ModernUO/Scripts/Mobiles/BaseCreature.cs
2018-09-14 13:14:20 -07:00

5533 lines
136 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Server.Regions;
using Server.Targeting;
using Server.Network;
using Server.Multis;
using Server.Spells;
using Server.Misc;
using Server.Items;
using Server.ContextMenus;
using Server.Engines.Quests;
using Server.Engines.MLQuests;
using Server.Engines.PartySystem;
using Server.Factions;
using Server.SkillHandlers;
using Server.Spells.Bushido;
using Server.Spells.Spellweaving;
using Server.Spells.Necromancy;
namespace Server.Mobiles
{
#region Enums
/// <summary>
/// Summary description for MobileAI.
/// </summary>
///
public enum FightMode
{
None, // Never focus on others
Aggressor, // Only attack aggressors
Strongest, // Attack the strongest
Weakest, // Attack the weakest
Closest, // Attack the closest
Evil // Only attack aggressor -or- negative karma
}
public enum OrderType
{
None, //When no order, let's roam
Come, //"(All/Name) come" Summons all or one pet to your location.
Drop, //"(Name) drop" Drops its loot to the ground (if it carries any).
Follow, //"(Name) follow" Follows targeted being.
//"(All/Name) follow me" Makes all or one pet follow you.
Friend, //"(Name) friend" Allows targeted player to confirm resurrection.
Unfriend, // Remove a friend
Guard, //"(Name) guard" Makes the specified pet guard you. Pets can only guard their owner.
//"(All/Name) guard me" Makes all or one pet guard you.
Attack, //"(All/Name) kill",
//"(All/Name) attack" All or the specified pet(s) currently under your control attack the target.
Patrol, //"(Name) patrol" Roves between two or more guarded targets.
Release, //"(Name) release" Releases pet back into the wild (removes "tame" status).
Stay, //"(All/Name) stay" All or the specified pet(s) will stop and stay in current spot.
Stop, //"(All/Name) stop Cancels any current orders to attack, guard or follow.
Transfer //"(Name) transfer" Transfers complete ownership to targeted player.
}
[Flags]
public enum FoodType
{
None = 0x0000,
Meat = 0x0001,
FruitsAndVegies = 0x0002,
GrainsAndHay = 0x0004,
Fish = 0x0008,
Eggs = 0x0010,
Gold = 0x0020
}
[Flags]
public enum PackInstinct
{
None = 0x0000,
Canine = 0x0001,
Ostard = 0x0002,
Feline = 0x0004,
Arachnid = 0x0008,
Daemon = 0x0010,
Bear = 0x0020,
Equine = 0x0040,
Bull = 0x0080
}
public enum ScaleType
{
Red,
Yellow,
Black,
Green,
White,
Blue,
All
}
public enum MeatType
{
Ribs,
Bird,
LambLeg
}
public enum HideType
{
Regular,
Spined,
Horned,
Barbed
}
#endregion
public class DamageStore : IComparable
{
public Mobile m_Mobile;
public int m_Damage;
public bool m_HasRight;
public DamageStore( Mobile m, int damage )
{
m_Mobile = m;
m_Damage = damage;
}
public int CompareTo( object obj )
{
DamageStore ds = (DamageStore)obj;
return ds.m_Damage - m_Damage;
}
}
[AttributeUsage( AttributeTargets.Class )]
public class FriendlyNameAttribute : Attribute
{
//future use: Talisman 'Protection/Bonus vs. Specific Creature
private TextDefinition m_FriendlyName;
public TextDefinition FriendlyName => m_FriendlyName;
public FriendlyNameAttribute( TextDefinition friendlyName )
{
m_FriendlyName = friendlyName;
}
public static TextDefinition GetFriendlyNameFor( Type t )
{
if ( t.IsDefined( typeof( FriendlyNameAttribute ), false ) )
{
object[] objs = t.GetCustomAttributes( typeof( FriendlyNameAttribute ), false );
if ( objs != null && objs.Length > 0 )
{
FriendlyNameAttribute friendly = objs[0] as FriendlyNameAttribute;
return friendly.FriendlyName;
}
}
return t.Name;
}
}
public partial class BaseCreature : Mobile, IHonorTarget, IQuestGiver
{
public const int MaxLoyalty = 100;
#region Var declarations
private BaseAI m_AI; // THE AI
private AIType m_CurrentAI; // The current AI
private AIType m_DefaultAI; // The default AI
private Mobile m_FocusMob; // Use focus mob instead of combatant, maybe we don't whan to fight
private FightMode m_FightMode; // The style the mob uses
private int m_RangePerception; // The view area
private int m_RangeFight; // The fight distance
private bool m_DebugAI; // Show debug AI messages
private int m_Team; // Monster Team
private double m_ActiveSpeed; // Timer speed when active
private double m_PassiveSpeed; // Timer speed when not active
private double m_CurrentSpeed; // The current speed, lets say it could be changed by something;
private Point3D m_Home; // The home position of the creature, used by some AI
private Map m_HomeMap; // Used by grim reaper and guards that follow across maps!
private int m_RangeHome = 10; // The home range of the creature
List<Type> m_SpellAttack; // List of attack spell/power
List<Type> m_SpellDefense; // List of defensive spell/power
private bool m_Controlled; // Is controlled
private Mobile m_ControlMaster; // My master
private Mobile m_ControlTarget; // My target mobile
private Point3D m_ControlDest; // My target destination (patrol)
private OrderType m_ControlOrder; // My order
private int m_Loyalty;
private double m_MinTameSkill;
private bool m_bTamable;
private bool m_bSummoned = false;
private DateTime m_SummonEnd;
private int m_iControlSlots = 1;
private bool m_bBardProvoked = false;
private bool m_bBardPacified = false;
private Mobile m_bBardMaster = null;
private Mobile m_bBardTarget = null;
private DateTime m_timeBardEnd;
private WayPoint m_CurrentWayPoint = null;
private IPoint2D m_TargetLocation = null;
private Mobile m_SummonMaster;
private int m_HitsMax = -1;
private int m_StamMax = -1;
private int m_ManaMax = -1;
private int m_DamageMin = -1;
private int m_DamageMax = -1;
private int m_PhysicalResistance, m_PhysicalDamage = 100;
private int m_FireResistance, m_FireDamage;
private int m_ColdResistance, m_ColdDamage;
private int m_PoisonResistance, m_PoisonDamage;
private int m_EnergyResistance, m_EnergyDamage;
private int m_ChaosDamage;
private int m_DirectDamage;
private List<Mobile> m_Owners;
private List<Mobile> m_Friends;
private bool m_IsStabled;
private Mobile m_StabledBy;
private bool m_HasGeneratedLoot; // have we generated our loot yet?
private bool m_Paragon;
private bool m_IsPrisoner;
private string m_CorpseNameOverride;
private int m_FailedReturnHome; /* return to home failure counter */
#endregion
public virtual string DefaultName => null;
public virtual string CorpseName => null;
[CommandProperty(AccessLevel.GameMaster)]
public override string Name
{
get
{
if (NameMod == null && base.Name == null)
return DefaultName;
return base.Name;
}
set
{
if (value == DefaultName)
base.Name = null;
else
base.Name = value;
}
}
public virtual InhumanSpeech SpeechType => null;
/* Do not serialize this till the code is finalized */
private bool m_SeeksHome;
[CommandProperty( AccessLevel.GameMaster )]
public bool SeeksHome
{
get => m_SeeksHome;
set => m_SeeksHome = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public string CorpseNameOverride
{
get => m_CorpseNameOverride;
set => m_CorpseNameOverride = value;
}
[CommandProperty( AccessLevel.GameMaster, AccessLevel.Administrator )]
public bool IsStabled
{
get => m_IsStabled;
set
{
m_IsStabled = value;
if ( m_IsStabled )
StopDeleteTimer();
}
}
[CommandProperty( AccessLevel.GameMaster, AccessLevel.Administrator )]
public Mobile StabledBy
{
get => m_StabledBy;
set => m_StabledBy = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public bool IsPrisoner
{
get => m_IsPrisoner;
set => m_IsPrisoner = value;
}
protected DateTime SummonEnd
{
get => m_SummonEnd;
set => m_SummonEnd = value;
}
public virtual Faction FactionAllegiance => null;
public virtual int FactionSilverWorth => 30;
#region ML Quest System
private List<MLQuest> m_MLQuests;
public List<MLQuest> MLQuests
{
get
{
if ( m_MLQuests == null )
{
if ( StaticMLQuester )
m_MLQuests = MLQuestSystem.FindQuestList( GetType() );
else
m_MLQuests = ConstructQuestList();
if ( m_MLQuests == null )
return MLQuestSystem.EmptyList; // return EmptyList, but don't cache it (run construction again next time)
}
return m_MLQuests;
}
}
public virtual bool CanGiveMLQuest => ( MLQuests.Count != 0 );
public virtual bool StaticMLQuester => true;
protected virtual List<MLQuest> ConstructQuestList()
{
return null;
}
public virtual bool CanShout => false;
public const int ShoutRange = 8;
public static readonly TimeSpan ShoutDelay = TimeSpan.FromMinutes( 1 );
private DateTime m_MLNextShout;
private void CheckShout( PlayerMobile pm, Point3D oldLocation )
{
if ( m_MLNextShout > DateTime.UtcNow || pm.Hidden || !pm.Alive )
return;
int shoutRange = ShoutRange;
if ( !InRange( pm.Location, shoutRange ) || InRange( oldLocation, shoutRange ) || !CanSee( pm ) || !InLOS( pm ) )
return;
MLQuestContext context = MLQuestSystem.GetContext( pm );
if ( context != null && context.IsFull )
return;
MLQuest quest = MLQuestSystem.RandomStarterQuest( this, pm, context );
if ( quest == null || !quest.Activated || ( context != null && context.IsDoingQuest( quest ) ) )
return;
Shout( pm );
m_MLNextShout = DateTime.UtcNow + ShoutDelay;
}
public virtual void Shout( PlayerMobile pm )
{
}
#endregion
#region Bonding
public const bool BondingEnabled = true;
public virtual bool IsBondable => ( BondingEnabled && !Summoned );
public virtual TimeSpan BondingDelay => TimeSpan.FromDays( 7.0 );
public virtual TimeSpan BondingAbandonDelay => TimeSpan.FromDays( 1.0 );
public override bool CanRegenHits => !m_IsDeadPet && base.CanRegenHits;
public override bool CanRegenStam => !IsParagon && !m_IsDeadPet && base.CanRegenStam;
public override bool CanRegenMana => !m_IsDeadPet && base.CanRegenMana;
public override bool IsDeadBondedPet => m_IsDeadPet;
private bool m_IsBonded;
private bool m_IsDeadPet;
private DateTime m_BondingBegin;
private DateTime m_OwnerAbandonTime;
[CommandProperty( AccessLevel.GameMaster )]
public Spawner MySpawner
{
get => Spawner as Spawner;
set
{
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile LastOwner
{
get
{
if ( m_Owners == null || m_Owners.Count == 0 )
return null;
return m_Owners[m_Owners.Count - 1];
}
}
[CommandProperty( AccessLevel.GameMaster )]
public bool IsBonded
{
get => m_IsBonded;
set{ m_IsBonded = value; InvalidateProperties(); }
}
public bool IsDeadPet
{
get => m_IsDeadPet;
set => m_IsDeadPet = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public DateTime BondingBegin
{
get => m_BondingBegin;
set => m_BondingBegin = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public DateTime OwnerAbandonTime
{
get => m_OwnerAbandonTime;
set => m_OwnerAbandonTime = value;
}
#endregion
#region Delete Previously Tamed Timer
private DeleteTimer m_DeleteTimer;
[CommandProperty( AccessLevel.GameMaster )]
public TimeSpan DeleteTimeLeft
{
get
{
if ( m_DeleteTimer != null && m_DeleteTimer.Running )
return m_DeleteTimer.Next - DateTime.UtcNow;
return TimeSpan.Zero;
}
}
private class DeleteTimer : Timer
{
private Mobile m;
public DeleteTimer( Mobile creature, TimeSpan delay ) : base( delay )
{
m = creature;
Priority = TimerPriority.OneMinute;
}
protected override void OnTick()
{
m.Delete();
}
}
public void BeginDeleteTimer()
{
if ( !(this is BaseEscortable) && !Summoned && !Deleted && !IsStabled )
{
StopDeleteTimer();
m_DeleteTimer = new DeleteTimer( this, TimeSpan.FromDays( 3.0 ) );
m_DeleteTimer.Start();
}
}
public void StopDeleteTimer()
{
if ( m_DeleteTimer != null )
{
m_DeleteTimer.Stop();
m_DeleteTimer = null;
}
}
#endregion
public virtual double WeaponAbilityChance => 0.4;
public virtual WeaponAbility GetWeaponAbility()
{
return null;
}
#region Elemental Resistance/Damage
public override int BasePhysicalResistance => m_PhysicalResistance;
public override int BaseFireResistance => m_FireResistance;
public override int BaseColdResistance => m_ColdResistance;
public override int BasePoisonResistance => m_PoisonResistance;
public override int BaseEnergyResistance => m_EnergyResistance;
[CommandProperty( AccessLevel.GameMaster )]
public int PhysicalResistanceSeed{ get => m_PhysicalResistance;
set{ m_PhysicalResistance = value; UpdateResistances(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int FireResistSeed{ get => m_FireResistance;
set{ m_FireResistance = value; UpdateResistances(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int ColdResistSeed{ get => m_ColdResistance;
set{ m_ColdResistance = value; UpdateResistances(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int PoisonResistSeed{ get => m_PoisonResistance;
set{ m_PoisonResistance = value; UpdateResistances(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int EnergyResistSeed{ get => m_EnergyResistance;
set{ m_EnergyResistance = value; UpdateResistances(); } }
[CommandProperty( AccessLevel.GameMaster )]
public int PhysicalDamage{ get => m_PhysicalDamage;
set => m_PhysicalDamage = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public int FireDamage{ get => m_FireDamage;
set => m_FireDamage = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public int ColdDamage{ get => m_ColdDamage;
set => m_ColdDamage = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public int PoisonDamage{ get => m_PoisonDamage;
set => m_PoisonDamage = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public int EnergyDamage{ get => m_EnergyDamage;
set => m_EnergyDamage = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public int ChaosDamage{ get => m_ChaosDamage;
set => m_ChaosDamage = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public int DirectDamage{ get => m_DirectDamage;
set => m_DirectDamage = value;
}
#endregion
[CommandProperty( AccessLevel.GameMaster )]
public bool IsParagon
{
get => m_Paragon;
set
{
if ( m_Paragon == value )
return;
else if ( value )
Paragon.Convert( this );
else
Paragon.UnConvert( this );
m_Paragon = value;
InvalidateProperties();
}
}
public virtual bool HasManaOveride => false;
public virtual FoodType FavoriteFood => FoodType.Meat;
public virtual PackInstinct PackInstinct => PackInstinct.None;
public List<Mobile> Owners => m_Owners;
public virtual bool AllowMaleTamer => true;
public virtual bool AllowFemaleTamer => true;
public virtual bool SubdueBeforeTame => false;
public virtual bool StatLossAfterTame => SubdueBeforeTame;
public virtual bool ReduceSpeedWithDamage => true;
public virtual bool IsSubdued => SubdueBeforeTame && ( Hits < ( HitsMax / 10 ) );
public virtual bool Commandable => true;
public virtual Poison HitPoison => null;
public virtual double HitPoisonChance => 0.5;
public virtual Poison PoisonImmune => null;
public virtual bool BardImmune => false;
public virtual bool Unprovokable => BardImmune || m_IsDeadPet;
public virtual bool Uncalmable => BardImmune || m_IsDeadPet;
public virtual bool AreaPeaceImmune => BardImmune || m_IsDeadPet;
public virtual bool BleedImmune => false;
public virtual double BonusPetDamageScalar => 1.0;
public virtual bool DeathAdderCharmable => false;
//TODO: Find the pub 31 tweaks to the DispelDifficulty and apply them of course.
public virtual double DispelDifficulty // at this skill level we dispel 50% chance
=> 0.0;
public virtual double DispelFocus // at difficulty - focus we have 0%, at difficulty + focus we have 100%
=> 20.0;
public virtual bool DisplayWeight => Backpack is StrongBackpack;
#region Breath ability, like dragon fire breath
private long m_NextBreathTime;
// Must be overridden in subclass to enable
public virtual bool HasBreath => false;
// Base damage given is: CurrentHitPoints * BreathDamageScalar
public virtual double BreathDamageScalar => (Core.AOS ? 0.16 : 0.05);
// Min/max seconds until next breath
public virtual double BreathMinDelay => 30.0;
public virtual double BreathMaxDelay => 45.0;
// Creature stops moving for 1.0 seconds while breathing
public virtual double BreathStallTime => 1.0;
// Effect is sent 1.3 seconds after BreathAngerSound and BreathAngerAnimation is played
public virtual double BreathEffectDelay => 1.3;
// Damage is given 1.0 seconds after effect is sent
public virtual double BreathDamageDelay => 1.0;
public virtual int BreathRange => RangePerception;
// Damage types
public virtual int BreathChaosDamage => 0;
public virtual int BreathPhysicalDamage => 0;
public virtual int BreathFireDamage => 100;
public virtual int BreathColdDamage => 0;
public virtual int BreathPoisonDamage => 0;
public virtual int BreathEnergyDamage => 0;
// Is immune to breath damages
public virtual bool BreathImmune => false;
// Effect details and sound
public virtual int BreathEffectItemID => 0x36D4;
public virtual int BreathEffectSpeed => 5;
public virtual int BreathEffectDuration => 0;
public virtual bool BreathEffectExplodes => false;
public virtual bool BreathEffectFixedDir => false;
public virtual int BreathEffectHue => 0;
public virtual int BreathEffectRenderMode => 0;
public virtual int BreathEffectSound => 0x227;
// Anger sound/animations
public virtual int BreathAngerSound => GetAngerSound();
public virtual int BreathAngerAnimation => 12;
public virtual void BreathStart( Mobile target )
{
BreathStallMovement();
BreathPlayAngerSound();
BreathPlayAngerAnimation();
Direction = GetDirectionTo( target );
Timer.DelayCall( TimeSpan.FromSeconds( BreathEffectDelay ), new TimerStateCallback( BreathEffect_Callback ), target );
}
public virtual void BreathStallMovement()
{
if ( m_AI != null )
m_AI.NextMove = Core.TickCount + (int)(BreathStallTime * 1000);
}
public virtual void BreathPlayAngerSound()
{
PlaySound( BreathAngerSound );
}
public virtual void BreathPlayAngerAnimation()
{
Animate( BreathAngerAnimation, 5, 1, true, false, 0 );
}
public virtual void BreathEffect_Callback( object state )
{
Mobile target = (Mobile)state;
if ( !target.Alive || !CanBeHarmful( target ) )
return;
BreathPlayEffectSound();
BreathPlayEffect( target );
Timer.DelayCall( TimeSpan.FromSeconds( BreathDamageDelay ), new TimerStateCallback( BreathDamage_Callback ), target );
}
public virtual void BreathPlayEffectSound()
{
PlaySound( BreathEffectSound );
}
public virtual void BreathPlayEffect( Mobile target )
{
Effects.SendMovingEffect( this, target, BreathEffectItemID,
BreathEffectSpeed, BreathEffectDuration, BreathEffectFixedDir,
BreathEffectExplodes, BreathEffectHue, BreathEffectRenderMode );
}
public virtual void BreathDamage_Callback( object state )
{
if ( state is BaseCreature creature && creature.BreathImmune )
return;
Mobile target = (Mobile)state;
if ( CanBeHarmful( target ) )
{
DoHarmful( target );
BreathDealDamage( target );
}
}
public virtual void BreathDealDamage( Mobile target )
{
if ( !Evasion.CheckSpellEvasion( target ) )
{
int physDamage = BreathPhysicalDamage;
int fireDamage = BreathFireDamage;
int coldDamage = BreathColdDamage;
int poisDamage = BreathPoisonDamage;
int nrgyDamage = BreathEnergyDamage;
if ( BreathChaosDamage > 0 )
{
switch( Utility.Random( 5 ))
{
case 0: physDamage += BreathChaosDamage; break;
case 1: fireDamage += BreathChaosDamage; break;
case 2: coldDamage += BreathChaosDamage; break;
case 3: poisDamage += BreathChaosDamage; break;
case 4: nrgyDamage += BreathChaosDamage; break;
}
}
if ( physDamage == 0 && fireDamage == 0 && coldDamage == 0 && poisDamage == 0 && nrgyDamage == 0 )
{
target.Damage( BreathComputeDamage(), this );// Unresistable damage even in AOS
}
else
{
AOS.Damage( target, this, BreathComputeDamage(), physDamage, fireDamage, coldDamage, poisDamage, nrgyDamage );
}
}
}
public virtual int BreathComputeDamage()
{
int damage = (int)(Hits * BreathDamageScalar);
if ( IsParagon )
damage = (int)(damage / Paragon.HitsBuff);
if ( damage > 200 )
damage = 200;
return damage;
}
#endregion
public virtual bool CanFly => false;
#region Spill Acid
public void SpillAcid( int Amount )
{
SpillAcid( null, Amount );
}
public void SpillAcid( Mobile target, int Amount )
{
if ( (target != null && target.Map == null) || Map == null )
return;
for ( int i = 0; i < Amount; ++i )
{
Point3D loc = Location;
Map map = Map;
Item acid = NewHarmfulItem();
if ( target?.Map != null && Amount == 1 )
{
loc = target.Location;
map = target.Map;
}
else
{
bool validLocation = false;
for ( int j = 0; !validLocation && j < 10; ++j )
{
loc = new Point3D(
loc.X+(Utility.Random(0,3)-2),
loc.Y+(Utility.Random(0,3)-2),
loc.Z );
loc.Z = map.GetAverageZ( loc.X, loc.Y );
validLocation = map.CanFit( loc, 16, false, false ) ;
}
}
acid.MoveToWorld( loc, map );
}
}
/*
Solen Style, override me for other mobiles/items:
kappa+acidslime, grizzles+whatever, etc.
*/
public virtual Item NewHarmfulItem()
{
return new PoolOfAcid( TimeSpan.FromSeconds(10), 30, 30 );
}
#endregion
#region Flee!!!
public virtual bool CanFlee => !m_Paragon;
private DateTime m_EndFlee;
public DateTime EndFleeTime
{
get => m_EndFlee;
set => m_EndFlee = value;
}
public virtual void StopFlee()
{
m_EndFlee = DateTime.MinValue;
}
public virtual bool CheckFlee()
{
if ( m_EndFlee == DateTime.MinValue )
return false;
if ( DateTime.UtcNow >= m_EndFlee )
{
StopFlee();
return false;
}
return true;
}
public virtual void BeginFlee( TimeSpan maxDuration )
{
m_EndFlee = DateTime.UtcNow + maxDuration;
}
#endregion
public virtual bool IsInvulnerable => false;
public BaseAI AIObject => m_AI;
public const int MaxOwners = 5;
public virtual OppositionGroup OppositionGroup => null;
#region Friends
public List<Mobile> Friends => m_Friends;
public virtual bool AllowNewPetFriend => ( m_Friends == null || m_Friends.Count < 5 );
public virtual bool IsPetFriend( Mobile m )
{
return ( m_Friends != null && m_Friends.Contains( m ) );
}
public virtual void AddPetFriend( Mobile m )
{
if ( m_Friends == null )
m_Friends = new List<Mobile>();
m_Friends.Add( m );
}
public virtual void RemovePetFriend( Mobile m )
{
m_Friends?.Remove( m );
}
public virtual bool IsFriend( Mobile m )
{
OppositionGroup g = OppositionGroup;
if ( g != null && g.IsEnemy( this, m ) )
return false;
if ( !(m is BaseCreature c) )
return false;
return ( m_Team == c.m_Team && ( (m_bSummoned || m_Controlled) == (c.m_bSummoned || c.m_Controlled) )/* && c.Combatant != this */);
}
#endregion
#region Allegiance
public virtual Ethics.Ethic EthicAllegiance => null;
public enum Allegiance
{
None,
Ally,
Enemy
}
public virtual Allegiance GetFactionAllegiance( Mobile mob )
{
if ( mob == null || mob.Map != Faction.Facet || FactionAllegiance == null )
return Allegiance.None;
Faction fac = Faction.Find( mob, true );
if ( fac == null )
return Allegiance.None;
return ( fac == FactionAllegiance ? Allegiance.Ally : Allegiance.Enemy );
}
public virtual Allegiance GetEthicAllegiance( Mobile mob )
{
if ( mob == null || mob.Map != Faction.Facet || EthicAllegiance == null )
return Allegiance.None;
Ethics.Ethic ethic = Ethics.Ethic.Find( mob, true );
if ( ethic == null )
return Allegiance.None;
return ( ethic == EthicAllegiance ? Allegiance.Ally : Allegiance.Enemy );
}
#endregion
public virtual bool IsEnemy( Mobile m )
{
OppositionGroup g = OppositionGroup;
if ( g != null && g.IsEnemy( this, m ) )
return true;
if ( m is BaseGuard )
return false;
if ( GetFactionAllegiance( m ) == Allegiance.Ally )
return false;
Ethics.Ethic ourEthic = EthicAllegiance;
Ethics.Player pl = Ethics.Player.Find( m, true );
if ( pl != null && pl.IsShielded && ( ourEthic == null || ourEthic == pl.Ethic ) )
return false;
if ( m is PlayerMobile mobile && mobile.HonorActive )
return false;
if ( !(m is BaseCreature c) || m is Engines.Quests.Haven.MilitiaFighter )
return true;
if ( TransformationSpellHelper.UnderTransformation( m, typeof( EtherealVoyageSpell ) ) )
return false;
if ( ( FightMode == FightMode.Evil && m.Karma < 0 ) || ( c.FightMode == FightMode.Evil && Karma < 0 ) )
return true;
return ( m_Team != c.m_Team || ( (m_bSummoned || m_Controlled) != (c.m_bSummoned || c.m_Controlled ) )/* || c.Combatant == this*/ );
}
public override string ApplyNameSuffix( string suffix )
{
if ( IsParagon && !GivesMLMinorArtifact )
{
if ( suffix.Length == 0 )
suffix = "(Paragon)";
else
suffix = String.Concat( suffix, " (Paragon)" );
}
return base.ApplyNameSuffix( suffix );
}
public virtual bool CheckControlChance( Mobile m )
{
if ( GetControlChance( m ) > Utility.RandomDouble() )
{
Loyalty += 1;
return true;
}
PlaySound( GetAngerSound() );
if ( Body.IsAnimal )
Animate( 10, 5, 1, true, false, 0 );
else if ( Body.IsMonster )
Animate( 18, 5, 1, true, false, 0 );
Loyalty -= 3;
return false;
}
public virtual bool CanBeControlledBy( Mobile m )
{
return ( GetControlChance( m ) > 0.0 );
}
public virtual double GetControlChance( Mobile m, bool useBaseSkill = false)
{
if ( m_MinTameSkill <= 29.1 || m_bSummoned || m.AccessLevel >= AccessLevel.GameMaster )
return 1.0;
double dMinTameSkill = m_MinTameSkill;
if ( dMinTameSkill > -24.9 && AnimalTaming.CheckMastery( m, this ) )
dMinTameSkill = -24.9;
int taming = (int)((useBaseSkill ? m.Skills[SkillName.AnimalTaming].Base : m.Skills[SkillName.AnimalTaming].Value ) * 10);
int lore = (int)((useBaseSkill ? m.Skills[SkillName.AnimalLore].Base : m.Skills[SkillName.AnimalLore].Value )* 10);
int bonus = 0, chance = 700;
if ( Core.ML )
{
int SkillBonus = taming - (int)(dMinTameSkill * 10);
int LoreBonus = lore - (int)(dMinTameSkill * 10);
int SkillMod = 6, LoreMod = 6;
if ( SkillBonus < 0 )
SkillMod = 28;
if ( LoreBonus < 0 )
LoreMod = 14;
SkillBonus *= SkillMod;
LoreBonus *= LoreMod;
bonus = (SkillBonus + LoreBonus ) / 2;
}
else
{
int difficulty = (int)(dMinTameSkill * 10);
int weighted = ((taming * 4) + lore) / 5;
bonus = weighted - difficulty;
if ( bonus <= 0 )
bonus *= 14;
else
bonus *= 6;
}
chance += bonus;
if ( chance >= 0 && chance < 200 )
chance = 200;
else if ( chance > 990 )
chance = 990;
chance -= (MaxLoyalty - m_Loyalty) * 10;
return ( (double)chance / 1000 );
}
private static Type[] m_AnimateDeadTypes = {
typeof( MoundOfMaggots ), typeof( HellSteed ), typeof( SkeletalMount ),
typeof( WailingBanshee ), typeof( Wraith ), typeof( SkeletalDragon ),
typeof( LichLord ), typeof( FleshGolem ), typeof( Lich ),
typeof( SkeletalKnight ), typeof( BoneKnight ), typeof( Mummy ),
typeof( SkeletalMage ), typeof( BoneMagi ), typeof( PatchworkSkeleton )
};
public virtual bool IsAnimatedDead
{
get
{
if ( !Summoned )
return false;
Type type = GetType();
bool contains = false;
for ( int i = 0; !contains && i < m_AnimateDeadTypes.Length; ++i )
contains = ( type == m_AnimateDeadTypes[i] );
return contains;
}
}
public virtual bool IsNecroFamiliar
{
get
{
if ( !Summoned )
return false;
if ( m_ControlMaster != null && SummonFamiliarSpell.Table.Contains( m_ControlMaster ) )
return SummonFamiliarSpell.Table[ m_ControlMaster ] == this;
return false;
}
}
public override void Damage( int amount, Mobile from )
{
int oldHits = Hits;
if ( Core.AOS && !Summoned && Controlled && 0.2 > Utility.RandomDouble() )
amount = (int)(amount * BonusPetDamageScalar);
if ( EvilOmenSpell.TryEndEffect( this ) )
amount = (int)(amount * 1.25);
Mobile oath = BloodOathSpell.GetBloodOath( from );
if ( oath == this )
{
amount = (int)(amount * 1.1);
from.Damage( amount, from );
}
base.Damage( amount, from );
if ( SubdueBeforeTame && !Controlled )
{
if ( (oldHits > (HitsMax / 10)) && (Hits <= (HitsMax / 10)) )
PublicOverheadMessage( MessageType.Regular, 0x3B2, false, "* The creature has been beaten into subjugation! *" );
}
}
public virtual bool DeleteCorpseOnDeath => !Core.AOS && m_bSummoned;
public override void SetLocation( Point3D newLocation, bool isTeleport )
{
base.SetLocation( newLocation, isTeleport );
if ( isTeleport )
m_AI?.OnTeleported();
}
public override void OnBeforeSpawn( Point3D location, Map m )
{
if ( Paragon.CheckConvert( this, location, m ) )
IsParagon = true;
base.OnBeforeSpawn( location, m );
}
public override ApplyPoisonResult ApplyPoison( Mobile from, Poison poison )
{
if ( !Alive || IsDeadPet )
return ApplyPoisonResult.Immune;
if ( EvilOmenSpell.TryEndEffect( this ) )
poison = PoisonImpl.IncreaseLevel( poison );
ApplyPoisonResult result = base.ApplyPoison( from, poison );
if ( from != null && result == ApplyPoisonResult.Poisoned && PoisonTimer is PoisonImpl.PoisonTimer timer )
timer.From = from;
return result;
}
public override bool CheckPoisonImmunity( Mobile from, Poison poison )
{
if ( base.CheckPoisonImmunity( from, poison ) )
return true;
Poison p = PoisonImmune;
if ( m_Paragon )
p = PoisonImpl.IncreaseLevel( p );
return ( p != null && p.Level >= poison.Level );
}
[CommandProperty( AccessLevel.GameMaster )]
public int Loyalty
{
get => m_Loyalty;
set => m_Loyalty = Math.Min( Math.Max( value, 0 ), MaxLoyalty );
}
[CommandProperty( AccessLevel.GameMaster )]
public WayPoint CurrentWayPoint
{
get => m_CurrentWayPoint;
set => m_CurrentWayPoint = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public IPoint2D TargetLocation
{
get => m_TargetLocation;
set => m_TargetLocation = value;
}
public virtual Mobile ConstantFocus => null;
public virtual bool DisallowAllMoves => false;
public virtual bool InitialInnocent => false;
public virtual bool AlwaysMurderer => false;
public virtual bool AlwaysAttackable => false;
[CommandProperty( AccessLevel.GameMaster )]
public virtual int DamageMin{ get => m_DamageMin;
set => m_DamageMin = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public virtual int DamageMax{ get => m_DamageMax;
set => m_DamageMax = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public override int HitsMax
{
get
{
if ( m_HitsMax > 0 ) {
int value = m_HitsMax + GetStatOffset( StatType.Str );
if ( value < 1 )
value = 1;
else if ( value > 65000 )
value = 65000;
return value;
}
return Str;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int HitsMaxSeed
{
get => m_HitsMax;
set => m_HitsMax = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public override int StamMax
{
get
{
if ( m_StamMax > 0 ) {
int value = m_StamMax + GetStatOffset( StatType.Dex );
if ( value < 1 )
value = 1;
else if ( value > 65000 )
value = 65000;
return value;
}
return Dex;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int StamMaxSeed
{
get => m_StamMax;
set => m_StamMax = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public override int ManaMax
{
get
{
if ( m_ManaMax > 0 ) {
int value = m_ManaMax + GetStatOffset( StatType.Int );
if ( value < 1 )
value = 1;
else if ( value > 65000 )
value = 65000;
return value;
}
return Int;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public int ManaMaxSeed
{
get => m_ManaMax;
set => m_ManaMax = value;
}
public virtual bool CanOpenDoors => !Body.IsAnimal && !Body.IsSea;
public virtual bool CanMoveOverObstacles => Core.AOS || Body.IsMonster;
public virtual bool CanDestroyObstacles => false;
public void Unpacify()
{
BardEndTime = DateTime.UtcNow;
BardPacified = false;
}
private HonorContext m_ReceivedHonorContext;
public HonorContext ReceivedHonorContext{ get => m_ReceivedHonorContext;
set => m_ReceivedHonorContext = value;
}
/*
Seems this actually was removed on OSI somewhere between the original bug report and now.
We will call it ML, until we can get better information. I suspect it was on the OSI TC when
originally it taken out of RunUO, and not implemented on OSIs production shards until more
recently. Either way, this is, or was, accurate OSI behavior, and just entirely
removing it was incorrect. OSI followers were distracted by being attacked well into
AoS, at very least.
*/
public virtual bool CanBeDistracted => !Core.ML;
public virtual void CheckDistracted( Mobile from )
{
if ( Utility.RandomDouble() < .10 )
{
ControlTarget = from;
ControlOrder = OrderType.Attack;
Combatant = from;
Warmode = true;
}
}
public override void OnDamage( int amount, Mobile from, bool willKill )
{
if ( BardPacified && (HitsMax - Hits) * 0.001 > Utility.RandomDouble() )
Unpacify();
int disruptThreshold;
//NPCs can use bandages too!
if ( !Core.AOS )
disruptThreshold = 0;
else if ( from != null && from.Player )
disruptThreshold = 18;
else
disruptThreshold = 25;
if ( amount > disruptThreshold )
{
BandageContext c = BandageContext.GetContext( this );
c?.Slip();
}
if ( Confidence.IsRegenerating( this ) )
Confidence.StopRegenerating( this );
WeightOverloading.FatigueOnDamage( this, amount );
InhumanSpeech speechType = SpeechType;
if ( speechType != null && !willKill )
speechType.OnDamage( this, amount );
m_ReceivedHonorContext?.OnTargetDamaged( from, amount );
if ( !willKill )
{
if ( CanBeDistracted && ControlOrder == OrderType.Follow )
{
CheckDistracted( from );
}
}
else if ( from is PlayerMobile mobile )
{
Timer.DelayCall( TimeSpan.FromSeconds( 10 ), new TimerCallback( mobile.RecoverAmmo ) );
}
base.OnDamage( amount, from, willKill );
}
public virtual void OnDamagedBySpell( Mobile from )
{
if ( CanBeDistracted && ControlOrder == OrderType.Follow )
{
CheckDistracted( from );
}
}
public virtual void OnHarmfulSpell( Mobile from )
{
}
#region Alter[...]Damage From/To
public virtual void AlterDamageScalarFrom( Mobile caster, ref double scalar )
{
}
public virtual void AlterDamageScalarTo( Mobile target, ref double scalar )
{
}
public virtual void AlterSpellDamageFrom( Mobile from, ref int damage )
{
}
public virtual void AlterSpellDamageTo( Mobile to, ref int damage )
{
}
public virtual void AlterMeleeDamageFrom( Mobile from, ref int damage )
{
}
public virtual void AlterMeleeDamageTo( Mobile to, ref int damage )
{
}
#endregion
public virtual void CheckReflect( Mobile caster, ref bool reflect )
{
}
public virtual void OnCarve( Mobile from, Corpse corpse, Item with )
{
int feathers = Feathers;
int wool = Wool;
int meat = Meat;
int hides = Hides;
int scales = Scales;
if ( ( feathers == 0 && wool == 0 && meat == 0 && hides == 0 && scales == 0 ) || Summoned || IsBonded || corpse.Animated )
{
if ( corpse.Animated )
corpse.SendLocalizedMessageTo( from, 500464 ); // Use this on corpses to carve away meat and hide
else
from.SendLocalizedMessage( 500485 ); // You see nothing useful to carve from the corpse.
}
else
{
if ( Core.ML && from.Race == Race.Human )
hides = (int)Math.Ceiling( hides * 1.1 ); // 10% bonus only applies to hides, ore & logs
if ( corpse.Map == Map.Felucca )
{
feathers *= 2;
wool *= 2;
hides *= 2;
if (Core.ML)
{
meat *= 2;
scales *= 2;
}
}
new Blood( 0x122D ).MoveToWorld( corpse.Location, corpse.Map );
if ( feathers != 0 )
{
corpse.AddCarvedItem( new Feather( feathers ), from );
from.SendLocalizedMessage( 500479 ); // You pluck the bird. The feathers are now on the corpse.
}
if ( wool != 0 )
{
corpse.AddCarvedItem( new TaintedWool( wool ), from );
from.SendLocalizedMessage( 500483 ); // You shear it, and the wool is now on the corpse.
}
if ( meat != 0 )
{
if ( MeatType == MeatType.Ribs )
corpse.AddCarvedItem( new RawRibs( meat ), from );
else if ( MeatType == MeatType.Bird )
corpse.AddCarvedItem( new RawBird( meat ), from );
else if ( MeatType == MeatType.LambLeg )
corpse.AddCarvedItem( new RawLambLeg( meat ), from );
from.SendLocalizedMessage( 500467 ); // You carve some meat, which remains on the corpse.
}
if ( hides != 0 )
{
Item holding = from.Weapon as Item;
if ( Core.AOS && ( holding is SkinningKnife /* TODO: || holding is ButcherWarCleaver || with is ButcherWarCleaver */ ) )
{
Item leather = null;
switch ( HideType )
{
case HideType.Regular: leather = new Leather( hides ); break;
case HideType.Spined: leather = new SpinedLeather( hides ); break;
case HideType.Horned: leather = new HornedLeather( hides ); break;
case HideType.Barbed: leather = new BarbedLeather( hides ); break;
}
if ( leather != null )
{
if ( !from.PlaceInBackpack( leather ) )
{
corpse.DropItem( leather );
from.SendLocalizedMessage( 500471 ); // You skin it, and the hides are now in the corpse.
}
else
{
from.SendLocalizedMessage( 1073555 ); // You skin it and place the cut-up hides in your backpack.
}
}
}
else
{
if ( HideType == HideType.Regular )
corpse.DropItem( new Hides( hides ) );
else if ( HideType == HideType.Spined )
corpse.DropItem( new SpinedHides( hides ) );
else if ( HideType == HideType.Horned )
corpse.DropItem( new HornedHides( hides ) );
else if ( HideType == HideType.Barbed )
corpse.DropItem( new BarbedHides( hides ) );
from.SendLocalizedMessage( 500471 ); // You skin it, and the hides are now in the corpse.
}
}
if ( scales != 0 )
{
ScaleType sc = ScaleType;
switch ( sc )
{
case ScaleType.Red: corpse.AddCarvedItem( new RedScales( scales ), from ); break;
case ScaleType.Yellow: corpse.AddCarvedItem( new YellowScales( scales ), from ); break;
case ScaleType.Black: corpse.AddCarvedItem( new BlackScales( scales ), from ); break;
case ScaleType.Green: corpse.AddCarvedItem( new GreenScales( scales ), from ); break;
case ScaleType.White: corpse.AddCarvedItem( new WhiteScales( scales ), from ); break;
case ScaleType.Blue: corpse.AddCarvedItem( new BlueScales( scales ), from ); break;
case ScaleType.All:
{
corpse.AddCarvedItem( new RedScales( scales ), from );
corpse.AddCarvedItem( new YellowScales( scales ), from );
corpse.AddCarvedItem( new BlackScales( scales ), from );
corpse.AddCarvedItem( new GreenScales( scales ), from );
corpse.AddCarvedItem( new WhiteScales( scales ), from );
corpse.AddCarvedItem( new BlueScales( scales ), from );
break;
}
}
from.SendMessage( "You cut away some scales, but they remain on the corpse." );
}
corpse.Carved = true;
if ( corpse.IsCriminalAction( from ) )
from.CriminalAction( true );
}
}
public const int DefaultRangePerception = 16;
public const int OldRangePerception = 10;
public BaseCreature(AIType ai,
FightMode mode,
int iRangePerception,
int iRangeFight,
double dActiveSpeed,
double dPassiveSpeed)
{
if ( iRangePerception == OldRangePerception )
iRangePerception = DefaultRangePerception;
m_Loyalty = MaxLoyalty; // Wonderfully Happy
m_CurrentAI = ai;
m_DefaultAI = ai;
m_RangePerception = iRangePerception;
m_RangeFight = iRangeFight;
m_FightMode = mode;
m_Team = 0;
SpeedInfo.GetSpeeds( this, ref dActiveSpeed, ref dPassiveSpeed );
m_ActiveSpeed = dActiveSpeed;
m_PassiveSpeed = dPassiveSpeed;
m_CurrentSpeed = dPassiveSpeed;
m_DebugAI = false;
m_SpellAttack = new List<Type>();
m_SpellDefense = new List<Type>();
m_Controlled = false;
m_ControlMaster = null;
m_ControlTarget = null;
m_ControlOrder = OrderType.None;
m_bTamable = false;
m_Owners = new List<Mobile>();
m_NextReacquireTime = Core.TickCount + (int)ReacquireDelay.TotalMilliseconds;
ChangeAIType(AI);
InhumanSpeech speechType = SpeechType;
speechType?.OnConstruct( this );
if ( IsInvulnerable && !Core.AOS )
NameHue = 0x35;
GenerateLoot( true );
}
public BaseCreature( Serial serial ) : base( serial )
{
m_SpellAttack = new List<Type>();
m_SpellDefense = new List<Type>();
m_DebugAI = false;
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 19 ); // version
writer.Write( (int)m_CurrentAI );
writer.Write( (int)m_DefaultAI );
writer.Write( (int)m_RangePerception );
writer.Write( (int)m_RangeFight );
writer.Write( (int)m_Team );
writer.Write( (double)m_ActiveSpeed );
writer.Write( (double)m_PassiveSpeed );
writer.Write( (double)m_CurrentSpeed );
writer.Write( (int) m_Home.X );
writer.Write( (int) m_Home.Y );
writer.Write( (int) m_Home.Z );
// Version 1
writer.Write( (int) m_RangeHome );
int i=0;
writer.Write( (int) m_SpellAttack.Count );
for ( i=0; i< m_SpellAttack.Count; i++ )
{
writer.Write( m_SpellAttack[i].ToString() );
}
writer.Write( (int) m_SpellDefense.Count );
for ( i=0; i< m_SpellDefense.Count; i++ )
{
writer.Write( m_SpellDefense[i].ToString() );
}
// Version 2
writer.Write( (int) m_FightMode );
writer.Write( (bool) m_Controlled );
writer.Write( (Mobile) m_ControlMaster );
writer.Write( (Mobile) m_ControlTarget );
writer.Write( (Point3D) m_ControlDest );
writer.Write( (int) m_ControlOrder );
writer.Write( (double) m_MinTameSkill );
// Removed in version 9
//writer.Write( (double) m_dMaxTameSkill );
writer.Write( (bool) m_bTamable );
writer.Write( (bool) m_bSummoned );
if ( m_bSummoned )
writer.WriteDeltaTime( m_SummonEnd );
writer.Write( (int) m_iControlSlots );
// Version 3
writer.Write( (int)m_Loyalty );
// Version 4
writer.Write( m_CurrentWayPoint );
// Verison 5
writer.Write( m_SummonMaster );
// Version 6
writer.Write( (int) m_HitsMax );
writer.Write( (int) m_StamMax );
writer.Write( (int) m_ManaMax );
writer.Write( (int) m_DamageMin );
writer.Write( (int) m_DamageMax );
// Version 7
writer.Write( (int) m_PhysicalResistance );
writer.Write( (int) m_PhysicalDamage );
writer.Write( (int) m_FireResistance );
writer.Write( (int) m_FireDamage );
writer.Write( (int) m_ColdResistance );
writer.Write( (int) m_ColdDamage );
writer.Write( (int) m_PoisonResistance );
writer.Write( (int) m_PoisonDamage );
writer.Write( (int) m_EnergyResistance );
writer.Write( (int) m_EnergyDamage );
// Version 8
writer.Write( m_Owners, true );
// Version 10
writer.Write( (bool) m_IsDeadPet );
writer.Write( (bool) m_IsBonded );
writer.Write( (DateTime) m_BondingBegin );
writer.Write( (DateTime) m_OwnerAbandonTime );
// Version 11
writer.Write( (bool) m_HasGeneratedLoot );
// Version 12
writer.Write( (bool) m_Paragon );
// Version 13
writer.Write( (bool) ( m_Friends != null && m_Friends.Count > 0 ) );
if ( m_Friends != null && m_Friends.Count > 0 )
writer.Write( m_Friends, true );
// Version 14
writer.Write( (bool)m_RemoveIfUntamed );
writer.Write( (int)m_RemoveStep );
// Version 17
if ( IsStabled || ( Controlled && ControlMaster != null ) )
writer.Write( TimeSpan.Zero );
else
writer.Write( DeleteTimeLeft );
// Version 18
writer.Write( m_CorpseNameOverride );
// Version 19
writer.Write( m_HomeMap );
}
private static double[] m_StandardActiveSpeeds = {
0.175, 0.1, 0.15, 0.2, 0.25, 0.3, 0.4, 0.5, 0.6, 0.8
};
private static double[] m_StandardPassiveSpeeds = {
0.350, 0.2, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.6, 2.0
};
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_CurrentAI = (AIType)reader.ReadInt();
m_DefaultAI = (AIType)reader.ReadInt();
m_RangePerception = reader.ReadInt();
m_RangeFight = reader.ReadInt();
m_Team = reader.ReadInt();
m_ActiveSpeed = reader.ReadDouble();
m_PassiveSpeed = reader.ReadDouble();
m_CurrentSpeed = reader.ReadDouble();
if ( m_RangePerception == OldRangePerception )
m_RangePerception = DefaultRangePerception;
m_Home.X = reader.ReadInt();
m_Home.Y = reader.ReadInt();
m_Home.Z = reader.ReadInt();
if ( version >= 1 )
{
m_RangeHome = reader.ReadInt();
int iCount = reader.ReadInt();
for ( int i = 0; i < iCount; i++ )
{
string str = reader.ReadString();
Type type = Type.GetType( str );
if ( type != null )
{
m_SpellAttack.Add( type );
}
}
iCount = reader.ReadInt();
for ( int i=0; i < iCount; i++ )
{
string str = reader.ReadString();
Type type = Type.GetType( str );
if ( type != null )
{
m_SpellDefense.Add( type );
}
}
}
else
{
m_RangeHome = 0;
}
if ( version >= 2 )
{
m_FightMode = ( FightMode )reader.ReadInt();
m_Controlled = reader.ReadBool();
m_ControlMaster = reader.ReadMobile();
m_ControlTarget = reader.ReadMobile();
m_ControlDest = reader.ReadPoint3D();
m_ControlOrder = (OrderType) reader.ReadInt();
m_MinTameSkill = reader.ReadDouble();
if ( version < 9 )
reader.ReadDouble();
m_bTamable = reader.ReadBool();
m_bSummoned = reader.ReadBool();
if ( m_bSummoned )
{
m_SummonEnd = reader.ReadDeltaTime();
new UnsummonTimer( m_ControlMaster, this, m_SummonEnd - DateTime.UtcNow ).Start();
}
m_iControlSlots = reader.ReadInt();
}
else
{
m_FightMode = FightMode.Closest;
m_Controlled = false;
m_ControlMaster = null;
m_ControlTarget = null;
m_ControlOrder = OrderType.None;
}
if ( version >= 3 )
m_Loyalty = reader.ReadInt();
else
m_Loyalty = MaxLoyalty; // Wonderfully Happy
if ( version >= 4 )
m_CurrentWayPoint = reader.ReadItem() as WayPoint;
if ( version >= 5 )
m_SummonMaster = reader.ReadMobile();
if ( version >= 6 )
{
m_HitsMax = reader.ReadInt();
m_StamMax = reader.ReadInt();
m_ManaMax = reader.ReadInt();
m_DamageMin = reader.ReadInt();
m_DamageMax = reader.ReadInt();
}
if ( version >= 7 )
{
m_PhysicalResistance = reader.ReadInt();
m_PhysicalDamage = reader.ReadInt();
m_FireResistance = reader.ReadInt();
m_FireDamage = reader.ReadInt();
m_ColdResistance = reader.ReadInt();
m_ColdDamage = reader.ReadInt();
m_PoisonResistance = reader.ReadInt();
m_PoisonDamage = reader.ReadInt();
m_EnergyResistance = reader.ReadInt();
m_EnergyDamage = reader.ReadInt();
}
if ( version >= 8 )
m_Owners = reader.ReadStrongMobileList();
else
m_Owners = new List<Mobile>();
if ( version >= 10 )
{
m_IsDeadPet = reader.ReadBool();
m_IsBonded = reader.ReadBool();
m_BondingBegin = reader.ReadDateTime();
m_OwnerAbandonTime = reader.ReadDateTime();
}
if ( version >= 11 )
m_HasGeneratedLoot = reader.ReadBool();
else
m_HasGeneratedLoot = true;
if ( version >= 12 )
m_Paragon = reader.ReadBool();
else
m_Paragon = false;
if ( version >= 13 && reader.ReadBool() )
m_Friends = reader.ReadStrongMobileList();
else if ( version < 13 && m_ControlOrder >= OrderType.Unfriend )
++m_ControlOrder;
if ( version < 16 && Loyalty != MaxLoyalty )
Loyalty *= 10;
double activeSpeed = m_ActiveSpeed;
double passiveSpeed = m_PassiveSpeed;
SpeedInfo.GetSpeeds( this, ref activeSpeed, ref passiveSpeed );
bool isStandardActive = false;
for ( int i = 0; !isStandardActive && i < m_StandardActiveSpeeds.Length; ++i )
isStandardActive = ( m_ActiveSpeed == m_StandardActiveSpeeds[i] );
bool isStandardPassive = false;
for ( int i = 0; !isStandardPassive && i < m_StandardPassiveSpeeds.Length; ++i )
isStandardPassive = ( m_PassiveSpeed == m_StandardPassiveSpeeds[i] );
if ( isStandardActive && m_CurrentSpeed == m_ActiveSpeed )
m_CurrentSpeed = activeSpeed;
else if ( isStandardPassive && m_CurrentSpeed == m_PassiveSpeed )
m_CurrentSpeed = passiveSpeed;
if ( isStandardActive && !m_Paragon )
m_ActiveSpeed = activeSpeed;
if ( isStandardPassive && !m_Paragon )
m_PassiveSpeed = passiveSpeed;
if ( version >= 14 )
{
m_RemoveIfUntamed = reader.ReadBool();
m_RemoveStep = reader.ReadInt();
}
TimeSpan deleteTime = TimeSpan.Zero;
if ( version >= 17 )
deleteTime = reader.ReadTimeSpan();
if ( deleteTime > TimeSpan.Zero || LastOwner != null && !Controlled && !IsStabled )
{
if ( deleteTime == TimeSpan.Zero )
deleteTime = TimeSpan.FromDays( 3.0 );
m_DeleteTimer = new DeleteTimer( this, deleteTime );
m_DeleteTimer.Start();
}
if ( version >= 18 )
m_CorpseNameOverride = reader.ReadString();
if ( version >= 19 )
m_HomeMap = reader.ReadMap();
if ( version <= 14 && m_Paragon && Hue == 0x31 )
{
Hue = Paragon.Hue; //Paragon hue fixed, should now be 0x501.
}
if ( Core.AOS && NameHue == 0x35 )
NameHue = -1;
CheckStatTimers();
ChangeAIType(m_CurrentAI);
AddFollowers();
if ( IsAnimatedDead )
AnimateDeadSpell.Register( m_SummonMaster, this );
}
public virtual bool IsHumanInTown()
{
return ( Body.IsHuman && Region.IsPartOf( typeof( GuardedRegion ) ) );
}
public virtual bool CheckGold( Mobile from, Item dropped )
{
return dropped is Gold gold && OnGoldGiven(from, gold);
}
public virtual bool OnGoldGiven( Mobile from, Gold dropped )
{
if ( CheckTeachingMatch( from ) )
{
if ( Teach( m_Teaching, from, dropped.Amount, true ) )
{
dropped.Delete();
return true;
}
}
else if ( IsHumanInTown() )
{
Direction = GetDirectionTo( from );
int oldSpeechHue = SpeechHue;
SpeechHue = 0x23F;
SayTo( from, "Thou art giving me gold?" );
if ( dropped.Amount >= 400 )
SayTo( from, "'Tis a noble gift." );
else
SayTo( from, "Money is always welcome." );
SpeechHue = 0x3B2;
SayTo( from, 501548 ); // I thank thee.
SpeechHue = oldSpeechHue;
dropped.Delete();
return true;
}
return false;
}
public override bool ShouldCheckStatTimers => false;
#region Food
private static Type[] m_Eggs = {
typeof( FriedEggs ), typeof( Eggs )
};
private static Type[] m_Fish = {
typeof( FishSteak ), typeof( RawFishSteak )
};
private static Type[] m_GrainsAndHay = {
typeof( BreadLoaf ), typeof( FrenchBread ), typeof( SheafOfHay )
};
private static Type[] m_Meat = {
/* Cooked */
typeof( Bacon ), typeof( CookedBird ), typeof( Sausage ),
typeof( Ham ), typeof( Ribs ), typeof( LambLeg ),
typeof( ChickenLeg ),
/* Uncooked */
typeof( RawBird ), typeof( RawRibs ), typeof( RawLambLeg ),
typeof( RawChickenLeg ),
/* Body Parts */
typeof( Head ), typeof( LeftArm ), typeof( LeftLeg ),
typeof( Torso ), typeof( RightArm ), typeof( RightLeg )
};
private static Type[] m_FruitsAndVegies = {
typeof( HoneydewMelon ), typeof( YellowGourd ), typeof( GreenGourd ),
typeof( Banana ), typeof( Bananas ), typeof( Lemon ), typeof( Lime ),
typeof( Dates ), typeof( Grapes ), typeof( Peach ), typeof( Pear ),
typeof( Apple ), typeof( Watermelon ), typeof( Squash ),
typeof( Cantaloupe ), typeof( Carrot ), typeof( Cabbage ),
typeof( Onion ), typeof( Lettuce ), typeof( Pumpkin )
};
private static Type[] m_Gold = {
// white wyrms eat gold..
typeof( Gold )
};
public virtual bool CheckFoodPreference( Item f )
{
if ( CheckFoodPreference( f, FoodType.Eggs, m_Eggs ) )
return true;
if ( CheckFoodPreference( f, FoodType.Fish, m_Fish ) )
return true;
if ( CheckFoodPreference( f, FoodType.GrainsAndHay, m_GrainsAndHay ) )
return true;
if ( CheckFoodPreference( f, FoodType.Meat, m_Meat ) )
return true;
if ( CheckFoodPreference( f, FoodType.FruitsAndVegies, m_FruitsAndVegies ) )
return true;
if ( CheckFoodPreference( f, FoodType.Gold, m_Gold ) )
return true;
return false;
}
public virtual bool CheckFoodPreference( Item fed, FoodType type, Type[] types )
{
if ( (FavoriteFood & type) == 0 )
return false;
Type fedType = fed.GetType();
bool contains = false;
for ( int i = 0; !contains && i < types.Length; ++i )
contains = ( fedType == types[i] );
return contains;
}
public virtual bool CheckFeed( Mobile from, Item dropped )
{
if ( !IsDeadPet && Controlled && ( ControlMaster == from || IsPetFriend( from ) ) )
{
Item f = dropped;
if ( CheckFoodPreference( f ) )
{
int amount = f.Amount;
if ( amount > 0 )
{
int stamGain;
if ( f is Gold )
stamGain = amount - 50;
else
stamGain = (amount * 15) - 50;
if ( stamGain > 0 )
Stam += stamGain;
if ( Core.SE )
{
if ( m_Loyalty < MaxLoyalty )
{
m_Loyalty = MaxLoyalty;
}
}
else
{
for ( int i = 0; i < amount; ++i )
{
if ( m_Loyalty < MaxLoyalty && 0.5 >= Utility.RandomDouble() )
{
m_Loyalty += 10;
}
}
}
/* if ( happier )*/ // looks like in OSI pets say they are happier even if they are at maximum loyalty
SayTo( from, 502060 ); // Your pet looks happier.
if ( Body.IsAnimal )
Animate( 3, 5, 1, true, false, 0 );
else if ( Body.IsMonster )
Animate( 17, 5, 1, true, false, 0 );
if ( IsBondable && !IsBonded )
{
Mobile master = m_ControlMaster;
if ( master != null && master == from ) //So friends can't start the bonding process
{
if ( m_MinTameSkill <= 29.1 || master.Skills[SkillName.AnimalTaming].Base >= m_MinTameSkill || OverrideBondingReqs() || (Core.ML && master.Skills[SkillName.AnimalTaming].Value >= m_MinTameSkill) )
{
if ( BondingBegin == DateTime.MinValue )
{
BondingBegin = DateTime.UtcNow;
}
else if ( (BondingBegin + BondingDelay) <= DateTime.UtcNow )
{
IsBonded = true;
BondingBegin = DateTime.MinValue;
from.SendLocalizedMessage( 1049666 ); // Your pet has bonded with you!
}
}
else if ( Core.ML )
{
from.SendLocalizedMessage( 1075268 ); // Your pet cannot form a bond with you until your animal taming ability has risen.
}
}
}
dropped.Delete();
return true;
}
}
}
return false;
}
#endregion
public virtual bool OverrideBondingReqs()
{
return false;
}
public virtual bool CanAngerOnTame => false;
#region OnAction[...]
public virtual void OnActionWander()
{
}
public virtual void OnActionCombat()
{
}
public virtual void OnActionGuard()
{
}
public virtual void OnActionFlee()
{
}
public virtual void OnActionInteract()
{
}
public virtual void OnActionBackoff()
{
}
#endregion
public override bool OnDragDrop( Mobile from, Item dropped )
{
if ( CheckFeed( from, dropped ) )
return true;
if ( CheckGold( from, dropped ) )
return true;
// Note: Yes, this happens for all questers (regardless of type, e.g. escorts),
// even if they can't offer you anything at the moment
if ( MLQuestSystem.Enabled && CanGiveMLQuest && from is PlayerMobile mobile )
{
MLQuestSystem.Tell( this, mobile, 1074893 ); // You need to mark your quest items so I don't take the wrong object. Then speak to me.
return false;
}
return base.OnDragDrop( from, dropped );
}
protected virtual BaseAI ForcedAI => null;
public void ChangeAIType( AIType NewAI )
{
m_AI?.m_Timer.Stop();
if ( ForcedAI != null )
{
m_AI = ForcedAI;
return;
}
m_AI = null;
switch ( NewAI )
{
case AIType.AI_Melee:
m_AI = new MeleeAI(this);
break;
case AIType.AI_Animal:
m_AI = new AnimalAI(this);
break;
case AIType.AI_Berserk:
m_AI = new BerserkAI(this);
break;
case AIType.AI_Archer:
m_AI = new ArcherAI(this);
break;
case AIType.AI_Healer:
m_AI = new HealerAI(this);
break;
case AIType.AI_Vendor:
m_AI = new VendorAI(this);
break;
case AIType.AI_Mage:
m_AI = new MageAI(this);
break;
case AIType.AI_Predator:
//m_AI = new PredatorAI(this);
m_AI = new MeleeAI(this);
break;
case AIType.AI_Thief:
m_AI = new ThiefAI(this);
break;
}
}
public void ChangeAIToDefault()
{
ChangeAIType(m_DefaultAI);
}
[CommandProperty( AccessLevel.GameMaster )]
public AIType AI
{
get => m_CurrentAI;
set
{
m_CurrentAI = value;
if (m_CurrentAI == AIType.AI_Use_Default)
{
m_CurrentAI = m_DefaultAI;
}
ChangeAIType(m_CurrentAI);
}
}
[CommandProperty( AccessLevel.Administrator )]
public bool Debug
{
get => m_DebugAI;
set => m_DebugAI = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public int Team
{
get => m_Team;
set
{
m_Team = value;
OnTeamChange();
}
}
public virtual void OnTeamChange()
{
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile FocusMob
{
get => m_FocusMob;
set => m_FocusMob = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public FightMode FightMode
{
get => m_FightMode;
set => m_FightMode = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public int RangePerception
{
get => m_RangePerception;
set => m_RangePerception = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public int RangeFight
{
get => m_RangeFight;
set => m_RangeFight = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public int RangeHome
{
get => m_RangeHome;
set => m_RangeHome = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public double ActiveSpeed
{
get => m_ActiveSpeed;
set => m_ActiveSpeed = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public double PassiveSpeed
{
get => m_PassiveSpeed;
set => m_PassiveSpeed = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public double CurrentSpeed
{
get
{
if ( m_TargetLocation != null )
return 0.3;
return m_CurrentSpeed;
}
set
{
if ( m_CurrentSpeed != value )
{
m_CurrentSpeed = value;
m_AI?.OnCurrentSpeedChanged();
}
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Point3D Home
{
get => m_Home;
set => m_Home = value;
}
[CommandProperty(AccessLevel.GameMaster)]
public Map HomeMap
{
get => m_HomeMap;
set => m_HomeMap = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Controlled
{
get => m_Controlled;
set
{
if ( m_Controlled == value )
return;
m_Controlled = value;
Delta( MobileDelta.Noto );
InvalidateProperties();
}
}
public override void RevealingAction()
{
Spells.Sixth.InvisibilitySpell.RemoveTimer( this );
base.RevealingAction();
}
public void RemoveFollowers()
{
if ( m_ControlMaster != null )
{
m_ControlMaster.Followers -= ControlSlots;
if ( m_ControlMaster is PlayerMobile mobile )
{
mobile.AllFollowers.Remove( this );
if ( mobile.AutoStabled.Contains( this ) )
mobile.AutoStabled.Remove( this );
}
}
else if ( m_SummonMaster != null )
{
m_SummonMaster.Followers -= ControlSlots;
if ( m_SummonMaster is PlayerMobile mobile )
{
mobile.AllFollowers.Remove( this );
}
}
if ( m_ControlMaster != null && m_ControlMaster.Followers < 0 )
m_ControlMaster.Followers = 0;
if ( m_SummonMaster != null && m_SummonMaster.Followers < 0 )
m_SummonMaster.Followers = 0;
}
public void AddFollowers()
{
if ( m_ControlMaster != null )
{
m_ControlMaster.Followers += ControlSlots;
if ( m_ControlMaster is PlayerMobile mobile )
{
mobile.AllFollowers.Add( this );
}
}
else if ( m_SummonMaster != null )
{
m_SummonMaster.Followers += ControlSlots;
if ( m_SummonMaster is PlayerMobile mobile )
{
mobile.AllFollowers.Add( this );
}
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile ControlMaster
{
get => m_ControlMaster;
set
{
if ( m_ControlMaster == value || this == value )
return;
RemoveFollowers();
m_ControlMaster = value;
AddFollowers();
if ( m_ControlMaster != null )
StopDeleteTimer();
Delta( MobileDelta.Noto );
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile SummonMaster
{
get => m_SummonMaster;
set
{
if ( m_SummonMaster == value || this == value )
return;
RemoveFollowers();
m_SummonMaster = value;
AddFollowers();
Delta( MobileDelta.Noto );
}
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile ControlTarget
{
get => m_ControlTarget;
set => m_ControlTarget = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public Point3D ControlDest
{
get => m_ControlDest;
set => m_ControlDest = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public OrderType ControlOrder
{
get => m_ControlOrder;
set
{
m_ControlOrder = value;
m_AI?.OnCurrentOrderChanged();
InvalidateProperties();
m_ControlMaster?.InvalidateProperties();
}
}
[CommandProperty( AccessLevel.GameMaster )]
public bool BardProvoked
{
get => m_bBardProvoked;
set => m_bBardProvoked = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public bool BardPacified
{
get => m_bBardPacified;
set => m_bBardPacified = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile BardMaster
{
get => m_bBardMaster;
set => m_bBardMaster = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public Mobile BardTarget
{
get => m_bBardTarget;
set => m_bBardTarget = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public DateTime BardEndTime
{
get => m_timeBardEnd;
set => m_timeBardEnd = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public double MinTameSkill
{
get => m_MinTameSkill;
set => m_MinTameSkill = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public bool Tamable
{
get => m_bTamable && !m_Paragon;
set => m_bTamable = value;
}
[CommandProperty( AccessLevel.Administrator )]
public bool Summoned
{
get => m_bSummoned;
set
{
if ( m_bSummoned == value )
return;
m_NextReacquireTime = Core.TickCount;
m_bSummoned = value;
Delta( MobileDelta.Noto );
InvalidateProperties();
}
}
[CommandProperty( AccessLevel.Administrator )]
public int ControlSlots
{
get => m_iControlSlots;
set => m_iControlSlots = value;
}
public virtual bool NoHouseRestrictions => false;
public virtual bool IsHouseSummonable => false;
#region Corpse Resources
public virtual int Feathers => 0;
public virtual int Wool => 0;
public virtual MeatType MeatType => MeatType.Ribs;
public virtual int Meat => 0;
public virtual int Hides => 0;
public virtual HideType HideType => HideType.Regular;
public virtual int Scales => 0;
public virtual ScaleType ScaleType => ScaleType.Red;
#endregion
public virtual bool AutoDispel => false;
public virtual double AutoDispelChance => ((Core.SE) ? .10 : 1.0);
public virtual bool IsScaryToPets => false;
public virtual bool IsScaredOfScaryThings => true;
public virtual bool CanRummageCorpses => false;
public virtual void OnGotMeleeAttack( Mobile attacker )
{
if ( AutoDispel && attacker is BaseCreature creature && creature.IsDispellable && AutoDispelChance > Utility.RandomDouble() )
Dispel( creature );
}
public virtual void Dispel( Mobile m )
{
Effects.SendLocationParticles( EffectItem.Create( m.Location, m.Map, EffectItem.DefaultDuration ), 0x3728, 8, 20, 5042 );
Effects.PlaySound( m, m.Map, 0x201 );
m.Delete();
}
public virtual bool DeleteOnRelease => m_bSummoned;
public virtual void OnGaveMeleeAttack( Mobile defender )
{
Poison p = HitPoison;
if ( m_Paragon )
p = PoisonImpl.IncreaseLevel( p );
if ( p != null && HitPoisonChance >= Utility.RandomDouble() )
{
defender.ApplyPoison( this, p );
if ( Controlled )
CheckSkill( SkillName.Poisoning, 0, Skills[SkillName.Poisoning].Cap );
}
if ( AutoDispel && defender is BaseCreature creature && creature.IsDispellable && AutoDispelChance > Utility.RandomDouble() )
Dispel( creature );
}
public override void OnAfterDelete()
{
if ( m_AI != null )
{
m_AI.m_Timer?.Stop();
m_AI = null;
}
if ( m_DeleteTimer != null )
{
m_DeleteTimer.Stop();
m_DeleteTimer = null;
}
FocusMob = null;
if ( IsAnimatedDead )
AnimateDeadSpell.Unregister( m_SummonMaster, this );
if ( MLQuestSystem.Enabled )
MLQuestSystem.HandleDeletion( this );
base.OnAfterDelete();
}
public void DebugSay( string text )
{
if ( m_DebugAI )
PublicOverheadMessage( MessageType.Regular, 41, false, text );
}
public void DebugSay( string format, params object[] args )
{
if ( m_DebugAI )
PublicOverheadMessage( MessageType.Regular, 41, false, String.Format( format, args ) );
}
/*
* This function can be overridden.. so a "Strongest" mobile, can have a different definition depending
* on who check for value
* -Could add a FightMode.Prefered
*
*/
public virtual double GetFightModeRanking( Mobile m, FightMode acqType, bool bPlayerOnly )
{
if ( ( bPlayerOnly && m.Player ) || !bPlayerOnly )
{
switch( acqType )
{
case FightMode.Strongest :
return (m.Skills[SkillName.Tactics].Value + m.Str); //returns strongest mobile
case FightMode.Weakest :
return -m.Hits; // returns weakest mobile
default :
return -GetDistanceToSqrt( m ); // returns closest mobile
}
}
else
{
return double.MinValue;
}
}
// Turn, - for left, + for right
// Basic for now, needs work
public virtual void Turn(int iTurnSteps)
{
int v = (int)Direction;
Direction = (Direction)((((v & 0x7) + iTurnSteps) & 0x7) | (v & 0x80));
}
public virtual void TurnInternal(int iTurnSteps)
{
int v = (int)Direction;
SetDirection( (Direction)((((v & 0x7) + iTurnSteps) & 0x7) | (v & 0x80)) );
}
public bool IsHurt()
{
return ( Hits != HitsMax );
}
public double GetHomeDistance()
{
return GetDistanceToSqrt( m_Home );
}
public virtual int GetTeamSize(int iRange)
{
int iCount = 0;
foreach ( Mobile m in GetMobilesInRange( iRange ) )
{
if (m != this && m is BaseCreature creature && !creature.Deleted && creature.Team == Team && CanSee( creature ))
{
iCount++;
}
}
return iCount;
}
private class TameEntry : ContextMenuEntry
{
private BaseCreature m_Mobile;
public TameEntry( Mobile from, BaseCreature creature ) : base( 6130, 6 )
{
m_Mobile = creature;
Enabled = Enabled && ( from.Female ? creature.AllowFemaleTamer : creature.AllowMaleTamer );
}
public override void OnClick()
{
if ( !Owner.From.CheckAlive() )
return;
Owner.From.TargetLocked = true;
AnimalTaming.DisableMessage = true;
if ( Owner.From.UseSkill( SkillName.AnimalTaming ) )
Owner.From.Target.Invoke( Owner.From, m_Mobile );
AnimalTaming.DisableMessage = false;
Owner.From.TargetLocked = false;
}
}
#region Teaching
public virtual bool CanTeach => false;
public virtual bool CheckTeach( SkillName skill, Mobile from )
{
if ( !CanTeach )
return false;
if ( skill == SkillName.Stealth && from.Skills[SkillName.Hiding].Base < Stealth.HidingRequirement )
return false;
if ( skill == SkillName.RemoveTrap && (from.Skills[SkillName.Lockpicking].Base < 50.0 || from.Skills[SkillName.DetectHidden].Base < 50.0) )
return false;
if ( !Core.AOS && (skill == SkillName.Focus || skill == SkillName.Chivalry || skill == SkillName.Necromancy) )
return false;
return true;
}
public enum TeachResult
{
Success,
Failure,
KnowsMoreThanMe,
KnowsWhatIKnow,
SkillNotRaisable,
NotEnoughFreePoints
}
public virtual TeachResult CheckTeachSkills( SkillName skill, Mobile m, int maxPointsToLearn, ref int pointsToLearn, bool doTeach )
{
if ( !CheckTeach( skill, m ) || !m.CheckAlive() )
return TeachResult.Failure;
Skill ourSkill = Skills[skill];
Skill theirSkill = m.Skills[skill];
if ( ourSkill == null || theirSkill == null )
return TeachResult.Failure;
int baseToSet = ourSkill.BaseFixedPoint / 3;
if ( baseToSet > 420 )
baseToSet = 420;
else if ( baseToSet < 200 )
return TeachResult.Failure;
if ( baseToSet > theirSkill.CapFixedPoint )
baseToSet = theirSkill.CapFixedPoint;
pointsToLearn = baseToSet - theirSkill.BaseFixedPoint;
if ( maxPointsToLearn > 0 && pointsToLearn > maxPointsToLearn )
{
pointsToLearn = maxPointsToLearn;
baseToSet = theirSkill.BaseFixedPoint + pointsToLearn;
}
if ( pointsToLearn < 0 )
return TeachResult.KnowsMoreThanMe;
if ( pointsToLearn == 0 )
return TeachResult.KnowsWhatIKnow;
if ( theirSkill.Lock != SkillLock.Up )
return TeachResult.SkillNotRaisable;
int freePoints = m.Skills.Cap - m.Skills.Total;
int freeablePoints = 0;
if ( freePoints < 0 )
freePoints = 0;
for ( int i = 0; (freePoints + freeablePoints) < pointsToLearn && i < m.Skills.Length; ++i )
{
Skill sk = m.Skills[i];
if ( sk == theirSkill || sk.Lock != SkillLock.Down )
continue;
freeablePoints += sk.BaseFixedPoint;
}
if ( (freePoints + freeablePoints) == 0 )
return TeachResult.NotEnoughFreePoints;
if ( (freePoints + freeablePoints) < pointsToLearn )
{
pointsToLearn = freePoints + freeablePoints;
baseToSet = theirSkill.BaseFixedPoint + pointsToLearn;
}
if ( doTeach )
{
int need = pointsToLearn - freePoints;
for ( int i = 0; need > 0 && i < m.Skills.Length; ++i )
{
Skill sk = m.Skills[i];
if ( sk == theirSkill || sk.Lock != SkillLock.Down )
continue;
if ( sk.BaseFixedPoint < need )
{
need -= sk.BaseFixedPoint;
sk.BaseFixedPoint = 0;
}
else
{
sk.BaseFixedPoint -= need;
need = 0;
}
}
/* Sanity check */
if ( baseToSet > theirSkill.CapFixedPoint || (m.Skills.Total - theirSkill.BaseFixedPoint + baseToSet) > m.Skills.Cap )
return TeachResult.NotEnoughFreePoints;
theirSkill.BaseFixedPoint = baseToSet;
}
return TeachResult.Success;
}
public virtual bool CheckTeachingMatch( Mobile m )
{
if ( m_Teaching == (SkillName)(-1) )
return false;
if ( m is PlayerMobile mobile )
return ( mobile.Learning == m_Teaching );
return true;
}
private SkillName m_Teaching = (SkillName)(-1);
public virtual bool Teach( SkillName skill, Mobile m, int maxPointsToLearn, bool doTeach )
{
int pointsToLearn = 0;
TeachResult res = CheckTeachSkills( skill, m, maxPointsToLearn, ref pointsToLearn, doTeach );
switch ( res )
{
case TeachResult.KnowsMoreThanMe:
{
Say( 501508 ); // I cannot teach thee, for thou knowest more than I!
break;
}
case TeachResult.KnowsWhatIKnow:
{
Say( 501509 ); // I cannot teach thee, for thou knowest all I can teach!
break;
}
case TeachResult.NotEnoughFreePoints:
case TeachResult.SkillNotRaisable:
{
// Make sure this skill is marked to raise. If you are near the skill cap (700 points) you may need to lose some points in another skill first.
m.SendLocalizedMessage( 501510, "", 0x22 );
break;
}
case TeachResult.Success:
{
if ( doTeach )
{
Say( 501539 ); // Let me show thee something of how this is done.
m.SendLocalizedMessage( 501540 ); // Your skill level increases.
m_Teaching = (SkillName)(-1);
if ( m is PlayerMobile mobile )
mobile.Learning = (SkillName)(-1);
}
else
{
// I will teach thee all I know, if paid the amount in full. The price is:
Say( 1019077, AffixType.Append, $" {pointsToLearn}", "" );
Say( 1043108 ); // For less I shall teach thee less.
m_Teaching = skill;
if ( m is PlayerMobile mobile )
mobile.Learning = skill;
}
return true;
}
}
return false;
}
#endregion
public override void AggressiveAction( Mobile aggressor, bool criminal )
{
base.AggressiveAction( aggressor, criminal );
if ( ControlMaster != null )
if ( NotorietyHandlers.CheckAggressor( ControlMaster.Aggressors, aggressor ) )
aggressor.Aggressors.Add( AggressorInfo.Create( this, aggressor, true ) );
OrderType ct = m_ControlOrder;
if ( m_AI != null )
{
if ( !Core.ML || ( ct != OrderType.Follow && ct != OrderType.Stop && ct != OrderType.Stay ) )
{
m_AI.OnAggressiveAction( aggressor );
}
else
{
DebugSay( "I'm being attacked but my master told me not to fight." );
Warmode = false;
return;
}
}
StopFlee();
ForceReacquire();
if ( !IsEnemy( aggressor ) )
{
Ethics.Player pl = Ethics.Player.Find( aggressor, true );
if ( pl != null && pl.IsShielded )
pl.FinishShield();
}
if ( aggressor.ChangingCombatant && (m_Controlled || m_bSummoned) && (ct == OrderType.Come || ( !Core.ML && ct == OrderType.Stay ) || ct == OrderType.Stop || ct == OrderType.None || ct == OrderType.Follow) )
{
ControlTarget = aggressor;
ControlOrder = OrderType.Attack;
}
else if ( Combatant == null && !m_bBardPacified )
{
Warmode = true;
Combatant = aggressor;
}
}
public override bool OnMoveOver( Mobile m )
{
if ( m is BaseCreature creature && !creature.Controlled )
return ( !Alive || !creature.Alive || IsDeadBondedPet || creature.IsDeadBondedPet ) || ( Hidden && AccessLevel > AccessLevel.Player );
#region Dueling
if ( Region.IsPartOf( typeof( Engines.ConPVP.SafeZone ) ) && m is PlayerMobile pm )
{
if ( pm.DuelContext == null || pm.DuelPlayer == null || !pm.DuelContext.Started || pm.DuelContext.Finished || pm.DuelPlayer.Eliminated )
return true;
}
#endregion
return base.OnMoveOver( m );
}
public virtual void AddCustomContextEntries( Mobile from, List<ContextMenuEntry> list )
{
}
public virtual bool CanDrop => IsBonded;
public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
{
base.GetContextMenuEntries( from, list );
if ( Commandable )
m_AI?.GetContextMenuEntries( from, list );
if ( m_bTamable && !m_Controlled && from.Alive )
list.Add( new TameEntry( from, this ) );
AddCustomContextEntries( from, list );
if ( CanTeach && from.Alive )
{
Skills ourSkills = Skills;
Skills theirSkills = from.Skills;
for ( int i = 0; i < ourSkills.Length && i < theirSkills.Length; ++i )
{
Skill skill = ourSkills[i];
Skill theirSkill = theirSkills[i];
if ( skill != null && theirSkill != null && skill.Base >= 60.0 && CheckTeach( skill.SkillName, from ) )
{
int toTeach = skill.BaseFixedPoint / 3;
if ( toTeach > 420 )
toTeach = 420;
list.Add( new TeachEntry( (SkillName)i, this, from, ( toTeach > theirSkill.BaseFixedPoint ) ) );
}
}
}
}
public override bool HandlesOnSpeech( Mobile from )
{
InhumanSpeech speechType = SpeechType;
if ( speechType != null && (speechType.Flags & IHSFlags.OnSpeech) != 0 && from.InRange( this, 3 ) )
return true;
return ( m_AI != null && m_AI.HandlesOnSpeech( from ) && from.InRange( this, m_RangePerception ) );
}
public override void OnSpeech( SpeechEventArgs e )
{
InhumanSpeech speechType = SpeechType;
if ( speechType != null && speechType.OnSpeech( this, e.Mobile, e.Speech ) )
e.Handled = true;
else if ( !e.Handled && m_AI != null && e.Mobile.InRange( this, m_RangePerception ) )
m_AI.OnSpeech( e );
}
public override bool IsHarmfulCriminal( Mobile target )
{
if ( (Controlled && target == m_ControlMaster) || (Summoned && target == m_SummonMaster) )
return false;
if ( target is BaseCreature creature && creature.InitialInnocent && !creature.Controlled )
return false;
if ( target is PlayerMobile mobile && mobile.PermaFlags.Count > 0 )
return false;
return base.IsHarmfulCriminal( target );
}
public override void CriminalAction( bool message )
{
base.CriminalAction( message );
if ( Controlled || Summoned )
{
if ( m_ControlMaster != null && m_ControlMaster.Player )
m_ControlMaster.CriminalAction( false );
else if ( m_SummonMaster != null && m_SummonMaster.Player )
m_SummonMaster.CriminalAction( false );
}
}
public override void DoHarmful( Mobile target, bool indirect )
{
base.DoHarmful( target, indirect );
if ( target == this || target == m_ControlMaster || target == m_SummonMaster || (!Controlled && !Summoned) )
return;
List<AggressorInfo> list = Aggressors;
for ( int i = 0; i < list.Count; ++i )
{
AggressorInfo ai = list[i];
if ( ai.Attacker == target )
return;
}
list = Aggressed;
for ( int i = 0; i < list.Count; ++i )
{
AggressorInfo ai = list[i];
if ( ai.Defender == target )
{
if ( m_ControlMaster != null && m_ControlMaster.Player && m_ControlMaster.CanBeHarmful( target, false ) )
m_ControlMaster.DoHarmful( target, true );
else if ( m_SummonMaster != null && m_SummonMaster.Player && m_SummonMaster.CanBeHarmful( target, false ) )
m_SummonMaster.DoHarmful( target, true );
return;
}
}
}
private static Mobile m_NoDupeGuards;
public void ReleaseGuardDupeLock()
{
m_NoDupeGuards = null;
}
public void ReleaseGuardLock()
{
EndAction( typeof( GuardedRegion ) );
}
private DateTime m_IdleReleaseTime;
public virtual bool CheckIdle()
{
if ( Combatant != null )
return false; // in combat.. not idling
if ( m_IdleReleaseTime > DateTime.MinValue )
{
// idling...
if ( DateTime.UtcNow >= m_IdleReleaseTime )
{
m_IdleReleaseTime = DateTime.MinValue;
return false; // idle is over
}
return true; // still idling
}
if ( 95 > Utility.Random( 100 ) )
return false; // not idling, but don't want to enter idle state
m_IdleReleaseTime = DateTime.UtcNow + TimeSpan.FromSeconds( Utility.RandomMinMax( 15, 25 ) );
if ( Body.IsHuman )
{
switch ( Utility.Random( 2 ) )
{
case 0: CheckedAnimate( 5, 5, 1, true, true, 1 ); break;
case 1: CheckedAnimate( 6, 5, 1, true, false, 1 ); break;
}
}
else if ( Body.IsAnimal )
{
switch ( Utility.Random( 3 ) )
{
case 0: CheckedAnimate( 3, 3, 1, true, false, 1 ); break;
case 1: CheckedAnimate( 9, 5, 1, true, false, 1 ); break;
case 2: CheckedAnimate( 10, 5, 1, true, false, 1 ); break;
}
}
else if ( Body.IsMonster )
{
switch ( Utility.Random( 2 ) )
{
case 0: CheckedAnimate( 17, 5, 1, true, false, 1 ); break;
case 1: CheckedAnimate( 18, 5, 1, true, false, 1 ); break;
}
}
PlaySound( GetIdleSound() );
return true; // entered idle state
}
/*
this way, due to the huge number of locations this will have to be changed
Perhaps we can change this in the future when fixing game play is not the
major issue.
*/
public virtual void CheckedAnimate( int action, int frameCount, int repeatCount, bool forward, bool repeat, int delay )
{
if ( !Mounted )
{
base.Animate( action, frameCount, repeatCount, forward, repeat, delay );
}
}
private void CheckAIActive()
{
Map map = Map;
if ( PlayerRangeSensitive && m_AI != null && map != null && map.GetSector( Location ).Active )
m_AI.Activate();
}
public override void OnCombatantChange()
{
base.OnCombatantChange();
Warmode = ( Combatant != null && !Combatant.Deleted && Combatant.Alive );
if ( CanFly && Warmode )
{
Flying = false;
}
}
protected override void OnMapChange( Map oldMap )
{
CheckAIActive();
base.OnMapChange( oldMap );
}
protected override void OnLocationChange( Point3D oldLocation )
{
CheckAIActive();
base.OnLocationChange( oldLocation );
}
public virtual void ForceReacquire()
{
m_NextReacquireTime = Core.TickCount;
}
public override void OnMovement( Mobile m, Point3D oldLocation )
{
if ( AcquireOnApproach && ( !Controlled && !Summoned ) && FightMode != FightMode.Aggressor )
{
if ( InRange( m.Location, AcquireOnApproachRange ) && !InRange( oldLocation, AcquireOnApproachRange ) )
{
if ( CanBeHarmful( m ) && IsEnemy( m ))
{
Combatant = FocusMob = m;
AIObject?.MoveTo( m, true, 1 );
DoHarmful( m );
}
}
}
else if ( ReacquireOnMovement )
{
ForceReacquire();
}
InhumanSpeech speechType = SpeechType;
speechType?.OnMovement( this, m, oldLocation );
/* Begin notice sound */
if ( (!m.Hidden || m.AccessLevel == AccessLevel.Player) && m.Player && m_FightMode != FightMode.Aggressor && m_FightMode != FightMode.None && Combatant == null && !Controlled && !Summoned )
{
// If this creature defends itself but doesn't actively attack (animal) or
// doesn't fight at all (vendor) then no notice sounds are played..
// So, players are only notified of aggressive monsters
// Monsters that are currently fighting are ignored
// Controlled or summoned creatures are ignored
if ( InRange( m.Location, 18 ) && !InRange( oldLocation, 18 ) )
{
if ( Body.IsMonster )
Animate( 11, 5, 1, true, false, 1 );
PlaySound( GetAngerSound() );
}
}
/* End notice sound */
if ( MLQuestSystem.Enabled && CanShout && m is PlayerMobile mobile )
CheckShout( mobile, oldLocation );
if ( m_NoDupeGuards == m )
return;
if ( !Body.IsHuman || Kills >= 5 || AlwaysMurderer || AlwaysAttackable || m.Kills < 5 || !m.InRange( Location, 12 ) || !m.Alive )
return;
if ( Region.GetRegion( typeof( GuardedRegion ) ) is GuardedRegion guardedRegion )
{
if ( !guardedRegion.IsDisabled() && guardedRegion.IsGuardCandidate( m ) && BeginAction( typeof( GuardedRegion ) ) )
{
Say( 1013037 + Utility.Random( 16 ) );
guardedRegion.CallGuards( Location );
Timer.DelayCall( TimeSpan.FromSeconds( 5.0 ), new TimerCallback( ReleaseGuardLock ) );
m_NoDupeGuards = m;
Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ReleaseGuardDupeLock ) );
}
}
}
public void AddSpellAttack( Type type )
{
m_SpellAttack.Add ( type );
}
public void AddSpellDefense( Type type )
{
m_SpellDefense.Add ( type );
}
public Spell GetAttackSpellRandom()
{
if (m_SpellAttack.Count == 0)
return null;
Type type = m_SpellAttack[Utility.Random(m_SpellAttack.Count)];
return Activator.CreateInstance( type, this, null) as Spell;
}
public Spell GetDefenseSpellRandom()
{
if (m_SpellDefense.Count == 0)
return null;
Type type = m_SpellDefense[Utility.Random(m_SpellDefense.Count)];
return Activator.CreateInstance( type, this, null ) as Spell;
}
public Spell GetSpellSpecific( Type type )
{
int i;
for( i=0; i< m_SpellAttack.Count; i++ )
{
if ( m_SpellAttack[i] == type )
{
return Activator.CreateInstance( type, this, null ) as Spell;
}
}
for ( i=0; i< m_SpellDefense.Count; i++ )
{
if ( m_SpellDefense[i] == type )
{
return Activator.CreateInstance( type, this, null ) as Spell;
}
}
return null;
}
#region Set[...]
public void SetDamage( int val )
{
m_DamageMin = val;
m_DamageMax = val;
}
public void SetDamage( int min, int max )
{
m_DamageMin = min;
m_DamageMax = max;
}
public void SetHits( int val )
{
if ( val < 1000 && !Core.AOS )
val = (val * 100) / 60;
m_HitsMax = val;
Hits = HitsMax;
}
public void SetHits( int min, int max )
{
if ( min < 1000 && !Core.AOS )
{
min = (min * 100) / 60;
max = (max * 100) / 60;
}
m_HitsMax = Utility.RandomMinMax( min, max );
Hits = HitsMax;
}
public void SetStam( int val )
{
m_StamMax = val;
Stam = StamMax;
}
public void SetStam( int min, int max )
{
m_StamMax = Utility.RandomMinMax( min, max );
Stam = StamMax;
}
public void SetMana( int val )
{
m_ManaMax = val;
Mana = ManaMax;
}
public void SetMana( int min, int max )
{
m_ManaMax = Utility.RandomMinMax( min, max );
Mana = ManaMax;
}
public void SetStr( int val )
{
RawStr = val;
Hits = HitsMax;
}
public void SetStr( int min, int max )
{
RawStr = Utility.RandomMinMax( min, max );
Hits = HitsMax;
}
public void SetDex( int val )
{
RawDex = val;
Stam = StamMax;
}
public void SetDex( int min, int max )
{
RawDex = Utility.RandomMinMax( min, max );
Stam = StamMax;
}
public void SetInt( int val )
{
RawInt = val;
Mana = ManaMax;
}
public void SetInt( int min, int max )
{
RawInt = Utility.RandomMinMax( min, max );
Mana = ManaMax;
}
public void SetDamageType( ResistanceType type, int min, int max )
{
SetDamageType( type, Utility.RandomMinMax( min, max ) );
}
public void SetDamageType( ResistanceType type, int val )
{
switch ( type )
{
case ResistanceType.Physical: m_PhysicalDamage = val; break;
case ResistanceType.Fire: m_FireDamage = val; break;
case ResistanceType.Cold: m_ColdDamage = val; break;
case ResistanceType.Poison: m_PoisonDamage = val; break;
case ResistanceType.Energy: m_EnergyDamage = val; break;
}
}
public void SetResistance( ResistanceType type, int min, int max )
{
SetResistance( type, Utility.RandomMinMax( min, max ) );
}
public void SetResistance( ResistanceType type, int val )
{
switch ( type )
{
case ResistanceType.Physical: m_PhysicalResistance = val; break;
case ResistanceType.Fire: m_FireResistance = val; break;
case ResistanceType.Cold: m_ColdResistance = val; break;
case ResistanceType.Poison: m_PoisonResistance = val; break;
case ResistanceType.Energy: m_EnergyResistance = val; break;
}
UpdateResistances();
}
public void SetSkill( SkillName name, double val )
{
Skills[name].BaseFixedPoint = (int)(val * 10);
if ( Skills[name].Base > Skills[name].Cap )
{
if ( Core.SE )
SkillsCap += ( Skills[name].BaseFixedPoint - Skills[name].CapFixedPoint );
Skills[name].Cap = Skills[name].Base;
}
}
public void SetSkill( SkillName name, double min, double max )
{
int minFixed = (int)(min * 10);
int maxFixed = (int)(max * 10);
Skills[name].BaseFixedPoint = Utility.RandomMinMax( minFixed, maxFixed );
if ( Skills[name].Base > Skills[name].Cap )
{
if ( Core.SE )
SkillsCap += ( Skills[name].BaseFixedPoint - Skills[name].CapFixedPoint );
Skills[name].Cap = Skills[name].Base;
}
}
public void SetFameLevel( int level )
{
switch ( level )
{
case 1: Fame = Utility.RandomMinMax( 0, 1249 ); break;
case 2: Fame = Utility.RandomMinMax( 1250, 2499 ); break;
case 3: Fame = Utility.RandomMinMax( 2500, 4999 ); break;
case 4: Fame = Utility.RandomMinMax( 5000, 9999 ); break;
case 5: Fame = Utility.RandomMinMax( 10000, 10000 ); break;
}
}
public void SetKarmaLevel( int level )
{
switch ( level )
{
case 0: Karma = -Utility.RandomMinMax( 0, 624 ); break;
case 1: Karma = -Utility.RandomMinMax( 625, 1249 ); break;
case 2: Karma = -Utility.RandomMinMax( 1250, 2499 ); break;
case 3: Karma = -Utility.RandomMinMax( 2500, 4999 ); break;
case 4: Karma = -Utility.RandomMinMax( 5000, 9999 ); break;
case 5: Karma = -Utility.RandomMinMax( 10000, 10000 ); break;
}
}
#endregion
public static void Cap( ref int val, int min, int max )
{
if ( val < min )
val = min;
else if ( val > max )
val = max;
}
#region Pack & Loot
#region Mondain's Legacy
public void PackArcaneScroll( int min, int max )
{
PackArcaneScroll( Utility.RandomMinMax( min, max ) );
}
public void PackArcaneScroll( int amount )
{
for ( int i = 0; i < amount; ++i )
PackArcaneScroll();
}
public void PackArcaneScroll()
{
if ( !Core.ML )
return;
PackItem( Loot.Construct( Loot.ArcanistScrollTypes ) );
}
#endregion
public void PackPotion()
{
PackItem( Loot.RandomPotion() );
}
public void PackArcanceScroll( double chance )
{
if ( !Core.ML || chance <= Utility.RandomDouble() )
return;
PackItem( Loot.Construct( Loot.ArcanistScrollTypes ) );
}
public void PackNecroScroll( int index )
{
if ( !Core.AOS || 0.05 <= Utility.RandomDouble() )
return;
PackItem( Loot.Construct( Loot.NecromancyScrollTypes, index ) );
}
public void PackScroll( int minCircle, int maxCircle )
{
PackScroll( Utility.RandomMinMax( minCircle, maxCircle ) );
}
public void PackScroll( int circle )
{
int min = (circle - 1) * 8;
PackItem( Loot.RandomScroll( min, min + 7, SpellbookType.Regular ) );
}
public void PackMagicItems( int minLevel, int maxLevel )
{
PackMagicItems( minLevel, maxLevel, 0.30, 0.15 );
}
public void PackMagicItems( int minLevel, int maxLevel, double armorChance, double weaponChance )
{
if ( !PackArmor( minLevel, maxLevel, armorChance ) )
PackWeapon( minLevel, maxLevel, weaponChance );
}
public virtual void DropBackpack()
{
if ( Backpack?.Items.Count > 0 )
{
Backpack b = new CreatureBackpack( Name );
List<Item> list = new List<Item>( Backpack.Items );
foreach ( Item item in list )
{
b.DropItem( item );
}
BaseHouse house = BaseHouse.FindHouseAt( this );
if ( house != null )
b.MoveToWorld( house.BanLocation, house.Map );
else
b.MoveToWorld( Location, Map );
}
}
protected bool m_Spawning;
protected int m_KillersLuck;
public virtual void GenerateLoot( bool spawning )
{
m_Spawning = spawning;
if ( !spawning )
m_KillersLuck = LootPack.GetLuckChanceForKiller( this );
GenerateLoot();
if ( m_Paragon )
{
if ( Fame < 1250 )
AddLoot( LootPack.Meager );
else if ( Fame < 2500 )
AddLoot( LootPack.Average );
else if ( Fame < 5000 )
AddLoot( LootPack.Rich );
else if ( Fame < 10000 )
AddLoot( LootPack.FilthyRich );
else
AddLoot( LootPack.UltraRich );
}
m_Spawning = false;
m_KillersLuck = 0;
}
public virtual void GenerateLoot()
{
}
public virtual void AddLoot( LootPack pack, int amount )
{
for ( int i = 0; i < amount; ++i )
AddLoot( pack );
}
public virtual void AddLoot( LootPack pack )
{
if ( Summoned )
return;
Container backpack = Backpack ?? new Backpack{ Movable = false };
AddItem( backpack );
pack.Generate( this, backpack, m_Spawning, m_KillersLuck );
}
public bool PackArmor( int minLevel, int maxLevel )
{
return PackArmor( minLevel, maxLevel, 1.0 );
}
public bool PackArmor( int minLevel, int maxLevel, double chance )
{
if ( chance <= Utility.RandomDouble() )
return false;
Cap( ref minLevel, 0, 5 );
Cap( ref maxLevel, 0, 5 );
if ( Core.AOS )
{
Item item = Loot.RandomArmorOrShieldOrJewelry();
if ( item == null )
return false;
GetRandomAOSStats( minLevel, maxLevel, out int attributeCount, out int min, out int max );
if ( item is BaseArmor armor )
BaseRunicTool.ApplyAttributesTo( armor, attributeCount, min, max );
else if ( item is BaseJewel jewel )
BaseRunicTool.ApplyAttributesTo( jewel, attributeCount, min, max );
PackItem( item );
}
else
{
BaseArmor armor = Loot.RandomArmorOrShield();
if ( armor == null )
return false;
armor.ProtectionLevel = (ArmorProtectionLevel)RandomMinMaxScaled( minLevel, maxLevel );
armor.Durability = (ArmorDurabilityLevel)RandomMinMaxScaled( minLevel, maxLevel );
PackItem( armor );
}
return true;
}
public static void GetRandomAOSStats( int minLevel, int maxLevel, out int attributeCount, out int min, out int max )
{
int v = RandomMinMaxScaled( minLevel, maxLevel );
if ( v >= 5 )
{
attributeCount = Utility.RandomMinMax( 2, 6 );
min = 20; max = 70;
}
else if ( v == 4 )
{
attributeCount = Utility.RandomMinMax( 2, 4 );
min = 20; max = 50;
}
else if ( v == 3 )
{
attributeCount = Utility.RandomMinMax( 2, 3 );
min = 20; max = 40;
}
else if ( v == 2 )
{
attributeCount = Utility.RandomMinMax( 1, 2 );
min = 10; max = 30;
}
else
{
attributeCount = 1;
min = 10; max = 20;
}
}
public static int RandomMinMaxScaled( int min, int max )
{
if ( min == max )
return min;
if ( min > max )
{
int hold = min;
min = max;
max = hold;
}
/* Example:
* min: 1
* max: 5
* count: 5
*
* total = (5*5) + (4*4) + (3*3) + (2*2) + (1*1) = 25 + 16 + 9 + 4 + 1 = 55
*
* chance for min+0 : 25/55 : 45.45%
* chance for min+1 : 16/55 : 29.09%
* chance for min+2 : 9/55 : 16.36%
* chance for min+3 : 4/55 : 7.27%
* chance for min+4 : 1/55 : 1.81%
*/
int count = max - min + 1;
int total = 0, toAdd = count;
for ( int i = 0; i < count; ++i, --toAdd )
total += toAdd*toAdd;
int rand = Utility.Random( total );
toAdd = count;
int val = min;
for ( int i = 0; i < count; ++i, --toAdd, ++val )
{
rand -= toAdd*toAdd;
if ( rand < 0 )
break;
}
return val;
}
public bool PackSlayer()
{
return PackSlayer( 0.05 );
}
public bool PackSlayer( double chance )
{
if ( chance <= Utility.RandomDouble() )
return false;
if ( Utility.RandomBool() )
{
BaseInstrument instrument = Loot.RandomInstrument();
if ( instrument != null )
{
instrument.Slayer = SlayerGroup.GetLootSlayerType( GetType() );
PackItem( instrument );
}
}
else if ( !Core.AOS )
{
BaseWeapon weapon = Loot.RandomWeapon();
if ( weapon != null )
{
weapon.Slayer = SlayerGroup.GetLootSlayerType( GetType() );
PackItem( weapon );
}
}
return true;
}
public bool PackWeapon( int minLevel, int maxLevel )
{
return PackWeapon( minLevel, maxLevel, 1.0 );
}
public bool PackWeapon( int minLevel, int maxLevel, double chance )
{
if ( chance <= Utility.RandomDouble() )
return false;
Cap( ref minLevel, 0, 5 );
Cap( ref maxLevel, 0, 5 );
if ( Core.AOS )
{
Item item = Loot.RandomWeaponOrJewelry();
if ( item == null )
return false;
GetRandomAOSStats( minLevel, maxLevel, out int attributeCount, out int min, out int max );
if ( item is BaseWeapon weapon )
BaseRunicTool.ApplyAttributesTo( weapon, attributeCount, min, max );
else if ( item is BaseJewel jewel )
BaseRunicTool.ApplyAttributesTo( jewel, attributeCount, min, max );
PackItem( item );
}
else
{
BaseWeapon weapon = Loot.RandomWeapon();
if ( weapon == null )
return false;
if ( 0.05 > Utility.RandomDouble() )
weapon.Slayer = SlayerName.Silver;
weapon.DamageLevel = (WeaponDamageLevel)RandomMinMaxScaled( minLevel, maxLevel );
weapon.AccuracyLevel = (WeaponAccuracyLevel)RandomMinMaxScaled( minLevel, maxLevel );
weapon.DurabilityLevel = (WeaponDurabilityLevel)RandomMinMaxScaled( minLevel, maxLevel );
PackItem( weapon );
}
return true;
}
public void PackGold( int amount )
{
if ( amount > 0 )
PackItem( new Gold( amount ) );
}
public void PackGold( int min, int max )
{
PackGold( Utility.RandomMinMax( min, max ) );
}
public void PackStatue( int min, int max )
{
PackStatue( Utility.RandomMinMax( min, max ) );
}
public void PackStatue( int amount )
{
for ( int i = 0; i < amount; ++i )
PackStatue();
}
public void PackStatue()
{
PackItem( Loot.RandomStatue() );
}
public void PackGem()
{
PackGem( 1 );
}
public void PackGem( int min, int max )
{
PackGem( Utility.RandomMinMax( min, max ) );
}
public void PackGem( int amount )
{
if ( amount <= 0 )
return;
Item gem = Loot.RandomGem();
gem.Amount = amount;
PackItem( gem );
}
public void PackNecroReg( int min, int max )
{
PackNecroReg( Utility.RandomMinMax( min, max ) );
}
public void PackNecroReg( int amount )
{
for ( int i = 0; i < amount; ++i )
PackNecroReg();
}
public void PackNecroReg()
{
if ( !Core.AOS )
return;
PackItem( Loot.RandomNecromancyReagent() );
}
public void PackReg( int min, int max )
{
PackReg( Utility.RandomMinMax( min, max ) );
}
public void PackReg( int amount )
{
if ( amount <= 0 )
return;
Item reg = Loot.RandomReagent();
reg.Amount = amount;
PackItem( reg );
}
public void PackItem( Item item )
{
if ( Summoned || item == null )
{
item?.Delete();
return;
}
Container pack = Backpack ?? new Backpack{ Movable = false };
AddItem( pack );
if ( !item.Stackable || !pack.TryDropItem( this, item, false ) ) // try stack
pack.DropItem( item ); // failed, drop it anyway
}
#endregion
public override void OnDoubleClick( Mobile from )
{
if ( from.AccessLevel >= AccessLevel.GameMaster && !Body.IsHuman )
{
Container pack = Backpack;
pack?.DisplayTo( from );
}
if ( DeathAdderCharmable && from.CanBeHarmful( this, false ) )
{
if ( SummonFamiliarSpell.Table[from] is DeathAdder da && !da.Deleted )
{
from.SendAsciiMessage( "You charm the snake. Select a target to attack." );
from.Target = new DeathAdderCharmTarget( this );
}
}
if ( MLQuestSystem.Enabled && CanGiveMLQuest && from is PlayerMobile mobile )
MLQuestSystem.OnDoubleClick( this, mobile );
base.OnDoubleClick( from );
}
private class DeathAdderCharmTarget : Target
{
private BaseCreature m_Charmed;
public DeathAdderCharmTarget( BaseCreature charmed ) : base( -1, false, TargetFlags.Harmful )
{
m_Charmed = charmed;
}
protected override void OnTarget( Mobile from, object targeted )
{
if ( !m_Charmed.DeathAdderCharmable || m_Charmed.Combatant != null || !from.CanBeHarmful( m_Charmed, false ) )
return;
if ( !(SummonFamiliarSpell.Table[from] is DeathAdder da) || da.Deleted )
return;
if ( !(targeted is Mobile targ) || !from.CanBeHarmful( targ, false ) )
return;
from.RevealingAction();
from.DoHarmful( targ, true );
m_Charmed.Combatant = targ;
if ( m_Charmed.AIObject != null )
m_Charmed.AIObject.Action = ActionType.Combat;
}
}
public override void AddNameProperties( ObjectPropertyList list )
{
base.AddNameProperties( list );
if ( MLQuestSystem.Enabled && CanGiveMLQuest )
list.Add( 1072269 ); // Quest Giver
if ( Core.ML )
{
if ( DisplayWeight )
list.Add( TotalWeight == 1 ? 1072788 : 1072789, TotalWeight.ToString() ); // Weight: ~1_WEIGHT~ stones
if ( m_ControlOrder == OrderType.Guard )
list.Add( 1080078 ); // guarding
}
if ( Summoned && !IsAnimatedDead && !IsNecroFamiliar && !( this is Clone ) )
list.Add( 1049646 ); // (summoned)
else if ( Controlled && Commandable )
{
if ( IsBonded ) //Intentional difference (showing ONLY bonded when bonded instead of bonded & tame)
list.Add( 1049608 ); // (bonded)
else
list.Add( 502006 ); // (tame)
}
}
public override void OnSingleClick( Mobile from )
{
if ( Controlled && Commandable )
{
int number;
if ( Summoned )
number = 1049646; // (summoned)
else if ( IsBonded )
number = 1049608; // (bonded)
else
number = 502006; // (tame)
PrivateOverheadMessage( MessageType.Regular, 0x3B2, number, from.NetState );
}
base.OnSingleClick( from );
}
public virtual double TreasureMapChance => TreasureMap.LootChance;
public virtual int TreasureMapLevel => -1;
public virtual bool IgnoreYoungProtection => false;
public override bool OnBeforeDeath()
{
int treasureLevel = TreasureMapLevel;
if ( treasureLevel == 1 && Map == Map.Trammel && TreasureMap.IsInHavenIsland( this ) )
{
Mobile killer = LastKiller;
if ( killer is BaseCreature bc )
killer = bc.GetMaster();
if ( killer is PlayerMobile mobile && mobile.Young )
treasureLevel = 0;
}
if ( !Summoned && !NoKillAwards && !IsBonded )
{
if ( treasureLevel >= 0 )
{
if ( m_Paragon && Paragon.ChestChance > Utility.RandomDouble() )
PackItem( new ParagonChest( Name, treasureLevel ) );
else if ( (Map == Map.Felucca || Map == Map.Trammel) && TreasureMap.LootChance >= Utility.RandomDouble() )
PackItem( new TreasureMap( treasureLevel, Map ) );
}
if ( m_Paragon && Paragon.ChocolateIngredientChance > Utility.RandomDouble() )
{
switch ( Utility.Random( 4 ) )
{
case 0: PackItem( new CocoaButter() ); break;
case 1: PackItem( new CocoaLiquor() ); break;
case 2: PackItem( new SackOfSugar() ); break;
case 3: PackItem( new Vanilla() ); break;
}
}
}
if ( !Summoned && !NoKillAwards && !m_HasGeneratedLoot )
{
m_HasGeneratedLoot = true;
GenerateLoot( false );
}
if ( !NoKillAwards && Region.IsPartOf( "Doom" ) )
{
int bones = Engines.Quests.Doom.TheSummoningQuest.GetDaemonBonesFor( this );
if ( bones > 0 )
PackItem( new DaemonBone( bones ) );
}
if ( IsAnimatedDead )
Effects.SendLocationEffect( Location, Map, 0x3728, 13, 1, 0x461, 4 );
InhumanSpeech speechType = SpeechType;
speechType?.OnDeath( this );
m_ReceivedHonorContext?.OnTargetKilled();
return base.OnBeforeDeath();
}
private bool m_NoKillAwards;
public bool NoKillAwards
{
get => m_NoKillAwards;
set => m_NoKillAwards = value;
}
public int ComputeBonusDamage( List<DamageEntry> list, Mobile m )
{
int bonus = 0;
for ( int i = list.Count - 1; i >= 0; --i )
{
DamageEntry de = list[i];
if ( de.Damager == m || !(de.Damager is BaseCreature bc) )
continue;
if ( bc.GetMaster() == m )
bonus += de.DamageGiven;
}
return bonus;
}
public Mobile GetMaster()
{
if ( Controlled && ControlMaster != null )
return ControlMaster;
if ( Summoned && SummonMaster != null )
return SummonMaster;
return null;
}
public static List<DamageStore> GetLootingRights( List<DamageEntry> damageEntries, int hitsMax )
{
List<DamageStore> rights = new List<DamageStore>();
for ( int i = damageEntries.Count - 1; i >= 0; --i )
{
if ( i >= damageEntries.Count )
continue;
DamageEntry de = damageEntries[i];
if ( de.HasExpired )
{
damageEntries.RemoveAt( i );
continue;
}
int damage = de.DamageGiven;
List<DamageEntry> respList = de.Responsible;
if ( respList != null )
{
for ( int j = 0; j < respList.Count; ++j )
{
DamageEntry subEntry = respList[j];
Mobile master = subEntry.Damager;
if ( master == null || master.Deleted || !master.Player )
continue;
bool needNewSubEntry = true;
for ( int k = 0; needNewSubEntry && k < rights.Count; ++k )
{
DamageStore ds = rights[k];
if ( ds.m_Mobile == master )
{
ds.m_Damage += subEntry.DamageGiven;
needNewSubEntry = false;
}
}
if ( needNewSubEntry )
rights.Add( new DamageStore( master, subEntry.DamageGiven ) );
damage -= subEntry.DamageGiven;
}
}
Mobile m = de.Damager;
if ( m == null || m.Deleted || !m.Player )
continue;
if ( damage <= 0 )
continue;
bool needNewEntry = true;
for ( int j = 0; needNewEntry && j < rights.Count; ++j )
{
DamageStore ds = rights[j];
if ( ds.m_Mobile == m )
{
ds.m_Damage += damage;
needNewEntry = false;
}
}
if ( needNewEntry )
rights.Add( new DamageStore( m, damage ) );
}
if ( rights.Count > 0 )
{
rights[0].m_Damage = (int)(rights[0].m_Damage * 1.25); //This would be the first valid person attacking it. Gets a 25% bonus. Per 1/19/07 Five on Friday
if ( rights.Count > 1 )
rights.Sort(); //Sort by damage
int topDamage = rights[0].m_Damage;
int minDamage;
if ( hitsMax >= 3000 )
minDamage = topDamage / 16;
else if ( hitsMax >= 1000 )
minDamage = topDamage / 8;
else if ( hitsMax >= 200 )
minDamage = topDamage / 4;
else
minDamage = topDamage / 2;
for ( int i = 0; i < rights.Count; ++i )
{
DamageStore ds = rights[i];
ds.m_HasRight = ( ds.m_Damage >= minDamage );
}
}
return rights;
}
#region Mondain's Legacy
public virtual bool GivesMLMinorArtifact => false;
#endregion
public virtual void OnKilledBy( Mobile mob )
{
#region Mondain's Legacy
if ( GivesMLMinorArtifact )
{
if ( MondainsLegacy.CheckArtifactChance( mob, this ) )
MondainsLegacy.GiveArtifactTo( mob );
}
#endregion
else if ( m_Paragon )
{
if ( Paragon.CheckArtifactChance( mob, this ) )
Paragon.GiveArtifactTo( mob );
}
}
public override void OnDeath( Container c )
{
MeerMage.StopEffect( this, false );
if ( IsBonded )
{
int sound = GetDeathSound();
if ( sound >= 0 )
Effects.PlaySound( this, Map, sound );
Warmode = false;
Poison = null;
Combatant = null;
Hits = 0;
Stam = 0;
Mana = 0;
IsDeadPet = true;
ControlTarget = ControlMaster;
ControlOrder = OrderType.Follow;
ProcessDeltaQueue();
SendIncomingPacket();
SendIncomingPacket();
// TODO: This can be done in Parallel if there are lots of them.
List<AggressorInfo> aggressors = Aggressors;
for ( int i = 0; i < aggressors.Count; ++i )
{
AggressorInfo info = aggressors[i];
if ( info.Attacker.Combatant == this )
info.Attacker.Combatant = null;
}
List<AggressorInfo> aggressed = Aggressed;
for ( int i = 0; i < aggressed.Count; ++i )
{
AggressorInfo info = aggressed[i];
if ( info.Defender.Combatant == this )
info.Defender.Combatant = null;
}
Mobile owner = ControlMaster;
if ( owner == null || owner.Deleted || owner.Map != Map || !owner.InRange( this, 12 ) || !CanSee( owner ) || !InLOS( owner ) )
{
if ( OwnerAbandonTime == DateTime.MinValue )
OwnerAbandonTime = DateTime.UtcNow;
}
else
{
OwnerAbandonTime = DateTime.MinValue;
}
GiftOfLifeSpell.HandleDeath( this );
CheckStatTimers();
}
else
{
if ( !Summoned && !m_NoKillAwards )
{
int totalFame = Fame / 100;
int totalKarma = -Karma / 100;
if (Map == Map.Felucca)
{
totalFame += ((totalFame/10)*3);
totalKarma += ((totalKarma/10)*3);
}
List<DamageStore> list = GetLootingRights( DamageEntries, HitsMax );
List<Mobile> titles = new List<Mobile>();
List<int> fame = new List<int>();
List<int> karma = new List<int>();
bool givenQuestKill = false;
bool givenFactionKill = false;
bool givenToTKill = false;
for ( int i = 0; i < list.Count; ++i )
{
DamageStore ds = list[i];
if ( !ds.m_HasRight )
continue;
Party party = Engines.PartySystem.Party.Get( ds.m_Mobile );
if ( party != null )
{
int divedFame = totalFame / party.Members.Count;
int divedKarma = totalKarma / party.Members.Count;
for ( int j = 0; j < party.Members.Count; ++j )
{
PartyMemberInfo info = party.Members[ j ] as PartyMemberInfo;
if ( info?.Mobile != null )
{
int index = titles.IndexOf( info.Mobile );
if ( index == -1 )
{
titles.Add( info.Mobile );
fame.Add( divedFame );
karma.Add( divedKarma );
}
else
{
fame[ index ] += divedFame;
karma[ index ] += divedKarma;
}
}
}
}
else
{
titles.Add( ds.m_Mobile );
fame.Add( totalFame );
karma.Add( totalKarma );
}
OnKilledBy( ds.m_Mobile );
if ( !givenFactionKill )
{
givenFactionKill = true;
Faction.HandleDeath( this, ds.m_Mobile );
}
Region region = ds.m_Mobile.Region;
if ( !givenToTKill && ( Map == Map.Tokuno || region.IsPartOf( "Yomotsu Mines" ) || region.IsPartOf( "Fan Dancer's Dojo" ) ))
{
givenToTKill = true;
TreasuresOfTokuno.HandleKill( this, ds.m_Mobile );
}
if ( ds.m_Mobile is PlayerMobile pm )
{
if ( MLQuestSystem.Enabled )
{
MLQuestSystem.HandleKill( pm, this );
// Kills are given to *everyone* with looting right in the ML quest system
//givenQuestKill = true;
}
if ( givenQuestKill )
continue;
QuestSystem qs = pm.Quest;
if ( qs != null )
{
qs.OnKill( this, c );
givenQuestKill = true;
}
}
}
for ( int i = 0; i < titles.Count; ++i )
{
Titles.AwardFame( titles[ i ], fame[ i ], true );
Titles.AwardKarma( titles[ i ], karma[ i ], true );
}
}
base.OnDeath( c );
if ( DeleteCorpseOnDeath )
c.Delete();
}
}
/* To save on cpu usage, RunUO creatures only reacquire creatures under the following circumstances:
* - 10 seconds have elapsed since the last time it tried
* - The creature was attacked
* - Some creatures, like dragons, will reacquire when they see someone move
*
* This functionality appears to be implemented on OSI as well
*/
private long m_NextReacquireTime;
public long NextReacquireTime { get => m_NextReacquireTime;
set => m_NextReacquireTime = value;
}
public virtual TimeSpan ReacquireDelay => TimeSpan.FromSeconds( 10.0 );
public virtual bool ReacquireOnMovement => false;
public virtual bool AcquireOnApproach => m_Paragon;
public virtual int AcquireOnApproachRange => 10;
public override void OnDelete()
{
Mobile m = m_ControlMaster;
SetControlMaster( null );
SummonMaster = null;
m_ReceivedHonorContext?.Cancel();
base.OnDelete();
m?.InvalidateProperties();
}
public override bool CanBeHarmful( Mobile target, bool message, bool ignoreOurBlessedness )
{
if ( target is BaseFactionGuard )
return false;
if ( ( target is BaseCreature creature && creature.IsInvulnerable ) || target is PlayerVendor || target is TownCrier )
{
if ( message )
{
if ( target.Title == null )
SendMessage( "{0} cannot be harmed.", target.Name );
else
SendMessage( "{0} {1} cannot be harmed.", target.Name, target.Title );
}
return false;
}
return base.CanBeHarmful( target, message, ignoreOurBlessedness );
}
public override bool CanBeRenamedBy( Mobile from )
{
return Controlled && from == ControlMaster && !from.Region.IsPartOf(typeof(Jail)) ||
base.CanBeRenamedBy( from );
}
public bool SetControlMaster( Mobile m )
{
if ( m == null )
{
ControlMaster = null;
Controlled = false;
ControlTarget = null;
ControlOrder = OrderType.None;
Guild = null;
Delta( MobileDelta.Noto );
}
else
{
ISpawner se = Spawner;
if ( se?.UnlinkOnTaming == true )
{
Spawner.Remove( this );
Spawner = null;
}
if ( m.Followers + ControlSlots > m.FollowersMax )
{
m.SendLocalizedMessage( 1049607 ); // You have too many followers to control that creature.
return false;
}
CurrentWayPoint = null;//so tamed animals don't try to go back
Home = Point3D.Zero;
ControlMaster = m;
Controlled = true;
ControlTarget = null;
ControlOrder = OrderType.Come;
Guild = null;
if ( m_DeleteTimer != null )
{
m_DeleteTimer.Stop();
m_DeleteTimer = null;
}
Delta( MobileDelta.Noto );
}
InvalidateProperties();
return true;
}
public override void OnRegionChange( Region Old, Region New )
{
base.OnRegionChange( Old, New );
if ( Controlled )
{
if ( Spawner is SpawnEntry se && !se.UnlinkOnTaming && ( New == null || !New.AcceptsSpawnsFrom( se.Region ) ) )
{
Spawner.Remove( this );
Spawner = null;
}
}
}
private static bool m_Summoning;
public static bool Summoning
{
get => m_Summoning;
set => m_Summoning = value;
}
public static bool Summon( BaseCreature creature, Mobile caster, Point3D p, int sound, TimeSpan duration )
{
return Summon( creature, true, caster, p, sound, duration );
}
public static bool Summon( BaseCreature creature, bool controlled, Mobile caster, Point3D p, int sound, TimeSpan duration )
{
if ( caster.Followers + creature.ControlSlots > caster.FollowersMax )
{
caster.SendLocalizedMessage( 1049645 ); // You have too many followers to summon that creature.
creature.Delete();
return false;
}
m_Summoning = true;
if ( controlled )
creature.SetControlMaster( caster );
creature.RangeHome = 10;
creature.Summoned = true;
creature.SummonMaster = caster;
Container pack = creature.Backpack;
if ( pack != null )
{
for ( int i = pack.Items.Count - 1; i >= 0; --i )
{
if ( i >= pack.Items.Count )
continue;
pack.Items[i].Delete();
}
}
new UnsummonTimer( caster, creature, duration ).Start();
creature.m_SummonEnd = DateTime.UtcNow + duration;
creature.MoveToWorld( p, caster.Map );
Effects.PlaySound( p, creature.Map, sound );
m_Summoning = false;
return true;
}
private static bool EnableRummaging = true;
private const double ChanceToRummage = 0.5; // 50%
private const double MinutesToNextRummageMin = 1.0;
private const double MinutesToNextRummageMax = 4.0;
private const double MinutesToNextChanceMin = 0.25;
private const double MinutesToNextChanceMax = 0.75;
private long m_NextRummageTime;
public virtual bool CanBreath => HasBreath && !Summoned;
public virtual bool IsDispellable => Summoned && !IsAnimatedDead;
#region Healing
public virtual bool CanHeal => false;
public virtual bool CanHealOwner => false;
public virtual double HealScalar => 1.0;
public virtual int HealSound => 0x57;
public virtual int HealStartRange => 2;
public virtual int HealEndRange => RangePerception;
public virtual double HealTrigger => 0.78;
public virtual double HealDelay => 6.5;
public virtual double HealInterval => 0.0;
public virtual bool HealFully => true;
public virtual double HealOwnerTrigger => 0.78;
public virtual double HealOwnerDelay => 6.5;
public virtual double HealOwnerInterval => 30.0;
public virtual bool HealOwnerFully => false;
private long m_NextHealTime = Core.TickCount;
private long m_NextHealOwnerTime = Core.TickCount;
private Timer m_HealTimer = null;
public bool IsHealing => ( m_HealTimer != null );
public virtual void HealStart( Mobile patient )
{
bool onSelf = ( patient == this );
//DoBeneficial( patient );
RevealingAction();
if ( !onSelf )
{
patient.RevealingAction();
patient.SendLocalizedMessage( 1008078, false, Name ); // : Attempting to heal you.
}
double seconds = ( onSelf ? HealDelay : HealOwnerDelay ) + ( patient.Alive ? 0.0 : 5.0 );
m_HealTimer = Timer.DelayCall( TimeSpan.FromSeconds( seconds ), new TimerStateCallback( Heal_Callback ), patient );
}
private void Heal_Callback( object state )
{
if ( state is Mobile mobile )
Heal( mobile );
}
public virtual void Heal( Mobile patient )
{
if ( !Alive || Map == Map.Internal || !CanBeBeneficial( patient, true, true ) || patient.Map != Map || !InRange( patient, HealEndRange ) )
{
StopHeal();
return;
}
bool onSelf = ( patient == this );
if ( !patient.Alive )
{
}
else if ( patient.Poisoned )
{
int poisonLevel = patient.Poison.Level;
double healing = Skills.Healing.Value;
double anatomy = Skills.Anatomy.Value;
double chance = ( healing - 30.0 ) / 50.0 - poisonLevel * 0.1;
if ( ( healing >= 60.0 && anatomy >= 60.0 ) && chance > Utility.RandomDouble() )
{
if ( patient.CurePoison( this ) )
{
patient.SendLocalizedMessage( 1010059 ); // You have been cured of all poisons.
CheckSkill( SkillName.Healing, 0.0, 60.0 + poisonLevel * 10.0 ); // TODO: Verify formula
CheckSkill( SkillName.Anatomy, 0.0, 100.0 );
}
}
}
else if ( BleedAttack.IsBleeding( patient ) )
{
patient.SendLocalizedMessage( 1060167 ); // The bleeding wounds have healed, you are no longer bleeding!
BleedAttack.EndBleed( patient, false );
}
else
{
double healing = Skills.Healing.Value;
double anatomy = Skills.Anatomy.Value;
double chance = ( healing + 10.0 ) / 100.0;
if ( chance > Utility.RandomDouble() )
{
double min = ( anatomy / 10.0 ) + ( healing / 6.0 ) + 4.0;
double max = ( anatomy / 8.0 ) + ( healing / 3.0 ) + 4.0;
if ( onSelf )
max += 10;
double toHeal = min + ( Utility.RandomDouble() * ( max - min ) );
toHeal *= HealScalar;
patient.Heal( (int)toHeal );
CheckSkill( SkillName.Healing, 0.0, 90.0 );
CheckSkill( SkillName.Anatomy, 0.0, 100.0 );
}
}
HealEffect( patient );
StopHeal();
if ( ( onSelf && HealFully && Hits >= HealTrigger * HitsMax && Hits < HitsMax ) || ( !onSelf && HealOwnerFully && patient.Hits >= HealOwnerTrigger * patient.HitsMax && patient.Hits < patient.HitsMax ) )
HealStart( patient );
}
public virtual void StopHeal()
{
m_HealTimer?.Stop();
m_HealTimer = null;
}
public virtual void HealEffect( Mobile patient )
{
patient.PlaySound( HealSound );
}
#endregion
#region Damaging Aura
private long m_NextAura;
public virtual bool HasAura => false;
public virtual TimeSpan AuraInterval => TimeSpan.FromSeconds( 5 );
public virtual int AuraRange => 4;
public virtual int AuraBaseDamage => 5;
public virtual int AuraPhysicalDamage => 0;
public virtual int AuraFireDamage => 100;
public virtual int AuraColdDamage => 0;
public virtual int AuraPoisonDamage => 0;
public virtual int AuraEnergyDamage => 0;
public virtual int AuraChaosDamage => 0;
public virtual void AuraDamage()
{
if ( !Alive || IsDeadBondedPet )
return;
List<Mobile> list = new List<Mobile>();
foreach ( Mobile m in GetMobilesInRange( AuraRange ) )
{
if ( m == this || !CanBeHarmful( m, false ) || ( Core.AOS && !InLOS( m ) ) )
continue;
if ( m is BaseCreature bc )
{
if ( bc.Controlled || bc.Summoned || bc.Team != Team )
list.Add( bc );
}
else if ( m.Player )
{
list.Add( m );
}
}
foreach ( Mobile m in list )
{
AOS.Damage( m, this, AuraBaseDamage, AuraPhysicalDamage, AuraFireDamage, AuraColdDamage, AuraPoisonDamage, AuraEnergyDamage, AuraChaosDamage );
AuraEffect( m );
}
}
public virtual void AuraEffect( Mobile m )
{
}
#endregion
public virtual void OnThink()
{
long tc = Core.TickCount;
if ( EnableRummaging && CanRummageCorpses && !Summoned && !Controlled && tc - m_NextRummageTime >= 0 )
{
double min, max;
if ( ChanceToRummage > Utility.RandomDouble() && Rummage() )
{
min = MinutesToNextRummageMin;
max = MinutesToNextRummageMax;
}
else
{
min = MinutesToNextChanceMin;
max = MinutesToNextChanceMax;
}
double delay = min + (Utility.RandomDouble() * (max - min));
m_NextRummageTime = tc + (int)TimeSpan.FromMinutes(delay).TotalMilliseconds;
}
if ( CanBreath && tc - m_NextBreathTime >= 0 ) // tested: controlled dragons do breath fire, what about summoned skeletal dragons?
{
Mobile target = Combatant;
if ( target != null && target.Alive && !target.IsDeadBondedPet && CanBeHarmful( target ) && target.Map == Map && !IsDeadBondedPet && target.InRange( this, BreathRange ) && InLOS( target ) && !BardPacified )
{
if ( ( Core.TickCount - m_NextBreathTime ) < 30000 && Utility.RandomBool() )
{
BreathStart( target );
}
m_NextBreathTime = tc + (int)TimeSpan.FromSeconds( BreathMinDelay + ( ( Utility.RandomDouble( ) * ( BreathMaxDelay - BreathMinDelay ) ) ) ).TotalMilliseconds;
}
}
if ( ( CanHeal || CanHealOwner ) && Alive && !IsHealing && !BardPacified )
{
Mobile owner = ControlMaster;
if ( owner != null && CanHealOwner && tc - m_NextHealOwnerTime >= 0 && CanBeBeneficial( owner, true, true ) && owner.Map == Map && InRange( owner, HealStartRange ) && InLOS( owner ) && owner.Hits < HealOwnerTrigger * owner.HitsMax )
{
HealStart( owner );
m_NextHealOwnerTime = tc + (int)TimeSpan.FromSeconds( HealOwnerInterval ).TotalMilliseconds;
}
else if ( CanHeal && tc - m_NextHealTime >= 0 && CanBeBeneficial( this ) && ( Hits < HealTrigger * HitsMax || Poisoned ) )
{
HealStart( this );
m_NextHealTime = tc + (int)TimeSpan.FromSeconds( HealInterval ).TotalMilliseconds;
}
}
if (ReturnsToHome && IsSpawnerBound() && !InRange(Home, RangeHome) )
{
if ((Combatant == null) && (Warmode == false) && Utility.RandomDouble() < .10) /* some throttling */
{
m_FailedReturnHome = !Move(GetDirectionTo(Home.X, Home.Y)) ? m_FailedReturnHome + 1 : 0;
if (m_FailedReturnHome > 5)
{
SetLocation(Home, true);
m_FailedReturnHome = 0;
}
}
}
else
{
m_FailedReturnHome = 0;
}
if ( HasAura && tc - m_NextAura >= 0 )
{
AuraDamage();
m_NextAura = tc + (int)AuraInterval.TotalMilliseconds;
}
}
public virtual bool Rummage()
{
Corpse toRummage = null;
IPooledEnumerable<Corpse> eable = GetItemsInRange<Corpse>(2);
foreach ( Corpse item in eable )
{
if ( item.Items.Count > 0 )
{
toRummage = item;
break;
}
}
eable.Free();
if ( toRummage == null )
return false;
Container pack = Backpack;
if ( pack == null )
return false;
List<Item> items = toRummage.Items;
for ( int i = 0; i < items.Count; ++i )
{
Item item = items[Utility.Random( items.Count )];
Lift( item, item.Amount, out bool rejected, out LRReason reason );
if ( !rejected && Drop( this, new Point3D( -1, -1, 0 ) ) )
{
// *rummages through a corpse and takes an item*
PublicOverheadMessage( MessageType.Emote, 0x3B2, 1008086 );
//TODO: Instancing of Rummaged stuff.
return true;
}
}
return false;
}
public void Pacify( Mobile master, DateTime endtime )
{
BardPacified = true;
BardEndTime = endtime;
}
public override Mobile GetDamageMaster( Mobile damagee )
{
if ( m_bBardProvoked && damagee == m_bBardTarget )
return m_bBardMaster;
if ( m_Controlled && m_ControlMaster != null )
return m_ControlMaster;
if ( m_bSummoned && m_SummonMaster != null )
return m_SummonMaster;
return base.GetDamageMaster( damagee );
}
public void Provoke( Mobile master, Mobile target, bool bSuccess )
{
BardProvoked = true;
if ( !Core.ML )
{
PublicOverheadMessage( MessageType.Emote, EmoteHue, false, "*looks furious*" );
}
if ( bSuccess )
{
PlaySound( GetIdleSound() );
BardMaster = master;
BardTarget = target;
Combatant = target;
BardEndTime = DateTime.UtcNow + TimeSpan.FromSeconds( 30.0 );
if ( target is BaseCreature t )
{
if ( t.Unprovokable || (t.IsParagon && BaseInstrument.GetBaseDifficulty( t ) >= 160.0) )
return;
t.BardProvoked = true;
t.BardMaster = master;
t.BardTarget = this;
t.Combatant = this;
t.BardEndTime = DateTime.UtcNow + TimeSpan.FromSeconds( 30.0 );
}
}
else
{
PlaySound( GetAngerSound() );
BardMaster = master;
BardTarget = target;
}
}
public bool FindMyName( string str, bool bWithAll )
{
string name = Name;
if ( name == null || str.Length < name.Length )
return false;
string[] wordsString = str.Split(' ');
string[] wordsName = name.Split(' ');
for ( int j = 0 ; j < wordsName.Length; j++ )
{
string wordName = wordsName[j];
bool bFound = false;
for ( int i = 0 ; i < wordsString.Length; i++ )
{
string word = wordsString[i];
if ( Insensitive.Equals( word, wordName ) )
bFound = true;
if ( bWithAll && Insensitive.Equals( word, "all" ) )
return true;
}
if ( !bFound )
return false;
}
return true;
}
public static void TeleportPets( Mobile master, Point3D loc, Map map, bool onlyBonded = false )
{
List<Mobile> move = new List<Mobile>();
foreach ( Mobile m in master.GetMobilesInRange( 3 ) )
{
if ( m is BaseCreature pet )
{
if ( pet.Controlled && pet.ControlMaster == master && !onlyBonded || pet.IsBonded )
{
if ( pet.ControlOrder == OrderType.Guard || pet.ControlOrder == OrderType.Follow || pet.ControlOrder == OrderType.Come )
move.Add( pet );
}
}
}
foreach ( Mobile m in move )
m.MoveToWorld( loc, map );
}
public virtual void ResurrectPet()
{
if ( !IsDeadPet )
return;
OnBeforeResurrect();
Poison = null;
Warmode = false;
Hits = 10;
Stam = StamMax;
Mana = 0;
ProcessDeltaQueue();
IsDeadPet = false;
Effects.SendPacket( Location, Map, new BondedStatus( 0, Serial, 0 ) );
SendIncomingPacket();
SendIncomingPacket();
OnAfterResurrect();
Mobile owner = ControlMaster;
if ( owner == null || owner.Deleted || owner.Map != Map || !owner.InRange( this, 12 ) || !CanSee( owner ) || !InLOS( owner ) )
{
if ( OwnerAbandonTime == DateTime.MinValue )
OwnerAbandonTime = DateTime.UtcNow;
}
else
{
OwnerAbandonTime = DateTime.MinValue;
}
CheckStatTimers();
}
public override bool CanBeDamaged()
{
if ( IsDeadPet || IsInvulnerable )
return false;
return base.CanBeDamaged();
}
public virtual bool PlayerRangeSensitive //If they are following a waypoint, they'll continue to follow it even if players aren't around
=> (CurrentWayPoint == null);
/* until we are sure about who should be getting deleted, move them instead */
/* On OSI, they despawn */
private bool m_ReturnQueued;
private bool IsSpawnerBound()
{
return Map != null && Map != Map.Internal &&
FightMode != FightMode.None && RangeHome >= 0 &&
!Controlled && !Summoned && Spawner is Spawner spawner && spawner.Map == Map;
}
public virtual bool ReturnsToHome => ( m_SeeksHome && ( Home != Point3D.Zero ) && !m_ReturnQueued && !Controlled && !Summoned );
public override void OnSectorDeactivate()
{
if ( !Deleted && ReturnsToHome && IsSpawnerBound() && !InRange( Home, ( RangeHome + 5 ) ) )
{
Timer.DelayCall( TimeSpan.FromSeconds( ( Utility.Random( 45 ) + 15 ) ), new TimerCallback( GoHome_Callback ) );
m_ReturnQueued = true;
}
else if ( PlayerRangeSensitive )
{
m_AI?.Deactivate();
}
base.OnSectorDeactivate();
}
public void GoHome_Callback()
{
if ( m_ReturnQueued && IsSpawnerBound() )
{
if ( !( ( Map.GetSector( X, Y ) ).Active ) )
{
SetLocation( Home, true );
if ( !( ( Map.GetSector( X, Y ) ).Active ) )
{
m_AI?.Deactivate();
}
}
}
m_ReturnQueued = false;
}
public override void OnSectorActivate()
{
if ( PlayerRangeSensitive )
{
m_AI?.Activate();
}
base.OnSectorActivate();
}
private bool m_RemoveIfUntamed;
// used for deleting untamed creatures [in houses]
private int m_RemoveStep;
[CommandProperty( AccessLevel.GameMaster )]
public bool RemoveIfUntamed{ get => m_RemoveIfUntamed;
set => m_RemoveIfUntamed = value;
}
[CommandProperty( AccessLevel.GameMaster )]
public int RemoveStep { get => m_RemoveStep;
set => m_RemoveStep = value;
}
}
public class LoyaltyTimer : Timer
{
private static TimeSpan InternalDelay = TimeSpan.FromMinutes( 5.0 );
public static void Initialize()
{
new LoyaltyTimer().Start();
}
public LoyaltyTimer() : base( InternalDelay, InternalDelay )
{
m_NextHourlyCheck = DateTime.UtcNow + TimeSpan.FromHours( 1.0 );
Priority = TimerPriority.FiveSeconds;
}
private DateTime m_NextHourlyCheck;
protected override void OnTick()
{
if (DateTime.UtcNow >= m_NextHourlyCheck)
m_NextHourlyCheck = DateTime.UtcNow + TimeSpan.FromHours(1.0);
else
return;
List<BaseCreature> toRelease = new List<BaseCreature>();
// added array for wild creatures in house regions to be removed
List<BaseCreature> toRemove = new List<BaseCreature>();
Parallel.ForEach(World.Mobiles.Values, m =>
{
if (!(m is BaseCreature c))
return;
if (c is BaseMount mount && mount.Rider != null)
{
mount.OwnerAbandonTime = DateTime.MinValue;
return;
}
if (c.IsDeadPet)
{
Mobile owner = c.ControlMaster;
if (!c.IsStabled && (owner == null || owner.Deleted || owner.Map != c.Map ||
!owner.InRange(c, 12) || !c.CanSee(owner) || !c.InLOS(owner)))
{
if (c.OwnerAbandonTime == DateTime.MinValue)
{
c.OwnerAbandonTime = DateTime.UtcNow;
}
else if ((c.OwnerAbandonTime + c.BondingAbandonDelay) <= DateTime.UtcNow)
{
lock(toRemove)
toRemove.Add(c);
}
}
else
{
c.OwnerAbandonTime = DateTime.MinValue;
}
}
else if (c.Controlled && c.Commandable)
{
c.OwnerAbandonTime = DateTime.MinValue;
if (c.Map != Map.Internal)
{
c.Loyalty -= (BaseCreature.MaxLoyalty / 10);
if (c.Loyalty < (BaseCreature.MaxLoyalty / 10))
{
c.Say(1043270, c.Name); // * ~1_NAME~ looks around desperately *
c.PlaySound(c.GetIdleSound());
}
if (c.Loyalty <= 0)
lock(toRelease)
toRelease.Add(c);
}
}
// added lines to check if a wild creature in a house region has to be removed or not
if (!c.Controlled && !c.IsStabled && ((c.Region.IsPartOf(typeof(HouseRegion)) && c.CanBeDamaged()) ||
(c.RemoveIfUntamed && c.Spawner == null)))
{
c.RemoveStep++;
if (c.RemoveStep >= 20)
lock(toRemove)
toRemove.Add(c);
}
else
{
c.RemoveStep = 0;
}
});
// TODO: Parallelize this
foreach (BaseCreature c in toRelease)
{
c.Say(1043255, c.Name); // ~1_NAME~ appears to have decided that is better off without a master!
c.Loyalty = BaseCreature.MaxLoyalty; // Wonderfully Happy
c.IsBonded = false;
c.BondingBegin = DateTime.MinValue;
c.OwnerAbandonTime = DateTime.MinValue;
c.ControlTarget = null;
c.AIObject.DoOrderRelease(); // this will prevent no release of creatures left alone with AI disabled (and consequent bug of Followers)
c.DropBackpack();
}
foreach (BaseCreature c in toRemove)
c.Delete();
}
}
}