
if (e.Mobile.Alive && (isOwner || isFriend))
{
m_Mobile.DebugSay("It's from my master");
var keywords = e.Keywords;
var speech = e.Speech;
// First, check the all*
for (var i = 0; i < keywords.Length; ++i)
{
var keyword = keywords[i];
switch (keyword)
{
case 0x164: // all come
{
if (!isOwner)
{
break;
}
if (m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Come;
}
return;
}
case 0x165: // all follow
{
BeginPickTarget(e.Mobile, OrderType.Follow);
return;
}
case 0x166: // all guard
case 0x16B: // all guard me
{
if (!isOwner)
{
break;
}
if (m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Guard;
}
return;
}
case 0x167: // all stop
{
if (m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stop;
}
return;
}
case 0x168: // all kill
case 0x169: // all attack
{
if (!isOwner)
{
break;
}
BeginPickTarget(e.Mobile, OrderType.Attack);
return;
}
case 0x16C: // all follow me
{
if (m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = e.Mobile;
m_Mobile.ControlOrder = OrderType.Follow;
}
return;
}
case 0x170: // all stay
{
if (m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stay;
}
return;
}
}
}
// No all*, so check *command
for (var i = 0; i < keywords.Length; ++i)
{
var keyword = keywords[i];
switch (keyword)
{
case 0x155: // *come
{
if (!isOwner)
{
break;
}
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Come;
}
return;
}
case 0x156: // *drop
{
if (!isOwner)
{
break;
}
if (!m_Mobile.IsDeadPet && !m_Mobile.Summoned && WasNamed(speech) &&
m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Drop;
}
return;
}
case 0x15A: // *follow
{
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
BeginPickTarget(e.Mobile, OrderType.Follow);
}
return;
}
case 0x15B: // *friend
{
if (!isOwner)
{
break;
}
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
if (m_Mobile.Summoned || m_Mobile is GrizzledMare)
{
e.Mobile.SendLocalizedMessage(
1005481
); // Summoned creatures are loyal only to their summoners.
}
else if (e.Mobile.HasTrade)
{
e.Mobile.SendLocalizedMessage(
1070947
); // You cannot friend a pet with a trade pending
}
else
{
BeginPickTarget(e.Mobile, OrderType.Friend);
}
}
return;
}
case 0x15C: // *guard
{
if (!isOwner)
{
break;
}
if (!m_Mobile.IsDeadPet && WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Guard;
}
return;
}
case 0x15D: // *kill
case 0x15E: // *attack
{
if (!isOwner)
{
break;
}
if (!m_Mobile.IsDeadPet && WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
BeginPickTarget(e.Mobile, OrderType.Attack);
}
return;
}
case 0x15F: // *patrol
{
if (!isOwner)
{
break;
}
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Patrol;
}
return;
}
case 0x161: // *stop
{
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stop;
}
return;
}
case 0x163: // *follow me
{
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = e.Mobile;
m_Mobile.ControlOrder = OrderType.Follow;
}
return;
}
case 0x16D: // *release
{
if (!isOwner)
{
break;
}
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
if (!m_Mobile.Summoned)
{
e.Mobile.SendGump(new ConfirmReleaseGump(e.Mobile, m_Mobile));
}
else
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Release;
}
}
return;
}
case 0x16E: // *transfer
{
if (!isOwner)
{
break;
}
if (!m_Mobile.IsDeadPet && WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
if (m_Mobile.Summoned || m_Mobile is GrizzledMare)
{
e.Mobile.SendLocalizedMessage(
1005487
); // You cannot transfer ownership of a summoned creature.
}
else if (e.Mobile.HasTrade)
{
e.Mobile.SendLocalizedMessage(
1010507
); // You cannot transfer a pet with a trade pending
}
else
{
BeginPickTarget(e.Mobile, OrderType.Transfer);
}
}
return;
}
case 0x16F: // *stay
{
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stay;
}
return;
}
}
}
}
}
else
{
if (e.Mobile.AccessLevel >= AccessLevel.GameMaster)
{
m_Mobile.DebugSay("It's from a GM");
if (m_Mobile.FindMyName(e.Speech, true))
{
var str = e.Speech.Split(' ');
int i;
for (i = 0; i < str.Length; i++)
{
var word = str[i];
if (word.InsensitiveEquals("obey"))
{
m_Mobile.SetControlMaster(e.Mobile);
if (m_Mobile.Summoned)
{
m_Mobile.SummonMaster = e.Mobile;
}
return;
}
}
}
}
}
}
public virtual bool Think()
{
if (m_Mobile.Deleted)
{
return false;
}
if (CheckFlee())
{
return true;
}
switch (Action)
{
case ActionType.Wander:
{
m_Mobile.OnActionWander();
return DoActionWander();
}
case ActionType.Combat:
{
m_Mobile.OnActionCombat();
return DoActionCombat();
}
case ActionType.Guard:
{
m_Mobile.OnActionGuard();
return DoActionGuard();
}
case ActionType.Flee:
{
m_Mobile.OnActionFlee();
return DoActionFlee();
}
case ActionType.Interact:
{
m_Mobile.OnActionInteract();
return DoActionInteract();
}
case ActionType.Backoff:
{
m_Mobile.OnActionBackoff();
return DoActionBackoff();
}
default:
{
return false;
}
}
}
public virtual void OnActionChanged()
{
switch (Action)
{
case ActionType.Wander:
{
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
}
case ActionType.Combat:
{
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
}
case ActionType.Guard:
{
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.Combatant = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_NextStopGuard = Core.TickCount + (int)TimeSpan.FromSeconds(10).TotalMilliseconds;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
}
case ActionType.Flee:
{
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
}
case ActionType.Interact:
{
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
}
case ActionType.Backoff:
{
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
}
}
}
public virtual bool OnAtWayPoint() => true;
public virtual bool DoActionWander()
{
if (CheckHerding())
{
m_Mobile.DebugSay("Praise the shepherd!");
}
else if (m_Mobile.CurrentWayPoint != null)
{
var point = m_Mobile.CurrentWayPoint;
if ((point.X != m_Mobile.Location.X || point.Y != m_Mobile.Location.Y) && point.Map == m_Mobile.Map &&
point.Parent == null && !point.Deleted)
{
m_Mobile.DebugSay("I will move towards my waypoint.");
DoMove(m_Mobile.GetDirectionTo(m_Mobile.CurrentWayPoint));
}
else if (OnAtWayPoint())
{
m_Mobile.DebugSay("I will go to the next waypoint");
m_Mobile.CurrentWayPoint = point.NextPoint;
if (point.NextPoint?.Deleted == true)
{
m_Mobile.CurrentWayPoint = point.NextPoint = point.NextPoint.NextPoint;
}
}
}
else if (m_Mobile.IsAnimatedDead)
{
// animated dead follow their master
var master = m_Mobile.SummonMaster;
if (master != null && master.Map == m_Mobile.Map && master.InRange(m_Mobile, m_Mobile.RangePerception))
{
MoveTo(master, false, 1);
}
else
{
WalkRandomInHome(2, 2, 1);
}
}
else if (CheckMove())
{
if (!m_Mobile.CheckIdle())
{
WalkRandomInHome(2, 2, 1);
}
}
if (m_Mobile.Combatant?.Deleted == false && m_Mobile.Combatant.Alive &&
!m_Mobile.Combatant.IsDeadBondedPet)
{
m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant);
}
return true;
}
public virtual bool DoActionCombat()
{
if (Core.AOS && CheckHerding())
{
m_Mobile.DebugSay("Praise the shepherd!");
}
else
{
var c = m_Mobile.Combatant;
if (c?.Deleted != false || c.Map != m_Mobile.Map || !c.Alive || c.IsDeadBondedPet)
{
Action = ActionType.Wander;
}
else
{
m_Mobile.Direction = m_Mobile.GetDirectionTo(c);
}
}
return true;
}
public virtual bool DoActionGuard()
{
if (Core.AOS && CheckHerding())
{
m_Mobile.DebugSay("Praise the shepherd!");
}
else if (Core.TickCount - m_NextStopGuard < 0)
{
m_Mobile.DebugSay("I am on guard");
// m_Mobile.Turn( Utility.Random(0, 2) - 1 );
}
else
{
m_Mobile.DebugSay("I stopped being on guard");
Action = ActionType.Wander;
}
return true;
}
public virtual bool DoActionFlee()
{
var from = m_Mobile.FocusMob;
if (from?.Deleted != false || from.Map != m_Mobile.Map)
{
m_Mobile.DebugSay("I have lost him");
Action = ActionType.Guard;
return true;
}
if (WalkMobileRange(from, 1, true, m_Mobile.RangePerception * 2, m_Mobile.RangePerception * 3))
{
m_Mobile.DebugSay("I have fled");
Action = ActionType.Guard;
return true;
}
m_Mobile.DebugSay("I am fleeing!");
return true;
}
public virtual bool DoActionInteract() => true;
public virtual bool DoActionBackoff() => true;
public virtual bool Obey()
{
return !m_Mobile.Deleted && m_Mobile.ControlOrder switch
{
OrderType.None => DoOrderNone(),
OrderType.Come => DoOrderCome(),
OrderType.Drop => DoOrderDrop(),
OrderType.Friend => DoOrderFriend(),
OrderType.Unfriend => DoOrderUnfriend(),
OrderType.Guard => DoOrderGuard(),
OrderType.Attack => DoOrderAttack(),
OrderType.Patrol => DoOrderPatrol(),
OrderType.Release => DoOrderRelease(),
OrderType.Stay => DoOrderStay(),
OrderType.Stop => DoOrderStop(),
OrderType.Follow => DoOrderFollow(),
OrderType.Transfer => DoOrderTransfer(),
_ => false
};
}
public virtual void OnCurrentOrderChanged()
{
if (m_Mobile.Deleted || m_Mobile.ControlMaster?.Deleted != false)
{
return;
}
switch (m_Mobile.ControlOrder)
{
case OrderType.None:
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.Home = m_Mobile.Location;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Come:
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Drop:
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Friend:
case OrderType.Unfriend:
{
m_Mobile.ControlMaster.RevealingAction();
break;
}
case OrderType.Guard:
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
m_Mobile.ControlMaster.SendLocalizedMessage(1049671, m_Mobile.Name); // ~1_PETNAME~ is now guarding you.
break;
}
case OrderType.Attack:
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
break;
}
case OrderType.Patrol:
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Release:
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Stay:
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Stop:
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.Home = m_Mobile.Location;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Follow:
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
case OrderType.Transfer:
{
m_Mobile.ControlMaster.RevealingAction();
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
}
}
public virtual bool DoOrderNone()
{
m_Mobile.DebugSay("I have no order");
WalkRandomInHome(3, 2, 1);
if (m_Mobile.Combatant?.Deleted == false && m_Mobile.Combatant.Alive &&
!m_Mobile.Combatant.IsDeadBondedPet)
{
m_Mobile.Warmode = true;
m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant);
}
else
{
m_Mobile.Warmode = false;
}
return true;
}
public virtual bool DoOrderCome()
{
if (m_Mobile.ControlMaster?.Deleted != false)
{
return true;
}
var iCurrDist = (int)m_Mobile.GetDistanceToSqrt(m_Mobile.ControlMaster);
if (iCurrDist > m_Mobile.RangePerception)
{
m_Mobile.DebugSay("I have lost my master. I stay here");
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.None;
}
else
{
m_Mobile.DebugSay("My master told me come");
// Not exactly OSI style, but better than nothing.
var bRun = iCurrDist > 5;
if (WalkMobileRange(m_Mobile.ControlMaster, 1, bRun, 0, 1))
{
if (m_Mobile.Combatant?.Deleted == false && m_Mobile.Combatant.Alive &&
!m_Mobile.Combatant.IsDeadBondedPet)
{
m_Mobile.Warmode = true;
// m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant, bRun);
}
else
{
m_Mobile.Warmode = false;
}
}
}
return true;
}
public virtual bool DoOrderDrop()
{
if (m_Mobile.IsDeadPet || !m_Mobile.CanDrop)
{
return true;
}
m_Mobile.DebugSay("I drop my stuff for my master");
var pack = m_Mobile.Backpack;
if (pack != null)
{
var list = pack.Items;
for (var i = list.Count - 1; i >= 0; --i)
{
if (i < list.Count)
{
list[i].MoveToWorld(m_Mobile.Location, m_Mobile.Map);
}
}
}
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.None;
return true;
}
public virtual bool CheckHerding()
{
var target = m_Mobile.TargetLocation;
if (target == null)
{
return false; // Creature is not being herded
}
var distance = m_Mobile.GetDistanceToSqrt(target);
if (!(distance is < 1 or > 15))
{
DoMove(m_Mobile.GetDirectionTo(target));
return true;
}
if (distance < 1 && target.X == 1076 && target.Y == 450 && m_Mobile is HordeMinionFamiliar)
{
if (m_Mobile.ControlMaster is PlayerMobile pm)
{
var qs = pm.Quest;
if (qs is DarkTidesQuest)
{
QuestObjective obj = qs.FindObjective<FetchAbraxusScrollObjective>();
if (obj?.Completed == false)
{
m_Mobile.AddToBackpack(new ScrollOfAbraxus());
obj.Complete();
}
}
}
}
m_Mobile.TargetLocation = null;
return false; // At the target or too far away
}
public virtual bool DoOrderFollow()
{
if (CheckHerding())
{
m_Mobile.DebugSay("Praise the shepherd!");
}
else if (m_Mobile.ControlTarget?.Deleted == false && m_Mobile.ControlTarget != m_Mobile)
{
var iCurrDist = (int)m_Mobile.GetDistanceToSqrt(m_Mobile.ControlTarget);
if (iCurrDist > m_Mobile.RangePerception)
{
m_Mobile.DebugSay("I have lost the one to follow. I stay here");
if (m_Mobile.Combatant?.Deleted == false && m_Mobile.Combatant.Alive &&
!m_Mobile.Combatant.IsDeadBondedPet)
{
m_Mobile.Warmode = true;
m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant);
}
else
{
m_Mobile.Warmode = false;
}
}
else
{
m_Mobile.DebugSay("My master told me to follow: {0}", m_Mobile.ControlTarget.Name);
// Not exactly OSI style, but better than nothing.
var bRun = iCurrDist > 5;
if (WalkMobileRange(m_Mobile.ControlTarget, 1, bRun, 0, 1))
{
if (m_Mobile.Combatant?.Deleted == false && m_Mobile.Combatant.Alive &&
!m_Mobile.Combatant.IsDeadBondedPet)
{
m_Mobile.Warmode = true;
// m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant, bRun);
}
else
{
m_Mobile.Warmode = false;
if (Core.AOS)
{
m_Mobile.CurrentSpeed = 0.1;
}
}
}
}
}
else
{
m_Mobile.DebugSay("I have nobody to follow");
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.None;
}
return true;
}
public virtual bool DoOrderFriend()
{
var from = m_Mobile.ControlMaster;
var to = m_Mobile.ControlTarget;
if (from?.Deleted != false || to?.Deleted != false || from == to || !to.Player)
{
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 502039); // *looks confused*
}
else
{
var youngFrom = from is PlayerMobile mobile && mobile.Young;
var youngTo = to is PlayerMobile playerMobile && playerMobile.Young;
if (youngFrom && !youngTo)
{
from.SendLocalizedMessage(502040); // As a young player, you may not friend pets to older players.
}
else if (!youngFrom && youngTo)
{
from.SendLocalizedMessage(502041); // As an older player, you may not friend pets to young players.
}
else if (from.CanBeBeneficial(to, true))
{
NetState fromState = from.NetState, toState = to.NetState;
if (fromState != null && toState != null)
{
if (from.HasTrade)
{
from.SendLocalizedMessage(1070947); // You cannot friend a pet with a trade pending
}
else if (to.HasTrade)
{
to.SendLocalizedMessage(1070947); // You cannot friend a pet with a trade pending
}
else if (m_Mobile.IsPetFriend(to))
{
from.SendLocalizedMessage(1049691); // That person is already a friend.
}
else if (!m_Mobile.AllowNewPetFriend)
{
from.SendLocalizedMessage(
1005482
); // Your pet does not seem to be interested in making new friends right now.
}
else
{
// ~1_NAME~ will now accept movement commands from ~2_NAME~.
from.SendLocalizedMessage(1049676, $"{m_Mobile.Name}\t{to.Name}");
/* ~1_NAME~ has granted you the ability to give orders to their pet ~2_PET_NAME~.
* This creature will now consider you as a friend.
*/
to.SendLocalizedMessage(1043246, $"{from.Name}\t{m_Mobile.Name}");
m_Mobile.AddPetFriend(to);
m_Mobile.ControlTarget = to;
m_Mobile.ControlOrder = OrderType.Follow;
return true;
}
}
}
}
m_Mobile.ControlTarget = from;
m_Mobile.ControlOrder = OrderType.Follow;
return true;
}
public virtual bool DoOrderUnfriend()
{
var from = m_Mobile.ControlMaster;
var to = m_Mobile.ControlTarget;
if (from?.Deleted != false || to?.Deleted != false || from == to || !to.Player)
{
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 502039); // *looks confused*
}
else if (!m_Mobile.IsPetFriend(to))
{
from.SendLocalizedMessage(1070953); // That person is not a friend.
}
else
{
// ~1_NAME~ will no longer accept movement commands from ~2_NAME~.
from.SendLocalizedMessage(1070951, $"{m_Mobile.Name}\t{to.Name}");
/* ~1_NAME~ has no longer granted you the ability to give orders to their pet ~2_PET_NAME~.
* This creature will no longer consider you as a friend.
*/
to.SendLocalizedMessage(1070952, $"{from.Name}\t{m_Mobile.Name}");
m_Mobile.RemovePetFriend(to);
}
m_Mobile.ControlTarget = from;
m_Mobile.ControlOrder = OrderType.Follow;
return true;
}
public virtual bool DoOrderGuard()
{
if (m_Mobile.IsDeadPet)
{
return true;
}
var controlMaster = m_Mobile.ControlMaster;
if (controlMaster?.Deleted != false)
{
return true;
}
var combatant = m_Mobile.Combatant;
var aggressors = controlMaster.Aggressors;
if (aggressors.Count > 0)
{
for (var i = 0; i < aggressors.Count; ++i)
{
var info = aggressors[i];
var attacker = info.Attacker;
if (attacker?.Deleted == false &&
attacker.GetDistanceToSqrt(m_Mobile) <= m_Mobile.RangePerception)
{
if (combatant == null || attacker.GetDistanceToSqrt(controlMaster) <
combatant.GetDistanceToSqrt(controlMaster))
{
combatant = attacker;
}
}
}
if (combatant != null)
{
m_Mobile.DebugSay("Crap, my master has been attacked! I will attack one of those bastards!");
}
}
if (combatant?.Deleted == false && combatant != m_Mobile && combatant != m_Mobile.ControlMaster &&
combatant.Alive && !combatant.IsDeadBondedPet && m_Mobile.CanSee(combatant) &&
m_Mobile.CanBeHarmful(combatant, false) && combatant.Map == m_Mobile.Map)
{
m_Mobile.DebugSay("Guarding from target...");
m_Mobile.Combatant = combatant;
m_Mobile.FocusMob = combatant;
Action = ActionType.Combat;
/*
* We need to call Think() here or spell casting monsters will not use
* spells when guarding because their target is never processed.
*/
Think();
}
else
{
m_Mobile.DebugSay("Nothing to guard from");
m_Mobile.Warmode = false;
if (Core.AOS)
{
m_Mobile.CurrentSpeed = 0.1;
}
WalkMobileRange(controlMaster, 1, false, 0, 1);
}
return true;
}
public virtual bool DoOrderAttack()
{
if (m_Mobile.IsDeadPet)
{
return true;
}
if (m_Mobile.ControlTarget?.Deleted != false || m_Mobile.ControlTarget.Map != m_Mobile.Map ||
!m_Mobile.ControlTarget.Alive || m_Mobile.ControlTarget.IsDeadBondedPet)
{
m_Mobile.DebugSay(
"I think he might be dead. He's not anywhere around here at least. That's cool. I'm glad he's dead."
);
if (Core.AOS)
{
m_Mobile.ControlTarget = m_Mobile.ControlMaster;
m_Mobile.ControlOrder = OrderType.Follow;
}
else
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.None;
}
if (m_Mobile.FightMode is FightMode.Closest or FightMode.Aggressor)
{
Mobile newCombatant = null;
var newScore = 0.0;
foreach (var aggr in m_Mobile.GetMobilesInRange(m_Mobile.RangePerception))
{
if (!m_Mobile.CanSee(aggr) || aggr.Combatant != m_Mobile)
{
continue;
}
if (aggr.IsDeadBondedPet || !aggr.Alive)
{
continue;
}
var aggrScore = m_Mobile.GetFightModeRanking(aggr, FightMode.Closest, false);
if ((newCombatant == null || aggrScore > newScore) && m_Mobile.InLOS(aggr))
{
newCombatant = aggr;
newScore = aggrScore;
}
}
if (newCombatant != null)
{
m_Mobile.ControlTarget = newCombatant;
m_Mobile.ControlOrder = OrderType.Attack;
m_Mobile.Combatant = newCombatant;
m_Mobile.DebugSay("But -that- is not dead. Here we go again...");
Think();
}
}
}
else
{
m_Mobile.DebugSay("Attacking target...");
Think();
}
return true;
}
public virtual bool DoOrderPatrol()
{
m_Mobile.DebugSay("This order is not yet coded");
return true;
}
public virtual bool DoOrderRelease()
{
m_Mobile.DebugSay("I have been released");
m_Mobile.PlaySound(m_Mobile.GetAngerSound());
m_Mobile.SetControlMaster(null);
m_Mobile.SummonMaster = null;
m_Mobile.BondingBegin = DateTime.MinValue;
m_Mobile.OwnerAbandonTime = DateTime.MinValue;
m_Mobile.IsBonded = false;
var spawner = m_Mobile.Spawner;
if (spawner != null && spawner.HomeLocation != Point3D.Zero)
{
m_Mobile.Home = spawner.HomeLocation;
m_Mobile.RangeHome = spawner.HomeRange;
}
if (m_Mobile.DeleteOnRelease || m_Mobile.IsDeadPet)
{
m_Mobile.Delete();
}
m_Mobile.BeginDeleteTimer();
m_Mobile.DropBackpack();
return true;
}
public virtual bool DoOrderStay()
{
if (CheckHerding())
{
m_Mobile.DebugSay("Praise the shepherd!");
}
else
{
m_Mobile.DebugSay("My master told me to stay");
}
return true;
}
public virtual bool DoOrderStop()
{
if (m_Mobile.ControlMaster?.Deleted != false)
{
return true;
}
m_Mobile.DebugSay("My master told me to stop.");
m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.ControlMaster);
m_Mobile.Home = m_Mobile.Location;
m_Mobile.ControlTarget = null;
if (Core.ML)
{
WalkRandomInHome(3, 2, 1);
}
else
{
m_Mobile.ControlOrder = OrderType.None;
}
return true;
}
public virtual bool DoOrderTransfer()
{
if (m_Mobile.IsDeadPet)
{
return true;
}
var from = m_Mobile.ControlMaster;
var to = m_Mobile.ControlTarget;
if (from?.Deleted == false && to?.Deleted == false && from != to && to.Player)
{
m_Mobile.DebugSay("Begin transfer with {0}", to.Name);
var youngFrom = from is PlayerMobile mobile && mobile.Young;
var youngTo = to is PlayerMobile playerMobile && playerMobile.Young;
if (youngFrom && !youngTo)
{
from.SendLocalizedMessage(502051); // As a young player, you may not transfer pets to older players.
}
else if (!youngFrom && youngTo)
{
from.SendLocalizedMessage(502052); // As an older player, you may not transfer pets to young players.
}
else if (!m_Mobile.CanBeControlledBy(to))
{
var args = $"{to.Name}\t{from.Name}\t ";
from.SendLocalizedMessage(
1043248,
args
); // The pet refuses to be transferred because it will not obey ~1_NAME~.~3_BLANK~
to.SendLocalizedMessage(
1043249,
args
); // The pet will not accept you as a master because it does not trust you.~3_BLANK~
}
else if (!m_Mobile.CanBeControlledBy(from))
{
var args = $"{to.Name}\t{from.Name}\t ";
from.SendLocalizedMessage(
1043250,
args
); // The pet refuses to be transferred because it will not obey you sufficiently.~3_BLANK~
to.SendLocalizedMessage(
1043251,
args
); // The pet will not accept you as a master because it does not trust ~2_NAME~.~3_BLANK~
}
else if (TransferItem.IsInCombat(m_Mobile))
{
from.SendMessage("You may not transfer a pet that has recently been in combat.");
to.SendMessage("The pet may not be transferred to you because it has recently been in combat.");
}
else
{
NetState fromState = from.NetState, toState = to.NetState;
if (fromState != null && toState != null)
{
if (from.HasTrade)
{
from.SendLocalizedMessage(1010507); // You cannot transfer a pet with a trade pending
}
else if (to.HasTrade)
{
to.SendLocalizedMessage(1010507); // You cannot transfer a pet with a trade pending
}
else
{
Container c = fromState.AddTrade(toState);
c.DropItem(new TransferItem(m_Mobile));
}
}
}
}
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stay;
return true;
}
public virtual bool DoBardPacified()
{
if (Core.Now < m_Mobile.BardEndTime)
{
m_Mobile.DebugSay("I am pacified, I wait");
m_Mobile.Combatant = null;
m_Mobile.Warmode = false;
}
else
{
m_Mobile.DebugSay("I'm not pacified any longer");
m_Mobile.BardPacified = false;
}
return true;
}
public virtual bool DoBardProvoked()
{
if (Core.Now >= m_Mobile.BardEndTime &&
(m_Mobile.BardMaster?.Deleted != false ||
m_Mobile.BardMaster.Map != m_Mobile.Map || m_Mobile.GetDistanceToSqrt(m_Mobile.BardMaster) >
m_Mobile.RangePerception))
{
m_Mobile.DebugSay("I have lost my provoker");
m_Mobile.BardProvoked = false;
m_Mobile.BardMaster = null;
m_Mobile.BardTarget = null;
m_Mobile.Combatant = null;
m_Mobile.Warmode = false;
}
else
{
if (m_Mobile.BardTarget?.Deleted != false || m_Mobile.BardTarget.Map != m_Mobile.Map ||
m_Mobile.GetDistanceToSqrt(m_Mobile.BardTarget) > m_Mobile.RangePerception)
{
m_Mobile.DebugSay("I have lost my provoke target");
m_Mobile.BardProvoked = false;
m_Mobile.BardMaster = null;
m_Mobile.BardTarget = null;
m_Mobile.Combatant = null;
m_Mobile.Warmode = false;
}
else
{
m_Mobile.Combatant = m_Mobile.BardTarget;
m_Action = ActionType.Combat;
m_Mobile.OnThink();
Think();
}
}
return true;
}
public virtual void WalkRandom(int iChanceToNotMove, int iChanceToDir, int iSteps)
{
if (m_Mobile.Deleted || m_Mobile.DisallowAllMoves)
{
return;
}
for (var i = 0; i < iSteps; i++)
{
if (Utility.Random(8 * iChanceToNotMove) <= 8)
{
var iRndMove = Utility.Random(0, 8 + 9 * iChanceToDir);
switch (iRndMove)
{
case 0:
{
DoMove(Direction.Up);
break;
}
case 1:
{
DoMove(Direction.North);
break;
}
case 2:
{
DoMove(Direction.Left);
break;
}
case 3:
{
DoMove(Direction.West);
break;
}
case 5:
{
DoMove(Direction.Down);
break;
}
case 6:
{
DoMove(Direction.South);
break;
}
case 7:
{
DoMove(Direction.Right);
break;
}
case 8:
{
DoMove(Direction.East);
break;
}
default:
{
DoMove(m_Mobile.Direction);
break;
}
}
}
}
}
public double TransformMoveDelay(double delay)
{
// Monster is passive
if (m_Mobile is { Controlled: false, Summoned: false } && Math.Abs(delay - m_Mobile.PassiveSpeed) < 0.0001)
{
delay *= 3;
}
if (!m_Mobile.IsDeadPet && (m_Mobile.ReduceSpeedWithDamage || m_Mobile.IsSubdued))
{
int stats, statsMax;
if (Core.HS)
{
stats = m_Mobile.Stam;
statsMax = m_Mobile.StamMax;
}
else
{
stats = m_Mobile.Hits;
statsMax = m_Mobile.HitsMax;
}
var offset = statsMax <= 0 ? 1.0 : Math.Max(0, stats) / (double)statsMax;
if (offset < 1.0)
{
delay += m_Mobile.PassiveSpeed * (1.0 - offset);
}
}
return delay;
}
public virtual bool CheckMove() => Core.TickCount - NextMove >= 0;
public virtual bool DoMove(Direction d, bool badStateOk = false)
{
var res = DoMoveImpl(d);
return res is MoveResult.Success or MoveResult.SuccessAutoTurn || badStateOk && res == MoveResult.BadState;
}
public virtual MoveResult DoMoveImpl(Direction d)
{
if (m_Mobile.Deleted || m_Mobile.Frozen || m_Mobile.Paralyzed ||
m_Mobile.Spell?.IsCasting == true || m_Mobile.DisallowAllMoves)
{
return MoveResult.BadState;
}
if (!CheckMove())
{
return MoveResult.BadState;
}
// This makes them always move one step, never any direction changes
// TODO: This is firing off deltas which aren't needed. Look into replacing/removing this
m_Mobile.Direction = d;
var delay = (int)(TransformMoveDelay(m_Mobile.CurrentSpeed) * 1000);
NextMove += delay;
if (Core.TickCount - NextMove > 0)
{
NextMove = Core.TickCount;
}
m_Mobile.Pushing = false;
MoveImpl.IgnoreMovableImpassables = m_Mobile.CanMoveOverObstacles && !m_Mobile.CanDestroyObstacles;
if ((m_Mobile.Direction & Direction.Mask) != (d & Direction.Mask))
{
var v = m_Mobile.Move(d);
MoveImpl.IgnoreMovableImpassables = false;
return v ? MoveResult.Success : MoveResult.Blocked;
}
if (m_Mobile.Move(d))
{
MoveImpl.IgnoreMovableImpassables = false;
return MoveResult.Success;
}
var wasPushing = m_Mobile.Pushing;
var blocked = true;
var canOpenDoors = m_Mobile.CanOpenDoors;
var canDestroyObstacles = m_Mobile.CanDestroyObstacles;
if (canOpenDoors || canDestroyObstacles)
{
// m_Mobile.DebugSay("My movement was blocked, I will try to clear some obstacles.");
var map = m_Mobile.Map;
if (map != null)
{
int x = m_Mobile.X, y = m_Mobile.Y;
Movement.Movement.Offset(d, ref x, ref y);
var destroyables = 0;
var eable = map.GetItemsInRange(new Point3D(x, y, m_Mobile.Location.Z), 1);
foreach (var item in eable)
{
if (canOpenDoors && item is BaseDoor door && door.Z + door.ItemData.Height > m_Mobile.Z &&
m_Mobile.Z + 16 > door.Z)
{
if (door.X != x || door.Y != y)
{
continue;
}
if (!door.Locked || !door.UseLocks())
{
m_Obstacles.Enqueue(door);
}
if (!canDestroyObstacles)
{
break;
}
}
else if (canDestroyObstacles && item.Movable && item.ItemData.Impassable &&
item.Z + item.ItemData.Height > m_Mobile.Z && m_Mobile.Z + 16 > item.Z)
{
if (!m_Mobile.InRange(item.GetWorldLocation(), 1))
{
continue;
}
m_Obstacles.Enqueue(item);
++destroyables;
}
}
eable.Free();
if (destroyables > 0)
{
Effects.PlaySound(new Point3D(x, y, m_Mobile.Z), m_Mobile.Map, 0x3B3);
}
if (m_Obstacles.Count > 0)
{
blocked = false; // retry movement
}
while (m_Obstacles.Count > 0)
{
var item = m_Obstacles.Dequeue();
if (item is BaseDoor door)
{
m_Mobile.DebugSay(
"Little do they expect, I've learned how to open doors. Didn't they read the script??"
);
m_Mobile.DebugSay("*twist*");
door.Use(m_Mobile);
}
else
{
m_Mobile.DebugSay(
"Ugabooga. I'm so big and tough I can destroy it: {0}",
item.GetType().Name
);
if (item is Container cont)
{
for (var i = 0; i < cont.Items.Count; ++i)
{
var check = cont.Items[i];
if (check.Movable && check.ItemData.Impassable &&
cont.Z + check.ItemData.Height > m_Mobile.Z)
{
m_Obstacles.Enqueue(check);
}
}
cont.Destroy();
}
else
{
item.Delete();
}
}
}
if (!blocked)
{
blocked = !m_Mobile.Move(d);
}
}
}
if (blocked)
{
var offset = Utility.RandomDouble() >= 0.6 ? 1 : -1;
for (var i = 0; i < 2; ++i)
{
m_Mobile.TurnInternal(offset);
if (m_Mobile.Move(m_Mobile.Direction))
{
MoveImpl.IgnoreMovableImpassables = false;
return MoveResult.SuccessAutoTurn;
}
}
MoveImpl.IgnoreMovableImpassables = false;
return wasPushing ? MoveResult.BadState : MoveResult.Blocked;
}
MoveImpl.IgnoreMovableImpassables = false;
return MoveResult.Success;
}
public virtual void WalkRandomInHome(int iChanceToNotMove, int iChanceToDir, int iSteps)
{
if (m_Mobile.Deleted || m_Mobile.DisallowAllMoves)
{
return;
}
if (m_Mobile.Home == Point3D.Zero)
{
if (m_Mobile.Spawner is RegionSpawner rs)
{
Region region = rs.SpawnRegion;
if (m_Mobile.Region.AcceptsSpawnsFrom(region))
{
m_Mobile.WalkRegion = region;
WalkRandom(iChanceToNotMove, iChanceToDir, iSteps);
m_Mobile.WalkRegion = null;
}
else
{
if (region.GoLocation != Point3D.Zero && Utility.Random(10) > 5)
{
DoMove(m_Mobile.GetDirectionTo(region.GoLocation));
}
else
{
WalkRandom(iChanceToNotMove, iChanceToDir, 1);
}
}
}
else
{
WalkRandom(iChanceToNotMove, iChanceToDir, iSteps);
}
}
else
{
for (var i = 0; i < iSteps; i++)
{
if (m_Mobile.RangeHome != 0)
{
var iCurrDist = (int)m_Mobile.GetDistanceToSqrt(m_Mobile.Home);
if (iCurrDist < m_Mobile.RangeHome * 2 / 3)
{
WalkRandom(iChanceToNotMove, iChanceToDir, 1);
}
else if (iCurrDist > m_Mobile.RangeHome)
{
DoMove(m_Mobile.GetDirectionTo(m_Mobile.Home));
}
else
{
if (Utility.Random(10) > 5)
{
DoMove(m_Mobile.GetDirectionTo(m_Mobile.Home));
}
else
{
WalkRandom(iChanceToNotMove, iChanceToDir, 1);
}
}
}
else
{
if (m_Mobile.Location != m_Mobile.Home)
{
DoMove(m_Mobile.GetDirectionTo(m_Mobile.Home));
}
}
}
}
}
public virtual bool CheckFlee()
{
if (m_Mobile.CheckFlee())
{
var combatant = m_Mobile.Combatant;
if (combatant == null)
{
WalkRandom(1, 2, 1);
}
else
{
var d = combatant.GetDirectionTo(m_Mobile);
d = (Direction)((int)d + Utility.RandomMinMax(-1, +1));
m_Mobile.Direction = d;
m_Mobile.Move(d);
}
return true;
}
return false;
}
public virtual void OnTeleported()
{
if (m_Path != null)
{
m_Mobile.DebugSay("Teleported; repathing");
m_Path.ForceRepath();
}
}
public virtual bool MoveTo(Mobile m, bool run, int range)
{
if (m_Mobile.Deleted || m_Mobile.DisallowAllMoves || m?.Deleted != false)
{
return false;
}
if (m_Mobile.InRange(m, range))
{
m_Path = null;
return true;
}
if (m_Path?.Goal == m)
{
if (m_Path.Follow(run, 1))
{
m_Path = null;
return true;
}
}
else if (!DoMove(m_Mobile.GetDirectionTo(m, run), true))
{
m_Path = new PathFollower(m_Mobile, m) { Mover = DoMoveImpl };
if (m_Path.Follow(run, 1))
{
m_Path = null;
return true;
}
}
else
{
m_Path = null;
return true;
}
return false;
}
/*
* Walk at range distance from mobile
*
* iSteps : Number of steps
* bRun : Do we run
* iWantDistMin : The minimum distance we want to be
* iWantDistMax : The maximum distance we want to be
*
*/
public virtual bool WalkMobileRange(Mobile m, int iSteps, bool bRun, int iWantDistMin, int iWantDistMax)
{
if (m_Mobile.Deleted || m_Mobile.DisallowAllMoves)
{
return false;
}
if (m == null)
{
return false;
}
for (var i = 0; i < iSteps; i++)
{
// Get the current distance
var iCurrDist = (int)m_Mobile.GetDistanceToSqrt(m);
if (iCurrDist < iWantDistMin || iCurrDist > iWantDistMax)
{
var needCloser = iCurrDist > iWantDistMax;
var needFurther = !needCloser;
if (needCloser && m_Path != null && m_Path.Goal == m)
{
if (m_Path.Follow(bRun, 1))
{
m_Path = null;
}
}
else
{
var dirTo = iCurrDist > iWantDistMax ?
m_Mobile.GetDirectionTo(m, bRun) : m.GetDirectionTo(m_Mobile, bRun);
if (!DoMove(dirTo, true) && needCloser)
{
m_Path = new PathFollower(m_Mobile, m) { Mover = DoMoveImpl };
if (m_Path.Follow(bRun, 1))
{
m_Path = null;
}
}
else
{
m_Path = null;
}
}
}
else
{
return true;
}
}
// Get the current distance
var iNewDist = (int)m_Mobile.GetDistanceToSqrt(m);
return iNewDist >= iWantDistMin && iNewDist <= iWantDistMax;
}
/*
* Here we check to acquire a target from our surrounding
*
* iRange : The range
* acqType : A type of acquire we want (closest, strongest, etc)
* bPlayerOnly : Don't bother with other creatures or NPCs, want a player
* bFacFriend : Check people in my faction
* bFacFoe : Check people in other factions
*
*/
public virtual bool AcquireFocusMob(int iRange, FightMode acqType, bool bPlayerOnly, bool bFacFriend, bool bFacFoe)
{
if (m_Mobile.Deleted)
{
return false;
}
if (m_Mobile.BardProvoked)
{
if (m_Mobile.BardTarget?.Deleted != false)
{
m_Mobile.FocusMob = null;
return false;
}
m_Mobile.FocusMob = m_Mobile.BardTarget;
return m_Mobile.FocusMob != null;
}
if (m_Mobile.Controlled)
{
if (m_Mobile.ControlTarget?.Deleted != false || m_Mobile.ControlTarget.Hidden ||
!m_Mobile.ControlTarget.Alive || m_Mobile.ControlTarget.IsDeadBondedPet ||
!m_Mobile.InRange(m_Mobile.ControlTarget, m_Mobile.RangePerception * 2))
{
if (m_Mobile.ControlTarget != null && m_Mobile.ControlTarget != m_Mobile.ControlMaster)
{
m_Mobile.ControlTarget = null;
}
m_Mobile.FocusMob = null;
return false;
}
m_Mobile.FocusMob = m_Mobile.ControlTarget;
return m_Mobile.FocusMob != null;
}
if (m_Mobile.ConstantFocus != null)
{
m_Mobile.DebugSay("Acquired my constant focus");
m_Mobile.FocusMob = m_Mobile.ConstantFocus;
return true;
}
if (acqType == FightMode.None)
{
m_Mobile.FocusMob = null;
return false;
}
if (acqType == FightMode.Aggressor && m_Mobile.Aggressors.Count == 0 && m_Mobile.Aggressed.Count == 0 &&
m_Mobile.FactionAllegiance == null && m_Mobile.EthicAllegiance == null)
{
m_Mobile.FocusMob = null;
return false;
}
if (Core.TickCount - m_Mobile.NextReacquireTime < 0)
{
m_Mobile.FocusMob = null;
return false;
}
m_Mobile.NextReacquireTime = Core.TickCount + (int)m_Mobile.ReacquireDelay.TotalMilliseconds;
// m_Mobile.DebugSay("Acquiring...");
var map = m_Mobile.Map;
if (map != null)
{
Mobile newFocusMob = null;
var val = double.MinValue;
var eable = map.GetMobilesInRange(m_Mobile.Location, iRange);
foreach (var m in eable)
{
if (m.Deleted || m.Blessed)
{
continue;
}
// Let's not target ourselves...
if (m == m_Mobile || m is BaseFamiliar)
{
continue;
}
// Dead targets are invalid.
if (!m.Alive || m.IsDeadBondedPet)
{
continue;
}
// Staff members cannot be targeted.
if (m.AccessLevel > AccessLevel.Player)
{
continue;
}
// Does it have to be a player?
if (bPlayerOnly && !m.Player)
{
continue;
}
// Can't acquire a target we can't see.
if (!m_Mobile.CanSee(m))
{
continue;
}
var bc = m as BaseCreature;
var pm = m as PlayerMobile;
if (Core.AOS && bc?.Summoned == true && bc?.Controlled != true)
{
continue;
}
if (m_Mobile.Summoned && m_Mobile.SummonMaster != null)
{
// If this is a summon, it can't target its controller.
if (m == m_Mobile.SummonMaster)
{
continue;
}
// It also must abide by harmful spell rules.
if (!SpellHelper.ValidIndirectTarget(m_Mobile.SummonMaster, m))
{
continue;
}
// Animated creatures cannot attack players directly.
if (pm != null && m_Mobile.IsAnimatedDead)
{
continue;
}
}
// If we only want faction friends, make sure it's one.
if (bFacFriend && !m_Mobile.IsFriend(m))
{
continue;
}
// Ignore anyone under EtherealVoyage
if (TransformationSpellHelper.UnderTransformation(m, typeof(EtherealVoyageSpell)))
{
continue;
}
// Ignore players with activated honor
if (pm?.HonorActive == true && m_Mobile.Combatant != m)
{
continue;
}
if (acqType is FightMode.Aggressor or FightMode.Evil)
{
var bValid = IsHostile(m);
if (!bValid)
{
bValid = m_Mobile.GetFactionAllegiance(m) == BaseCreature.Allegiance.Enemy ||
m_Mobile.GetEthicAllegiance(m) == BaseCreature.Allegiance.Enemy;
}
if (acqType == FightMode.Evil && !bValid)
{
if (bc?.Controlled == true && bc?.ControlMaster != null)
{
bValid = bc.ControlMaster.Karma < 0;
}
else
{
bValid = m.Karma < 0;
}
}
if (!bValid)
{
continue;
}
}
else
{
// Same goes for faction enemies.
if (bFacFoe && !m_Mobile.IsEnemy(m))
{
continue;
}
// If it's an enemy factioned mobile, make sure we can be harmful to it.
if (bFacFoe && !bFacFriend && !m_Mobile.CanBeHarmful(m, false))
{
continue;
}
}
var theirVal = m_Mobile.GetFightModeRanking(m, acqType, bPlayerOnly);
if (theirVal > val && m_Mobile.InLOS(m))
{
newFocusMob = m;
val = theirVal;
}
}
eable.Free();
m_Mobile.FocusMob = newFocusMob;
}
return m_Mobile.FocusMob != null;
}
private bool IsHostile(Mobile from)
{
var count = Math.Max(m_Mobile.Aggressors.Count, m_Mobile.Aggressed.Count);
if (m_Mobile.Combatant == from || from.Combatant == m_Mobile)
{
return true;
}
if (count > 0)
{
for (var a = 0; a < count; ++a)
{
if (a < m_Mobile.Aggressed.Count && m_Mobile.Aggressed[a].Attacker == from)
{
return true;
}
if (a < m_Mobile.Aggressors.Count && m_Mobile.Aggressors[a].Defender == from)
{
return true;
}
}
}
return false;
}
public virtual void DetectHidden()
{
if (m_Mobile.Deleted || m_Mobile.Map == null)
{
return;
}
m_Mobile.DebugSay("Checking for hidden players");
var srcSkill = m_Mobile.Skills.DetectHidden.Value;
if (srcSkill <= 0)
{
return;
}
var eable = m_Mobile.GetMobilesInRange(m_Mobile.RangePerception);
foreach (var trg in eable)
{
if (trg != m_Mobile && trg.Player && trg.Alive && trg.Hidden && trg.AccessLevel == AccessLevel.Player &&
m_Mobile.InLOS(trg))
{
m_Mobile.DebugSay("Trying to detect {0}", trg.Name);
var trgHiding = trg.Skills.Hiding.Value / 2.9;
var trgStealth = trg.Skills.Stealth.Value / 1.8;
var chance = srcSkill / 1.2 - Math.Min(trgHiding, trgStealth);
if (chance < srcSkill / 10)
{
chance = srcSkill / 10;
}
chance /= 100;
if (chance > Utility.RandomDouble())
{
trg.RevealingAction();
trg.SendLocalizedMessage(500814); // You have been revealed!
}
}
}
eable.Free();
}
public virtual void Deactivate()
{
if (m_Mobile.PlayerRangeSensitive)
{
m_Timer.Stop();
var spawner = m_Mobile.Spawner;
if (spawner?.ReturnOnDeactivate == true && !m_Mobile.Controlled && (
spawner.HomeLocation == Point3D.Zero && !m_Mobile.Region.AcceptsSpawnsFrom(spawner.Region) ||
!m_Mobile.InRange(spawner.HomeLocation, spawner.HomeRange)
))
{
Timer.StartTimer(ReturnToHome);
}
}
}
private void ReturnToHome()
{
if (m_Mobile.Spawner != null)
{
var loc = m_Mobile.Spawner.GetSpawnPosition(m_Mobile, m_Mobile.Spawner.Map);
if (loc != Point3D.Zero)
{
m_Mobile.MoveToWorld(loc, m_Mobile.Spawner.Map);
}
}
}
public virtual void Activate()
{
if (!m_Timer.Running)
{
// We want to randomize the time at which the AI activates.
// This triggers when a mob is first created since it moves from the internal map to it's added location
// If we spawn lots of mobs, we don't want their AI synchronized exactly.
m_Timer.Delay = TimeSpan.FromMilliseconds(Utility.Random(48) * 8);
m_Timer.Start();
}
}
/*
* The mobile changed speeds, we must adjust the timer
*/
public virtual void OnCurrentSpeedChanged()
{
m_Timer.Interval = TimeSpan.FromSeconds(Math.Max(0.008, m_Mobile.CurrentSpeed));
}
private class InternalEntry : ContextMenuEntry
{
private readonly BaseAI m_AI;
private readonly Mobile m_From;
private readonly BaseCreature m_Mobile;
private readonly OrderType m_Order;
public InternalEntry(Mobile from, int number, int range, BaseCreature mobile, BaseAI ai, OrderType order)
: base(number, range)
{
m_From = from;
m_Mobile = mobile;
m_AI = ai;
m_Order = order;
if (mobile.IsDeadPet && order is OrderType.Guard or OrderType.Attack or OrderType.Transfer or OrderType.Drop)
{
Enabled = false;
}
}
public override void OnClick()
{
if (m_Mobile.Deleted || !m_Mobile.Controlled || !m_From.CheckAlive())
{
return;
}
if (m_Mobile.IsDeadPet && m_Order is OrderType.Guard or OrderType.Attack or OrderType.Transfer or OrderType.Drop)
{
return;
}
var isOwner = m_From == m_Mobile.ControlMaster;
var isFriend = !isOwner && m_Mobile.IsPetFriend(m_From);
if (!isOwner && !isFriend)
{
return;
}
if (isFriend && m_Order != OrderType.Follow && m_Order != OrderType.Stay && m_Order != OrderType.Stop)
{
return;
}
switch (m_Order)
{
case OrderType.Follow:
case OrderType.Attack:
case OrderType.Transfer:
case OrderType.Friend:
case OrderType.Unfriend:
{
if (m_Order == OrderType.Transfer && m_From.HasTrade)
{
m_From.SendLocalizedMessage(1010507); // You cannot transfer a pet with a trade pending
}
else if (m_Order == OrderType.Friend && m_From.HasTrade)
{
m_From.SendLocalizedMessage(1070947); // You cannot friend a pet with a trade pending
}
else
{
m_AI.BeginPickTarget(m_From, m_Order);
}
break;
}
case OrderType.Release:
{
if (m_Mobile.Summoned)
{
goto default;
}
m_From.SendGump(new ConfirmReleaseGump(m_From, m_Mobile));
break;
}
default:
{
if (m_Mobile.CheckControlChance(m_From))
{
m_Mobile.ControlOrder = m_Order;
}
break;
}
}
}
}
private class TransferItem : Item
{
private readonly BaseCreature m_Creature;
public TransferItem(BaseCreature creature)
: base(ShrinkTable.Lookup(creature))
{
m_Creature = creature;
Movable = false;
if (!Core.AOS)
{
Name = creature.Name;
}
else if (ItemID == ShrinkTable.DefaultItemID ||
creature.GetType().IsDefined(typeof(FriendlyNameAttribute), false) || creature is Reptalon)
{
Name = FriendlyNameAttribute.GetFriendlyNameFor(creature.GetType()).ToString();
}
// (As Per OSI)No name. Normally, set by the ItemID of the Shrink Item unless we either explicitly set it with an Attribute, or, no lookup found
Hue = creature.Hue & 0x0FFF;
}
public TransferItem(Serial serial)
: base(serial)
{
}
public static bool IsInCombat(BaseCreature creature) =>
creature != null && (creature.Aggressors.Count > 0 || creature.Aggressed.Count > 0);
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadInt();
Delete();
}
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
list.Add(1041603); // This item represents a pet currently in consideration for trade
list.Add(1041601, m_Creature.Name); // Pet Name: ~1_val~
if (m_Creature.ControlMaster != null)
{
list.Add(1041602, m_Creature.ControlMaster.Name); // Owner: ~1_val~
}
}
public override bool AllowSecureTrade(Mobile from, Mobile to, Mobile newOwner, bool accepted)
{
if (!base.AllowSecureTrade(from, to, newOwner, accepted))
{
return false;
}
if (Deleted || m_Creature?.Deleted != false || m_Creature.ControlMaster != from ||
!from.CheckAlive() || !to.CheckAlive())
{
return false;
}
if (from.Map != m_Creature.Map || !from.InRange(m_Creature, 14))
{
return false;
}
var youngFrom = from is PlayerMobile mobile && mobile.Young;
var youngTo = to is PlayerMobile playerMobile && playerMobile.Young;
if (accepted && youngFrom && !youngTo)
{
from.SendLocalizedMessage(502051); // As a young player, you may not transfer pets to older players.
}
else if (accepted && !youngFrom && youngTo)
{
from.SendLocalizedMessage(502052); // As an older player, you may not transfer pets to young players.
}
else if (accepted && !m_Creature.CanBeControlledBy(to))
{
var args = $"{to.Name}\t{from.Name}\t ";
// The pet refuses to be transferred because it will not obey ~1_NAME~.~3_BLANK~
from.SendLocalizedMessage(1043248, args);
// The pet will not accept you as a master because it does not trust you.~3_BLANK~
to.SendLocalizedMessage(1043249, args);
return false;
}
else if (accepted && !m_Creature.CanBeControlledBy(from))
{
var args = $"{to.Name}\t{from.Name}\t ";
// The pet refuses to be transferred because it will not obey you sufficiently.~3_BLANK~
from.SendLocalizedMessage(1043250, args);
// The pet will not accept you as a master because it does not trust ~2_NAME~.~3_BLANK~
to.SendLocalizedMessage(1043251, args);
}
else if (accepted && to.Followers + m_Creature.ControlSlots > to.FollowersMax)
{
to.SendLocalizedMessage(1049607); // You have too many followers to control that creature.
return false;
}
else if (accepted && IsInCombat(m_Creature))
{
from.SendMessage("You may not transfer a pet that has recently been in combat.");
to.SendMessage("The pet may not be transferred to you because it has recently been in combat.");
return false;
}
return true;
}
public override void OnSecureTrade(Mobile from, Mobile to, Mobile newOwner, bool accepted)
{
if (Deleted)
{
return;
}
Delete();
if (m_Creature?.Deleted != false || m_Creature.ControlMaster != from || !from.CheckAlive() ||
!to.CheckAlive())
{
return;
}
if (from.Map != m_Creature.Map || !from.InRange(m_Creature, 14))
{
return;
}
if (accepted)
{
if (m_Creature.SetControlMaster(to))
{
if (m_Creature.Summoned)
{
m_Creature.SummonMaster = to;
}
m_Creature.ControlTarget = to;
m_Creature.ControlOrder = OrderType.Follow;
m_Creature.BondingBegin = DateTime.MinValue;
m_Creature.OwnerAbandonTime = DateTime.MinValue;
m_Creature.IsBonded = false;
m_Creature.PlaySound(m_Creature.GetIdleSound());
var args = $"{from.Name}\t{m_Creature.Name}\t{to.Name}";
from.SendLocalizedMessage(1043253, args); // You have transferred your pet to ~3_GETTER~.
// ~1_NAME~ has transferred the allegiance of ~2_PET_NAME~ to you.
to.SendLocalizedMessage(1043252, args);
}
}
}
}
/*
* The Timer object
*/
private class AITimer : Timer
{
private readonly BaseAI m_Owner;
public AITimer(BaseAI owner) : base(
TimeSpan.FromMilliseconds(Utility.Random(96) * 8),
TimeSpan.FromSeconds(Math.Max(0.0, owner.m_Mobile.CurrentSpeed))
)
{
m_Owner = owner;
m_Owner.m_NextDetectHidden = Core.TickCount;
}
protected override void OnTick()
{
if (m_Owner.m_Mobile.Deleted)
{
Stop();
return;
}
if (m_Owner.m_Mobile.Map == null || m_Owner.m_Mobile.Map == Map.Internal)
{
m_Owner.Deactivate();
return;
}
if (m_Owner.m_Mobile.PlayerRangeSensitive) // have to check this in the timer....
{
var sect = m_Owner.m_Mobile.Map.GetSector(m_Owner.m_Mobile.Location);
if (!sect.Active)
{
m_Owner.Deactivate();
return;
}
}
m_Owner.m_Mobile.OnThink();
if (m_Owner.m_Mobile.Deleted)
{
Stop();
return;
}
if (m_Owner.m_Mobile.Map == null || m_Owner.m_Mobile.Map == Map.Internal)
{
m_Owner.Deactivate();
return;
}
if (m_Owner.m_Mobile.BardPacified)
{
m_Owner.DoBardPacified();
}
else if (m_Owner.m_Mobile.BardProvoked)
{
m_Owner.DoBardProvoked();
}
else
{
if (!m_Owner.m_Mobile.Controlled)
{
if (!m_Owner.Think())
{
Stop();
return;
}
}
else
{
if (!m_Owner.Obey())
{
Stop();
return;
}
}
}
/*
if (m_Owner.CanDetectHidden && Core.TickCount - m_Owner.m_NextDetectHidden >= 0)
{
m_Owner.DetectHidden();
// Not exactly OSI style, approximation.
var delay = Math.Min(15000 / m_Owner.m_Mobile.Int, 60);
var min = delay * (9 / 10); // 13s at 1000 int, 33s at 400 int, 54s at <250 int
var max = delay * (10 / 9); // 16s at 1000 int, 41s at 400 int, 66s at <250 int
m_Owner.m_NextDetectHidden = Core.TickCount +
(int)TimeSpan.FromSeconds(Utility.RandomMinMax(min, max)).TotalMilliseconds;
}
*/
}
}
}
}