### Summary
Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for mobiles. This drastically simplifies code that iterates in range, for example:
```cs
foreach (var m in m.GetMobilesInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
- [X] Fixed several locations where an NPC that was damaged would cause a server crash.
- [X] Removed an unnecessary allocation in guard fake calls (NPCs calling guards on you)
- [X] Fixes damage precision loss in Poison Strike Spell
- [X] BogThing no longer attempts to "search" for boglings to eat when it is at full health
101 lines
3.1 KiB
C#
101 lines
3.1 KiB
C#
using System;
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using Server.Multis;
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using Server.Spells.Sixth;
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using Server.Targeting;
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namespace Server.SkillHandlers
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{
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public static class Hiding
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{
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public static bool CombatOverride { get; set; }
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public static void Initialize()
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{
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SkillInfo.Table[21].Callback = OnUse;
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}
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public static TimeSpan OnUse(Mobile m)
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{
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if (m.Spell != null)
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{
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m.SendLocalizedMessage(501238); // You are busy doing something else and cannot hide.
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return TimeSpan.FromSeconds(1.0);
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}
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if (Core.ML && m.Target != null)
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{
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Target.Cancel(m);
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}
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var bonus = 0.0;
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var house = BaseHouse.FindHouseAt(m);
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if (house?.IsFriend(m) == true)
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{
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bonus = 100.0;
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}
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else if (!Core.AOS)
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{
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house ??= BaseHouse.FindHouseAt(new Point3D(m.X - 1, m.Y, 127), m.Map, 16) ??
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BaseHouse.FindHouseAt(new Point3D(m.X + 1, m.Y, 127), m.Map, 16) ??
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BaseHouse.FindHouseAt(new Point3D(m.X, m.Y - 1, 127), m.Map, 16) ??
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BaseHouse.FindHouseAt(new Point3D(m.X, m.Y + 1, 127), m.Map, 16);
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if (house != null)
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{
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bonus = 50.0;
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}
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}
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// int range = 18 - (int)(m.Skills.Hiding.Value / 10);
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// Cap of 18 not OSI-exact, intentional difference
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var range = Math.Min((int)((100 - m.Skills.Hiding.Value) / 2) + 8, 18);
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var badCombat = !CombatOverride && m.Combatant != null && m.InRange(m.Combatant.Location, range) &&
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m.Combatant.InLOS(m);
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var ok = !badCombat;
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if (ok)
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{
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if (!CombatOverride)
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{
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foreach (var check in m.GetMobilesInRange(range))
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{
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if (check.InLOS(m) && check.Combatant == m)
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{
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badCombat = true;
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break;
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}
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}
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}
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ok = !badCombat && m.CheckSkill(SkillName.Hiding, 0.0 - bonus, 100.0 - bonus);
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}
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if (badCombat)
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{
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m.RevealingAction();
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m.LocalOverheadMessage(MessageType.Regular, 0x22, 501237); // You can't seem to hide right now.
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return TimeSpan.FromSeconds(1.0);
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}
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if (ok)
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{
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m.Hidden = true;
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m.Warmode = false;
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m.LocalOverheadMessage(MessageType.Regular, 0x1F4, 501240); // You have hidden yourself well.
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InvisibilitySpell.StopTimer(m);
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}
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else
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{
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m.RevealingAction();
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m.LocalOverheadMessage(MessageType.Regular, 0x22, 501241); // You can't seem to hide here.
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}
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return TimeSpan.FromSeconds(10.0);
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}
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}
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}
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