ModernUO/Projects/UOContent/Mobiles/Special/Neira.cs
Kamron Batman 4e57ec2373
fix: monster ability queries no longer have side effects (#2716)
## 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.
2026-10-18 17:41:27 -07:00

228 lines
5.8 KiB
C#

using System;
using ModernUO.Serialization;
using Server.Engines.CannedEvil;
using Server.Items;
namespace Server.Mobiles;
[SerializationGenerator(1, false)]
public partial class Neira : BaseChampion
{
private const double SpeedBoostScalar = 1.2;
private bool _speedBoost;
[Constructible]
public Neira() : base(AIType.AI_Mage)
{
Title = "the necromancer";
Body = 401;
Hue = 0x83EC;
SetStr(305, 425);
SetDex(72, 150);
SetInt(505, 750);
SetHits(4800);
SetStam(102, 300);
SetDamage(25, 35);
SetDamageType(ResistanceType.Physical, 100);
SetResistance(ResistanceType.Physical, 25, 30);
SetResistance(ResistanceType.Fire, 35, 45);
SetResistance(ResistanceType.Cold, 50, 60);
SetResistance(ResistanceType.Poison, 30, 40);
SetResistance(ResistanceType.Energy, 20, 30);
SetSkill(SkillName.EvalInt, 120.0);
SetSkill(SkillName.Magery, 120.0);
SetSkill(SkillName.Meditation, 120.0);
SetSkill(SkillName.MagicResist, 150.0);
SetSkill(SkillName.Tactics, 97.6, 100.0);
SetSkill(SkillName.Wrestling, 97.6, 100.0);
Fame = 22500;
Karma = -22500;
VirtualArmor = 30;
Female = true;
Item shroud = new HoodedShroudOfShadows();
shroud.Movable = false;
AddItem(shroud);
var weapon = new Scimitar
{
Skill = SkillName.Wrestling,
Hue = 38,
Movable = false
};
AddItem(weapon);
// new SkeletalMount().Rider = this;
AddItem(new VirtualMountItem(this));
}
public override ChampionSkullType SkullType => ChampionSkullType.Death;
public override Type[] UniqueList => new[] { typeof(ShroudOfDeciet) };
public override Type[] SharedList => new[]
{
typeof(ANecromancerShroud),
typeof(CaptainJohnsHat)
};
public override Type[] DecorativeList => new[] { typeof(WallBlood), typeof(TatteredAncientMummyWrapping) };
public override MonsterStatuetteType[] StatueTypes => Array.Empty<MonsterStatuetteType>();
public override string DefaultName => "Neira";
public override bool AlwaysMurderer => true;
public override bool BardImmune => !Core.SE;
public override bool Unprovokable => Core.SE;
public override bool Uncalmable => Core.SE;
public override Poison PoisonImmune => Poison.Deadly;
public override bool ShowFameTitle => false;
public override bool ClickTitle => false;
public override void GenerateLoot()
{
AddLoot(LootPack.UltraRich, 3);
AddLoot(LootPack.Meager);
}
public override bool OnBeforeDeath()
{
var mount = Mount;
if (mount != null)
{
mount.Rider = null;
}
(mount as Item)?.Delete();
return base.OnBeforeDeath();
}
public override void OnDamage(int amount, Mobile from, bool willKill)
{
CheckSpeedBoost();
base.OnDamage(amount, from, willKill);
}
private void CheckSpeedBoost()
{
if (Hits < HitsMax / 4)
{
if (!_speedBoost)
{
ActiveSpeed /= SpeedBoostScalar;
PassiveSpeed /= SpeedBoostScalar;
_speedBoost = true;
}
}
else if (_speedBoost)
{
ActiveSpeed *= SpeedBoostScalar;
PassiveSpeed *= SpeedBoostScalar;
_speedBoost = false;
}
// Assume active
CurrentSpeed = ActiveSpeed;
}
public override void OnGaveMeleeAttack(Mobile defender, int damage)
{
base.OnGaveMeleeAttack(defender, damage);
if (Utility.RandomDouble() < 0.1) // 10% chance to drop or throw an unholy bone
{
AddUnholyBone(defender, 0.25);
}
CheckSpeedBoost();
}
public override void OnGotMeleeAttack(Mobile attacker, int damage)
{
base.OnGotMeleeAttack(attacker, damage);
if (Utility.RandomDouble() < 0.1) // 10% chance to drop or throw an unholy bone
{
AddUnholyBone(attacker, 0.25);
}
}
public override void OnDamagedBySpell(Mobile from, int damage)
{
base.OnDamagedBySpell(from, damage);
if (Utility.RandomDouble() < 0.1) // 10% chance to throw an unholy bone
{
AddUnholyBone(from, 1.0);
}
}
public void AddUnholyBone(Mobile target, double chanceToThrow)
{
if (Map == null)
{
return;
}
if (chanceToThrow >= Utility.RandomDouble())
{
Direction = GetDirectionTo(target);
MovingEffect(target, 0xF7E, 10, 1, true, false, 0x496, 0);
new DelayTimer(this, target).Start();
}
else
{
new UnholyBone().MoveToWorld(Location, Map);
}
}
private void Deserialize(IGenericReader reader, int version)
{
// We don't need to serialize this
reader.ReadBool(); // _speedBoost
}
[AfterDeserialization]
private void AfterDeserialization()
{
CheckSpeedBoost();
}
private class DelayTimer : Timer
{
private readonly Mobile m_Mobile;
private readonly Mobile m_Target;
public DelayTimer(Mobile m, Mobile target) : base(TimeSpan.FromSeconds(1.0))
{
m_Mobile = m;
m_Target = target;
}
protected override void OnTick()
{
if (m_Mobile.CanBeHarmful(m_Target))
{
m_Mobile.DoHarmful(m_Target);
AOS.Damage(m_Target, m_Mobile, Utility.RandomMinMax(10, 20), 100, 0, 0, 0, 0);
new UnholyBone().MoveToWorld(m_Target.Location, m_Target.Map);
}
}
}
}