- Items can now be repaired while wearing them. - Items can now be fortified while wearing them. - Fixed repair deed messages not sending. - Sound effect added to powder of fortifying. - Map issue for fishing and SOSs fixed, where it would not allow fishing in empty resource banks when not on the target SOS map. - Added proximity spawner. - Improved spawner mouseover menu, now also shows types set on the spawner which are not yet spawned. - Fixed spawners only deleting half of their spawned objects when deleted. - Added the ability to set TextDefinition objects in the props gump. - WaitTeleporters now round delays to nearest in the remaining time messages. - Updated TextDefinition to be more usable; made it parsable from string and added safe serialization/deserialization methods. - Improved checking whether a mobile can flee. - Monsters that give ML minor artifacts will no longer flee when low on hits (like paragons). - Monsters that give ML minor artifacts will no longer spawn as paragon. - Fixed issue with pets not eating certain foods. - AI and targeting fixes for Red Death, Pyre and Swoop. - Fame and karma added to Rend. - Swoop corrected to have 0 karma. - Stat and skill tweaks for Putrefier. - Changelings will no longer show their fame title when morphed. - Added travel restrictions for ML dungeons. - Fixed issue of travel restriction message displaying twice. - Monster teleporting is no longer affected by region travel restrictions.
183 lines
No EOL
4.3 KiB
C#
183 lines
No EOL
4.3 KiB
C#
using System;
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using System.Collections;
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using Server.Targeting;
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using Server.Network;
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//
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// This is a first simple AI
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//
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//
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namespace Server.Mobiles
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{
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public class MeleeAI : BaseAI
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{
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public MeleeAI(BaseCreature m) : base (m)
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{
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}
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public override bool DoActionWander()
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{
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m_Mobile.DebugSay( "I have no combatant" );
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if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I have detected {0}, attacking", m_Mobile.FocusMob.Name );
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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base.DoActionWander();
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}
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return true;
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}
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public override bool DoActionCombat()
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{
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Mobile combatant = m_Mobile.Combatant;
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if ( combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map || !combatant.Alive || combatant.IsDeadBondedPet )
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{
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m_Mobile.DebugSay( "My combatant is gone, so my guard is up" );
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Action = ActionType.Guard;
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return true;
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}
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if ( !m_Mobile.InRange( combatant, m_Mobile.RangePerception ) )
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{
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// They are somewhat far away, can we find something else?
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if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
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{
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m_Mobile.Combatant = m_Mobile.FocusMob;
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m_Mobile.FocusMob = null;
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}
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else if ( !m_Mobile.InRange( combatant, m_Mobile.RangePerception * 3 ) )
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{
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m_Mobile.Combatant = null;
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}
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combatant = m_Mobile.Combatant;
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if ( combatant == null )
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{
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m_Mobile.DebugSay( "My combatant has fled, so I am on guard" );
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Action = ActionType.Guard;
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return true;
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}
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}
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/*if ( !m_Mobile.InLOS( combatant ) )
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{
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if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
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{
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m_Mobile.Combatant = combatant = m_Mobile.FocusMob;
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m_Mobile.FocusMob = null;
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}
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}*/
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if ( MoveTo( combatant, true, m_Mobile.RangeFight ) )
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{
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m_Mobile.Direction = m_Mobile.GetDirectionTo( combatant );
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}
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else if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "My move is blocked, so I am going to attack {0}", m_Mobile.FocusMob.Name );
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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return true;
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}
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else if ( m_Mobile.GetDistanceToSqrt( combatant ) > m_Mobile.RangePerception + 1 )
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I cannot find {0}, so my guard is up", combatant.Name );
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Action = ActionType.Guard;
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return true;
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}
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else
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I should be closer to {0}", combatant.Name );
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}
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if ( !m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee )
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{
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if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 )
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{
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// We are low on health, should we flee?
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bool flee = false;
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if ( m_Mobile.Hits < combatant.Hits )
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{
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// We are more hurt than them
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int diff = combatant.Hits - m_Mobile.Hits;
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flee = ( Utility.Random( 0, 100 ) < (10 + diff) ); // (10 + diff)% chance to flee
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}
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else
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{
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flee = Utility.Random( 0, 100 ) < 10; // 10% chance to flee
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}
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if ( flee )
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I am going to flee from {0}", combatant.Name );
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Action = ActionType.Flee;
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}
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}
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}
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return true;
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}
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public override bool DoActionGuard()
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{
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if ( AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I have detected {0}, attacking", m_Mobile.FocusMob.Name );
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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base.DoActionGuard();
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}
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return true;
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}
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public override bool DoActionFlee()
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{
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if ( m_Mobile.Hits > m_Mobile.HitsMax/2 )
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{
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m_Mobile.DebugSay( "I am stronger now, so I will continue fighting" );
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Action = ActionType.Combat;
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}
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else
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{
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m_Mobile.FocusMob = m_Mobile.Combatant;
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base.DoActionFlee();
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}
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return true;
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}
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}
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} |