Files
abysmal-isle/Scripts/Mobiles/AI/BaseAI.cs
Unstable Kitsune b918192e4e Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
2023-11-28 23:20:26 -05:00

3128 lines
77 KiB
C#

#region References
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Server.ContextMenus;
using Server.Engines.XmlSpawner2;
using Server.Factions;
using Server.Gumps;
using Server.Items;
using Server.Network;
using Server.Regions;
using Server.Spells;
using Server.Targets;
using MoveImpl = Server.Movement.MovementImpl;
#endregion
namespace Server.Mobiles
{
public enum AIType
{
AI_Use_Default,
AI_Melee,
AI_Animal,
AI_Archer,
AI_Healer,
AI_Vendor,
AI_Mage,
AI_Berserk,
AI_Predator,
AI_Thief,
AI_NecroMage,
AI_OrcScout,
AI_Spellbinder,
AI_OmniAI,
AI_Samurai,
AI_Ninja,
AI_Spellweaving,
AI_Mystic,
AI_Paladin,
AI_Necro
}
public enum ActionType
{
Wander,
Combat,
Guard,
Flee,
Backoff,
Interact
}
public abstract class BaseAI
{
public Timer m_Timer;
protected ActionType m_Action;
private long m_NextStopGuard;
public BaseCreature m_Mobile;
/// <summary>
/// Prevent AI from altering the Mobile's Direction.
/// This does not prevent direct modification of a Mobile's Direction.
/// Can be useful when processing long sequence attacks for monsters
/// where the effect requires Direction manipulation.
/// </summary>
public bool DirectionLocked { get; set; }
public BaseAI(BaseCreature m)
{
m_Mobile = m;
m_Timer = new AITimer(this);
bool activate;
if (!m.PlayerRangeSensitive)
{
activate = true;
}
else if (World.Loading)
{
activate = false;
}
else if (m.Map == null || m.Map == Map.Internal || !m.Map.GetSector(m).Active)
{
activate = false;
}
else
{
activate = true;
}
if (activate)
{
m_Timer.Start();
}
Action = ActionType.Wander;
}
public bool CanRun
{
get { return m_Mobile.SupportsRunAnimation; }
}
public ActionType Action
{
get { return m_Action; }
set
{
m_Action = value;
OnActionChanged();
}
}
public virtual bool WasNamed(string speech)
{
var name = m_Mobile.Name;
return (name != null && Insensitive.StartsWith(speech, name));
}
private class InternalEntry : ContextMenuEntry
{
private readonly Mobile m_From;
private readonly BaseCreature m_Mobile;
private readonly BaseAI m_AI;
private readonly OrderType m_Order;
public InternalEntry(Mobile from, int number, int range, BaseCreature mobile, BaseAI ai, OrderType order)
: base(number, range)
{
m_From = from;
m_Mobile = mobile;
m_AI = ai;
m_Order = order;
if (mobile.IsDeadPet && (order == OrderType.Guard || order == OrderType.Attack || order == OrderType.Transfer ||
order == OrderType.Drop))
{
Enabled = false;
}
}
public override void OnClick()
{
if (!m_Mobile.Deleted && m_Mobile.Controlled && m_From.CheckAlive())
{
if (m_From.Hidden)
{
m_From.RevealingAction();
}
if (m_Mobile.IsDeadPet && (m_Order == OrderType.Guard || m_Order == OrderType.Attack ||
m_Order == OrderType.Transfer || m_Order == OrderType.Drop))
{
return;
}
var isOwner = (m_From == m_Mobile.ControlMaster);
var isFriend = (!isOwner && m_Mobile.IsPetFriend(m_From));
if (!isOwner && !isFriend)
{
return;
}
if (isFriend && m_Order != OrderType.Follow && m_Order != OrderType.Stay && m_Order != OrderType.Stop)
{
return;
}
switch (m_Order)
{
case OrderType.Follow:
case OrderType.Attack:
case OrderType.Transfer:
case OrderType.Friend:
case OrderType.Unfriend:
{
if (m_Order == OrderType.Transfer && m_From.HasTrade)
{
m_From.SendLocalizedMessage(1010507); // You cannot transfer a pet with a trade pending
}
else if (m_Order == OrderType.Friend && m_From.HasTrade)
{
m_From.SendLocalizedMessage(1070947); // You cannot friend a pet with a trade pending
}
else
{
if (m_From.NetState != null && m_From.NetState.IsEnhancedClient)
{
m_AI.BeginPickTargetDelayed(m_From, m_Order);
}
else
{
m_AI.BeginPickTarget(m_From, m_Order);
}
}
break;
}
case OrderType.Release:
{
if (m_Mobile.Summoned)
{
goto default;
}
m_From.SendGump(new ConfirmReleaseGump(m_From, m_Mobile));
break;
}
default:
{
if (m_Mobile.CheckControlChance(m_From))
{
m_Mobile.ControlOrder = m_Order;
}
break;
}
}
}
}
}
public virtual void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
if (from.Alive && m_Mobile.Controlled && from.InRange(m_Mobile, 14))
{
if (from == m_Mobile.ControlMaster)
{
list.Add(new InternalEntry(from, 6111, 14, m_Mobile, this, OrderType.Attack)); // Command: Kill
list.Add(new InternalEntry(from, 6108, 14, m_Mobile, this, OrderType.Follow)); // Command: Follow
list.Add(new InternalEntry(from, 6107, 14, m_Mobile, this, OrderType.Guard)); // Command: Guard
if (m_Mobile.IsBonded)
{
list.Add(new InternalEntry(from, 6109, 14, m_Mobile, this, OrderType.Drop)); // Command: Drop
}
list.Add(new InternalEntry(from, 6112, 14, m_Mobile, this, OrderType.Stop)); // Command: Stop
list.Add(new InternalEntry(from, 6114, 14, m_Mobile, this, OrderType.Stay)); // Command: Stay
if (!m_Mobile.Summoned && !(m_Mobile is GrizzledMare))
{
list.Add(new InternalEntry(from, 6110, 14, m_Mobile, this, OrderType.Friend)); // Add Friend
list.Add(new InternalEntry(from, 6099, 14, m_Mobile, this, OrderType.Unfriend)); // Remove Friend
list.Add(new InternalEntry(from, 6113, 14, m_Mobile, this, OrderType.Transfer)); // Transfer
}
list.Add(
new InternalEntry(
from,
m_Mobile is BaseHire ? 6129 : 6118,
14,
m_Mobile,
this,
OrderType.Release)); // Dismiss / Release
}
else if (m_Mobile.IsPetFriend(from))
{
list.Add(new InternalEntry(from, 6108, 14, m_Mobile, this, OrderType.Follow)); // Command: Follow
list.Add(new InternalEntry(from, 6112, 14, m_Mobile, this, OrderType.Stop)); // Command: Stop
list.Add(new InternalEntry(from, 6114, 14, m_Mobile, this, OrderType.Stay)); // Command: Stay
}
}
}
public virtual void BeginPickTargetDelayed(Mobile from, OrderType order)
{
Timer.DelayCall(TimeSpan.FromMilliseconds(100), () => BeginPickTarget(from, order));
}
public virtual void BeginPickTarget(Mobile from, OrderType order)
{
if (m_Mobile.Deleted || !m_Mobile.Controlled || !from.InRange(m_Mobile, 14) || from.Map != m_Mobile.Map)
{
return;
}
var isOwner = (from == m_Mobile.ControlMaster);
var isFriend = (!isOwner && m_Mobile.IsPetFriend(from));
if (!isOwner && !isFriend)
{
return;
}
if (isFriend && order != OrderType.Follow && order != OrderType.Stay && order != OrderType.Stop)
{
return;
}
if (from.Target == null)
{
if (order == OrderType.Transfer)
{
from.SendLocalizedMessage(502038); // Click on the person to transfer ownership to.
}
else if (order == OrderType.Friend)
{
from.SendLocalizedMessage(502020); // Click on the player whom you wish to make a co-owner.
}
else if (order == OrderType.Unfriend)
{
from.SendLocalizedMessage(1070948); // Click on the player whom you wish to remove as a co-owner.
}
from.Target = new AIControlMobileTarget(this, order);
}
else if (from.Target is AIControlMobileTarget)
{
var t = (AIControlMobileTarget)from.Target;
if (t.Order == order)
{
t.AddAI(this);
}
}
}
public virtual void OnAggressiveAction(Mobile aggressor)
{
var currentCombat = m_Mobile.Combatant as Mobile;
if (currentCombat != null && !aggressor.Hidden && currentCombat != aggressor &&
m_Mobile.GetDistanceToSqrt(currentCombat) > m_Mobile.GetDistanceToSqrt(aggressor))
{
m_Mobile.Combatant = aggressor;
}
}
public virtual void EndPickTarget(Mobile from, IDamageable target, OrderType order)
{
if (m_Mobile.Deleted || !m_Mobile.Controlled || !from.InRange(m_Mobile, 14) || from.Map != m_Mobile.Map ||
!from.CheckAlive())
{
return;
}
var isOwner = (from == m_Mobile.ControlMaster);
var isFriend = (!isOwner && m_Mobile.IsPetFriend(from));
if (!isOwner && !isFriend)
{
return;
}
if (isFriend && order != OrderType.Follow && order != OrderType.Stay && order != OrderType.Stop)
{
return;
}
if (order == OrderType.Attack)
{
if (target is BaseCreature)
{
var bc = (BaseCreature)target;
if (bc.IsScaryToPets && m_Mobile.IsScaredOfScaryThings)
{
m_Mobile.SayTo(from, "Your pet refuses to attack this creature!");
return;
}
if ((bc is IBlackSolen && SolenHelper.CheckBlackFriendship(from)) ||
(bc is IRedSolen && SolenHelper.CheckRedFriendship(from)))
{
from.SendAsciiMessage("You can not force your pet to attack a creature you are protected from.");
return;
}
if (bc is BaseFactionGuard)
{
m_Mobile.SayTo(from, "Your pet refuses to attack the guard.");
return;
}
}
}
if (m_Mobile.CheckControlChance(from))
{
m_Mobile.ControlTarget = target;
m_Mobile.ControlOrder = order;
}
}
public virtual bool HandlesOnSpeech(Mobile from)
{
if (from.AccessLevel >= AccessLevel.GameMaster)
{
return true;
}
if (from.Alive && m_Mobile.Controlled && m_Mobile.Commandable &&
(from == m_Mobile.ControlMaster || m_Mobile.IsPetFriend(from)))
{
return true;
}
return (from.Alive && from.InRange(m_Mobile.Location, 3) && m_Mobile.IsHumanInTown());
}
private static readonly SkillName[] m_KeywordTable =
{
SkillName.Parry, SkillName.Healing, SkillName.Hiding, SkillName.Stealing, SkillName.Alchemy, SkillName.AnimalLore,
SkillName.ItemID, SkillName.ArmsLore, SkillName.Begging, SkillName.Blacksmith, SkillName.Fletching,
SkillName.Peacemaking, SkillName.Camping, SkillName.Carpentry, SkillName.Cartography, SkillName.Cooking,
SkillName.DetectHidden, SkillName.Discordance, //??
SkillName.EvalInt, SkillName.Fishing, SkillName.Provocation, SkillName.Lockpicking, SkillName.Magery,
SkillName.MagicResist, SkillName.Tactics, SkillName.Snooping, SkillName.RemoveTrap, SkillName.Musicianship,
SkillName.Poisoning, SkillName.Archery, SkillName.SpiritSpeak, SkillName.Tailoring, SkillName.AnimalTaming,
SkillName.TasteID, SkillName.Tinkering, SkillName.Veterinary, SkillName.Forensics, SkillName.Herding,
SkillName.Tracking, SkillName.Stealth, SkillName.Inscribe, SkillName.Swords, SkillName.Macing, SkillName.Fencing,
SkillName.Wrestling, SkillName.Lumberjacking, SkillName.Mining, SkillName.Meditation
};
public virtual void OnSpeech(SpeechEventArgs e)
{
if (e.Mobile.Alive && e.Mobile.InRange(m_Mobile.Location, 3) && m_Mobile.IsHumanInTown())
{
if (e.HasKeyword(0x9D) && WasNamed(e.Speech)) // *move*
{
if (m_Mobile.Combatant != null)
{
// I am too busy fighting to deal with thee!
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 501482);
}
else
{
// Excuse me?
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 501516);
WalkRandomInHome(2, 2, 1);
}
}
else if (e.HasKeyword(0x9E) && WasNamed(e.Speech)) // *time*
{
if (m_Mobile.Combatant != null)
{
// I am too busy fighting to deal with thee!
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 501482);
}
else
{
int generalNumber;
string exactTime;
Clock.GetTime(m_Mobile, out generalNumber, out exactTime);
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, generalNumber);
}
}
else if (e.HasKeyword(0x6C) && WasNamed(e.Speech)) // *train
{
if (m_Mobile.Combatant != null)
{
// I am too busy fighting to deal with thee!
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 501482);
}
else
{
var foundSomething = false;
var ourSkills = m_Mobile.Skills;
var theirSkills = e.Mobile.Skills;
for (var i = 0; i < ourSkills.Length && i < theirSkills.Length; ++i)
{
var skill = ourSkills[i];
var theirSkill = theirSkills[i];
if (skill != null && theirSkill != null && skill.Base >= 60.0 && m_Mobile.CheckTeach(skill.SkillName, e.Mobile))
{
var toTeach = skill.Base / 3.0;
if (toTeach > 42.0)
{
toTeach = 42.0;
}
if (toTeach > theirSkill.Base)
{
var number = 1043059 + i;
if (number > 1043107)
{
continue;
}
if (!foundSomething)
{
m_Mobile.Say(1043058); // I can train the following:
}
m_Mobile.Say(number);
foundSomething = true;
}
}
}
if (!foundSomething)
{
m_Mobile.Say(501505); // Alas, I cannot teach thee anything.
}
}
}
else
{
var toTrain = (SkillName)(-1);
for (var i = 0; toTrain == (SkillName)(-1) && i < e.Keywords.Length; ++i)
{
var keyword = e.Keywords[i];
if (keyword == 0x154)
{
toTrain = SkillName.Anatomy;
}
else if (keyword >= 0x6D && keyword <= 0x9C)
{
var index = keyword - 0x6D;
if (index >= 0 && index < m_KeywordTable.Length)
{
toTrain = m_KeywordTable[index];
}
}
}
if (toTrain != (SkillName)(-1) && WasNamed(e.Speech))
{
if (m_Mobile.Combatant != null)
{
// I am too busy fighting to deal with thee!
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 501482);
}
else
{
var skills = m_Mobile.Skills;
var skill = skills[toTrain];
if (skill == null || skill.Base < 60.0 || !m_Mobile.CheckTeach(toTrain, e.Mobile))
{
m_Mobile.Say(501507); // 'Tis not something I can teach thee of.
}
else
{
m_Mobile.Teach(toTrain, e.Mobile, 0, false);
}
}
}
}
}
if (m_Mobile.Controlled && m_Mobile.Commandable)
{
m_Mobile.DebugSay("Listening...");
var isOwner = (e.Mobile == m_Mobile.ControlMaster);
var isFriend = (!isOwner && m_Mobile.IsPetFriend(e.Mobile));
if (e.Mobile.Alive && (isOwner || isFriend))
{
m_Mobile.DebugSay("It's from my master");
var keywords = e.Keywords;
var speech = e.Speech;
// First, check the all*
for (var i = 0; i < keywords.Length; ++i)
{
var keyword = keywords[i];
switch (keyword)
{
case 0x164: // all come
{
if (!isOwner)
{
break;
}
if (m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Come;
}
return;
}
case 0x165: // all follow
{
BeginPickTarget(e.Mobile, OrderType.Follow);
return;
}
case 0x166: // all guard
case 0x16B: // all guard me
{
if (!isOwner)
{
break;
}
if (m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlOrder = OrderType.Guard;
m_Mobile.ControlTarget = null;
}
return;
}
case 0x167: // all stop
{
if (m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stop;
}
return;
}
case 0x168: // all kill
case 0x169: // all attack
{
if (!isOwner)
{
break;
}
BeginPickTarget(e.Mobile, OrderType.Attack);
return;
}
case 0x16C: // all follow me
{
if (m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = e.Mobile;
m_Mobile.ControlOrder = OrderType.Follow;
}
return;
}
case 0x170: // all stay
{
if (m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stay;
}
return;
}
}
}
// No all*, so check *command
for (var i = 0; i < keywords.Length; ++i)
{
var keyword = keywords[i];
switch (keyword)
{
case 0x155: // *come
{
if (!isOwner)
{
break;
}
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Come;
}
return;
}
case 0x156: // *drop
{
if (!isOwner)
{
break;
}
if (!m_Mobile.IsDeadPet && !m_Mobile.Summoned && WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Drop;
}
return;
}
case 0x15A: // *follow
{
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
BeginPickTarget(e.Mobile, OrderType.Follow);
}
return;
}
case 0x15B: // *friend
{
if (!isOwner)
{
break;
}
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
if (m_Mobile.Summoned || (m_Mobile is GrizzledMare))
{
e.Mobile.SendLocalizedMessage(1005481); // Summoned creatures are loyal only to their summoners.
}
else if (e.Mobile.HasTrade)
{
e.Mobile.SendLocalizedMessage(1070947); // You cannot friend a pet with a trade pending
}
else
{
BeginPickTarget(e.Mobile, OrderType.Friend);
}
}
return;
}
case 0x15C: // *guard
{
if (!isOwner)
{
break;
}
if (!m_Mobile.IsDeadPet && WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlOrder = OrderType.Guard;
m_Mobile.ControlTarget = null;
}
return;
}
case 0x15D: // *kill
case 0x15E: // *attack
{
if (!isOwner)
{
break;
}
if (!m_Mobile.IsDeadPet && WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
BeginPickTarget(e.Mobile, OrderType.Attack);
}
return;
}
case 0x15F: // *patrol
{
if (!isOwner)
{
break;
}
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Patrol;
}
return;
}
case 0x161: // *stop
{
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stop;
}
return;
}
case 0x163: // *follow me
{
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = e.Mobile;
m_Mobile.ControlOrder = OrderType.Follow;
}
return;
}
case 0x16D: // *release
{
if (!isOwner)
{
break;
}
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
if (!m_Mobile.Summoned)
{
e.Mobile.SendGump(new ConfirmReleaseGump(e.Mobile, m_Mobile));
}
else
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Release;
}
}
return;
}
case 0x16E: // *transfer
{
if (!isOwner)
{
break;
}
if (!m_Mobile.IsDeadPet && WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
if (m_Mobile.Summoned || (m_Mobile is GrizzledMare))
{
e.Mobile.SendLocalizedMessage(1005487); // You cannot transfer ownership of a summoned creature.
}
else if (e.Mobile.HasTrade)
{
e.Mobile.SendLocalizedMessage(1010507); // You cannot transfer a pet with a trade pending
}
else
{
BeginPickTarget(e.Mobile, OrderType.Transfer);
}
}
return;
}
case 0x16F: // *stay
{
if (WasNamed(speech) && m_Mobile.CheckControlChance(e.Mobile))
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stay;
}
return;
}
}
}
}
}
else
{
if (e.Mobile.AccessLevel >= AccessLevel.GameMaster)
{
m_Mobile.DebugSay("It's from a GM");
if (m_Mobile.FindMyName(e.Speech, true))
{
var str = e.Speech.Split(' ');
int i;
for (i = 0; i < str.Length; i++)
{
var word = str[i];
if (Insensitive.Equals(word, "obey"))
{
m_Mobile.SetControlMaster(e.Mobile);
if (m_Mobile.Summoned)
{
m_Mobile.SummonMaster = e.Mobile;
}
return;
}
}
}
}
}
}
public virtual bool Think()
{
if (m_Mobile.Deleted)
{
return false;
}
if (CheckCharming())
return true;
if (CheckFlee())
{
return true;
}
switch (Action)
{
case ActionType.Wander:
m_Mobile.OnActionWander();
return DoActionWander();
case ActionType.Combat:
m_Mobile.OnActionCombat();
return DoActionCombat();
case ActionType.Guard:
m_Mobile.OnActionGuard();
return DoActionGuard();
case ActionType.Flee:
m_Mobile.OnActionFlee();
return DoActionFlee();
case ActionType.Interact:
m_Mobile.OnActionInteract();
return DoActionInteract();
case ActionType.Backoff:
m_Mobile.OnActionBackoff();
return DoActionBackoff();
default:
return false;
}
}
public virtual void OnActionChanged()
{
switch (Action)
{
case ActionType.Wander:
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
CheckNavPoint();
break;
case ActionType.Combat:
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
case ActionType.Guard:
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.Combatant = null;
m_NextStopGuard = Core.TickCount + 10000;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
case ActionType.Flee:
m_Mobile.Warmode = true;
m_Mobile.FocusMob = null;
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
case ActionType.Interact:
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
case ActionType.Backoff:
m_Mobile.Warmode = false;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
break;
}
}
public virtual void CheckNavPoint()
{
var map = m_Mobile.Map;
if (map != null && m_Mobile.NavPoints != null && m_Mobile.NavPoints.ContainsKey(map))
{
if (m_Mobile.CurrentNavPoint >= 0 && m_Mobile.CurrentNavPoint < m_Mobile.NavPoints[map].Count - 1)
{
var next = m_Mobile.NavPoints[map][m_Mobile.CurrentNavPoint + 1];
if (m_Mobile.InRange(next, 15))
m_Mobile.CurrentNavPoint++;
}
}
}
public virtual bool OnAtWayPoint()
{
return true;
}
public virtual bool DoActionWander()
{
var followRange = m_Mobile.FollowRange;
var map = m_Mobile.Map;
if (CheckHerding())
{
m_Mobile.DebugSay("Praise the shepherd!");
}
else if (m_Mobile.NavPoints != null && m_Mobile.NavPoints.ContainsKey(map))
{
if (m_Mobile.CurrentNavPoint >= 0 && m_Mobile.CurrentNavPoint < m_Mobile.NavPoints[map].Count)
{
var point = m_Mobile.NavPoints[map][m_Mobile.CurrentNavPoint];
if (point.X != m_Mobile.X || point.Y != m_Mobile.Y)
{
m_Mobile.DebugSay(String.Format("I will move towards my navpoint: {0}", point));
//DoMove(m_Mobile.GetDirectionTo(point));
var res = DoMoveImpl(m_Mobile.GetDirectionTo(point));
if (res == MoveResult.Blocked)
{
CheckNavPoint();
}
}
else if (OnAtWayPoint())
{
if (m_Mobile.CurrentNavPoint + 1 >= m_Mobile.NavPoints[map].Count)
m_Mobile.CurrentNavPoint = -1;
else
{
m_Mobile.CurrentNavPoint++;
m_Mobile.DebugSay(
String.Format("I will go to the next navpoint: {0}", m_Mobile.NavPoints[map][m_Mobile.CurrentNavPoint]));
}
}
}
}
else if (m_Mobile.CurrentWayPoint != null)
{
var point = m_Mobile.CurrentWayPoint;
if ((point.X != m_Mobile.Location.X || point.Y != m_Mobile.Location.Y) && point.Map == map &&
point.Parent == null && !point.Deleted)
{
m_Mobile.DebugSay("I will move towards my waypoint.");
DoMove(m_Mobile.GetDirectionTo(m_Mobile.CurrentWayPoint));
}
else if (OnAtWayPoint())
{
m_Mobile.DebugSay("I will go to the next waypoint");
m_Mobile.CurrentWayPoint = point.NextPoint;
if (point.NextPoint != null && point.NextPoint.Deleted)
{
m_Mobile.CurrentWayPoint = point.NextPoint = point.NextPoint.NextPoint;
}
}
}
else if (m_Mobile.IsAnimatedDead || m_Mobile.FollowRange > 0)
{
// animated dead follow their master
var master = m_Mobile.SummonMaster;
if (master != null && master.Map == m_Mobile.Map &&
master.InRange(m_Mobile, m_Mobile.RangePerception + followRange))
{
MoveTo(master, false, followRange);
}
else
{
WalkRandomInHome(2, 2, 1);
}
}
else if (CheckMove())
{
if (!m_Mobile.CheckIdle())
{
WalkRandomInHome(2, 2, 1);
}
}
if (!DirectionLocked && m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive &&
(!(m_Mobile.Combatant is Mobile) || !((Mobile)m_Mobile.Combatant).IsDeadBondedPet))
{
m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant);
}
return true;
}
public virtual bool DoActionCombat()
{
if (Core.AOS && CheckHerding())
{
m_Mobile.DebugSay("Praise the shepherd!");
}
else
{
var c = m_Mobile.Combatant;
if (c == null || c.Deleted || c.Map != m_Mobile.Map || !c.Alive || (c is Mobile && ((Mobile)c).IsDeadBondedPet))
{
Action = ActionType.Wander;
}
else if (!DirectionLocked)
{
m_Mobile.Direction = m_Mobile.GetDirectionTo(c);
}
}
return true;
}
public virtual bool DoActionGuard()
{
if (Core.AOS && CheckHerding())
{
m_Mobile.DebugSay("Praise the shepherd!");
}
else if (Core.TickCount < m_NextStopGuard)
{
m_Mobile.DebugSay("I am on guard");
//m_Mobile.Turn( Utility.Random(0, 2) - 1 );
}
else
{
m_Mobile.DebugSay("I stopped being on guard");
Action = ActionType.Wander;
}
return true;
}
public virtual bool DoActionFlee()
{
var c = m_Mobile.Combatant as Mobile;
// We only want enemies we know want to attack us, not those we want to attack
if (AcquireFocusMob(m_Mobile.RangePerception, FightMode.Aggressor, false, false, true) || c != null)
{
// If I found a new target, set it as my combatant
if (m_Mobile.FocusMob != null)
{
m_Mobile.Combatant = m_Mobile.FocusMob;
c = m_Mobile.Combatant as Mobile;
m_Mobile.FocusMob = null;
}
// If my combatant is bad, guard
if (c == null || c.Deleted || c.Map != m_Mobile.Map)
{
m_Mobile.DebugSay("I have lost him");
m_Mobile.Combatant = null;
Action = ActionType.Guard;
return true;
}
if (WalkMobileRange(c, 1, true, m_Mobile.RangePerception * 2, m_Mobile.RangePerception * 3))
{
m_Mobile.DebugSay("I have fled");
Action = ActionType.Guard;
return true;
}
m_Mobile.DebugSay("I am scared of {0}", c.Name);
}
else
{
m_Mobile.DebugSay("Area seems clear, but my guard is up");
Action = ActionType.Guard;
}
return true;
}
public virtual bool DoActionInteract()
{
return true;
}
public virtual bool DoActionBackoff()
{
return true;
}
public virtual bool Obey()
{
if (m_Mobile.Deleted)
{
return false;
}
switch (m_Mobile.ControlOrder)
{
case OrderType.None:
return DoOrderNone();
case OrderType.Come:
return DoOrderCome();
case OrderType.Drop:
return DoOrderDrop();
case OrderType.Friend:
return DoOrderFriend();
case OrderType.Unfriend:
return DoOrderUnfriend();
case OrderType.Guard:
return DoOrderGuard();
case OrderType.Attack:
return DoOrderAttack();
case OrderType.Patrol:
return DoOrderPatrol();
case OrderType.Release:
return DoOrderRelease();
case OrderType.Stay:
return DoOrderStay();
case OrderType.Stop:
return DoOrderStop();
case OrderType.Follow:
return DoOrderFollow();
case OrderType.Transfer:
return DoOrderTransfer();
default:
return false;
}
}
public virtual void OnCurrentOrderChanged()
{
if (m_Mobile.Deleted || m_Mobile.ControlMaster == null || m_Mobile.ControlMaster.Deleted)
{
return;
}
switch (m_Mobile.ControlOrder)
{
case OrderType.None:
m_Mobile.Home = m_Mobile.Location;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
case OrderType.Come:
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
case OrderType.Drop:
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
break;
case OrderType.Friend:
case OrderType.Unfriend:
break;
case OrderType.Guard:
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
m_Mobile.ControlTarget = null;
var petname = String.Format("{0}", m_Mobile.Name);
m_Mobile.ControlMaster.SendLocalizedMessage(1049671, petname); //~1_PETNAME~ is now guarding you.
break;
case OrderType.Attack:
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = true;
m_Mobile.Combatant = null;
break;
case OrderType.Patrol:
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
case OrderType.Release:
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
case OrderType.Stay:
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
case OrderType.Stop:
m_Mobile.Home = m_Mobile.Location;
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
case OrderType.Follow:
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
m_Mobile.AdjustSpeeds();
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
break;
case OrderType.Transfer:
m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
m_Mobile.PlaySound(m_Mobile.GetIdleSound());
m_Mobile.Warmode = false;
m_Mobile.Combatant = null;
break;
}
}
public virtual bool DoOrderNone()
{
m_Mobile.DebugSay("I have no order");
WalkRandomInHome(3, 2, 1);
if (m_Mobile.Combatant is Mobile && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive &&
(!(m_Mobile.Combatant is Mobile) || !((Mobile)m_Mobile.Combatant).IsDeadBondedPet))
{
m_Mobile.Warmode = true;
//if (!DirectionLocked)
// m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant);
}
else
{
m_Mobile.Warmode = false;
}
return true;
}
public virtual bool DoOrderCome()
{
if (m_Mobile.ControlMaster != null && !m_Mobile.ControlMaster.Deleted)
{
var iCurrDist = (int)m_Mobile.GetDistanceToSqrt(m_Mobile.ControlMaster);
if (iCurrDist > m_Mobile.RangePerception)
{
m_Mobile.DebugSay("I have lost my master. I stay here");
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.None;
}
else
{
m_Mobile.DebugSay("My master told me come");
// Not exactly OSI style, but better than nothing.
var bRun = CanRun && (iCurrDist > 5);
if (WalkMobileRange(m_Mobile.ControlMaster, 1, bRun, 0, 1))
{
if (m_Mobile.Combatant is Mobile && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive &&
(!(m_Mobile.Combatant is Mobile) || !((Mobile)m_Mobile.Combatant).IsDeadBondedPet))
{
m_Mobile.Warmode = true;
//if (!DirectionLocked)
// m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant);
}
else
{
m_Mobile.Warmode = false;
}
}
}
}
return true;
}
public virtual bool DoOrderDrop()
{
if (m_Mobile.IsDeadPet || !m_Mobile.IsBonded)
{
return true;
}
m_Mobile.DebugSay("I drop my stuff for my master");
var pack = m_Mobile.Backpack;
if (pack != null)
{
var list = pack.Items;
for (var i = list.Count - 1; i >= 0; --i)
{
if (i < list.Count)
{
list[i].MoveToWorld(m_Mobile.Location, m_Mobile.Map);
}
}
}
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.None;
return true;
}
public virtual bool CheckCharming()
{
var target = m_Mobile.CharmTarget;
if (target == Point2D.Zero)
return false;
if (m_Mobile.GetDistanceToSqrt(target) >= 1)
DoMove(m_Mobile.GetDirectionTo(target));
return true;
}
public virtual bool CheckHerding()
{
var target = m_Mobile.TargetLocation;
if (target == null)
{
return false; // Creature is not being herded
}
var distance = m_Mobile.GetDistanceToSqrt(target);
if (distance < 1 || distance > 15)
{
m_Mobile.TargetLocation = null;
return false; // At the target or too far away
}
DoMove(m_Mobile.GetDirectionTo(target));
return true;
}
public virtual bool DoOrderFollow()
{
if (CheckHerding())
{
m_Mobile.DebugSay("Praise the shepherd!");
}
else if (m_Mobile.ControlTarget != null && !m_Mobile.ControlTarget.Deleted && m_Mobile.ControlTarget != m_Mobile)
{
var iCurrDist = (int)m_Mobile.GetDistanceToSqrt(m_Mobile.ControlTarget);
if (iCurrDist > m_Mobile.RangePerception * 5)
{
m_Mobile.DebugSay("I have lost the one to follow. I stay here");
if (m_Mobile.Combatant is Mobile && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive &&
(!(m_Mobile.Combatant is Mobile) || !((Mobile)m_Mobile.Combatant).IsDeadBondedPet))
{
m_Mobile.Warmode = true;
//if (!DirectionLocked)
// m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant);
}
else
{
m_Mobile.Warmode = false;
}
}
else
{
m_Mobile.DebugSay("My master told me to follow: {0}", m_Mobile.ControlTarget.Name);
// Not exactly OSI style, but better than nothing.
var bRun = (iCurrDist > 5);
if (WalkMobileRange(m_Mobile.ControlTarget, 1, bRun, 0, 1))
{
if (m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive &&
(!(m_Mobile.Combatant is Mobile) || !((Mobile)m_Mobile.Combatant).IsDeadBondedPet))
{
m_Mobile.Warmode = true;
//if (!DirectionLocked)
// m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant);
}
else
{
m_Mobile.Warmode = false;
if (Core.AOS)
{
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
}
}
}
}
}
else
{
m_Mobile.DebugSay("I have nobody to follow");
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.None;
}
return true;
}
public virtual bool DoOrderFriend()
{
var from = m_Mobile.ControlMaster;
var to = m_Mobile.ControlTarget as Mobile;
if (from == null || to == null || from == to || from.Deleted || to.Deleted || !to.Player)
{
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 502039); // *looks confused*
}
else
{
var youngFrom = from is PlayerMobile ? ((PlayerMobile)from).Young : false;
var youngTo = to is PlayerMobile ? ((PlayerMobile)to).Young : false;
if (youngFrom && !youngTo)
{
from.SendLocalizedMessage(502040); // As a young player, you may not friend pets to older players.
}
else if (!youngFrom && youngTo)
{
from.SendLocalizedMessage(502041); // As an older player, you may not friend pets to young players.
}
else if (from.CanBeBeneficial(to, true))
{
NetState fromState = from.NetState, toState = to.NetState;
if (fromState != null && toState != null)
{
if (from.HasTrade)
{
from.SendLocalizedMessage(1070947); // You cannot friend a pet with a trade pending
}
else if (to.HasTrade)
{
to.SendLocalizedMessage(1070947); // You cannot friend a pet with a trade pending
}
else if (m_Mobile.IsPetFriend(to))
{
from.SendLocalizedMessage(1049691); // That person is already a friend.
}
else if (!m_Mobile.AllowNewPetFriend)
{
from.SendLocalizedMessage(1005482); // Your pet does not seem to be interested in making new friends right now.
}
else if (m_Mobile.CanFriend(to))
{
// ~1_NAME~ will now accept movement commands from ~2_NAME~.
from.SendLocalizedMessage(1049676, String.Format("{0}\t{1}", m_Mobile.Name, to.Name));
/* ~1_NAME~ has granted you the ability to give orders to their pet ~2_PET_NAME~.
* This creature will now consider you as a friend.
*/
to.SendLocalizedMessage(1043246, String.Format("{0}\t{1}", from.Name, m_Mobile.Name));
m_Mobile.AddPetFriend(to);
m_Mobile.ControlTarget = to;
m_Mobile.ControlOrder = OrderType.Follow;
return true;
}
}
}
}
m_Mobile.ControlTarget = from;
m_Mobile.ControlOrder = OrderType.Follow;
return true;
}
public virtual bool DoOrderUnfriend()
{
var from = m_Mobile.ControlMaster;
var to = m_Mobile.ControlTarget as Mobile;
if (from == null || to == null || from == to || from.Deleted || to.Deleted || !to.Player)
{
m_Mobile.PublicOverheadMessage(MessageType.Regular, 0x3B2, 502039); // *looks confused*
}
else if (!m_Mobile.IsPetFriend(to))
{
from.SendLocalizedMessage(1070953); // That person is not a friend.
}
else
{
// ~1_NAME~ will no longer accept movement commands from ~2_NAME~.
from.SendLocalizedMessage(1070951, String.Format("{0}\t{1}", m_Mobile.Name, to.Name));
/* ~1_NAME~ has no longer granted you the ability to give orders to their pet ~2_PET_NAME~.
* This creature will no longer consider you as a friend.
*/
to.SendLocalizedMessage(1070952, String.Format("{0}\t{1}", from.Name, m_Mobile.Name));
m_Mobile.RemovePetFriend(to);
}
m_Mobile.ControlTarget = from;
m_Mobile.ControlOrder = OrderType.Follow;
return true;
}
public virtual bool DoOrderGuard()
{
if (m_Mobile.IsDeadPet)
{
return true;
}
var controlMaster = m_Mobile.ControlMaster;
if (controlMaster == null || controlMaster.Deleted)
{
return true;
}
var combatant = m_Mobile.Combatant as Mobile;
if (combatant != null && !ValidGuardTarget(combatant))
combatant = null;
Mobile closestMob = combatant;
var closestDist = combatant == null ? m_Mobile.RangePerception : combatant.GetDistanceToSqrt(controlMaster);
foreach (var aggressor in controlMaster.Aggressors.Select(x => x.Attacker).Where(m => ValidGuardTarget(m)))
{
var dist = aggressor.GetDistanceToSqrt(controlMaster);
if (closestMob == null || dist < closestDist)
{
closestMob = aggressor;
closestDist = dist;
}
}
foreach (var aggressed in controlMaster.Aggressed.Select(x => x.Defender).Where(m => ValidGuardTarget(m)))
{
var dist = aggressed.GetDistanceToSqrt(controlMaster);
if (closestMob == null || dist < closestDist)
{
closestMob = aggressed;
closestDist = dist;
}
}
if (closestMob != null)
{
if (m_Mobile.Debug && closestMob != null && combatant != closestMob)
{
m_Mobile.DebugSay("Crap, my master has been attacked! I will attack one of those bastards!");
}
combatant = closestMob;
}
if (combatant != null)
{
m_Mobile.DebugSay("Guarding from target...");
m_Mobile.Combatant = combatant;
m_Mobile.FocusMob = combatant;
Action = ActionType.Combat;
m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
/*
* We need to call Think() here or spell casting monsters will not use
* spells when guarding because their target is never processed.
*/
Think();
}
else
{
m_Mobile.DebugSay("Nothing to guard from");
m_Mobile.Warmode = false;
if (Core.AOS)
{
m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
}
WalkMobileRange(controlMaster, 1, false, 0, 1);
}
return true;
}
public bool ValidGuardTarget(Mobile combatant)
{
return combatant != null && combatant != m_Mobile && combatant != m_Mobile.ControlMaster && !combatant.Deleted && m_Mobile.CanSee(combatant) &&
combatant.Alive && (!(combatant is Mobile) || !combatant.IsDeadBondedPet) &&
m_Mobile.CanBeHarmful(combatant, false) && combatant.Map == m_Mobile.Map && combatant.GetDistanceToSqrt(m_Mobile) <= m_Mobile.RangePerception;
}
public virtual bool DoOrderAttack()
{
if (m_Mobile.IsDeadPet)
{
return true;
}
if (m_Mobile.ControlTarget == null || m_Mobile.ControlTarget.Deleted || m_Mobile.ControlTarget.Map != m_Mobile.Map ||
!m_Mobile.ControlTarget.Alive ||
(m_Mobile.ControlTarget is Mobile && ((Mobile)m_Mobile.ControlTarget).IsDeadBondedPet))
{
m_Mobile.DebugSay(
"I think he might be dead. He's not anywhere around here at least. That's cool. I'm glad he's dead.");
if (Core.AOS)
{
m_Mobile.ControlTarget = m_Mobile.ControlMaster;
m_Mobile.ControlOrder = OrderType.Follow;
}
else
{
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.None;
}
if (m_Mobile.FightMode == FightMode.Closest || m_Mobile.FightMode == FightMode.Aggressor)
{
Mobile newCombatant = null;
var newScore = 0.0;
var eable = m_Mobile.GetMobilesInRange(m_Mobile.RangePerception);
foreach (var aggr in eable)
{
if (!m_Mobile.CanSee(aggr) || aggr.Combatant != m_Mobile)
{
continue;
}
if (aggr.IsDeadBondedPet || !aggr.Alive)
{
continue;
}
var aggrScore = m_Mobile.GetFightModeRanking(aggr, FightMode.Closest, false);
if ((newCombatant == null || aggrScore > newScore || (aggrScore == newScore && !aggr.Player && newCombatant.Player)) && m_Mobile.InLOS(aggr))
{
newCombatant = aggr;
newScore = aggrScore;
}
}
eable.Free();
if (newCombatant != null)
{
m_Mobile.ControlTarget = newCombatant;
m_Mobile.ControlOrder = OrderType.Attack;
m_Mobile.Combatant = newCombatant;
m_Mobile.DebugSay("But -that- is not dead. Here we go again...");
Think();
}
}
}
else
{
m_Mobile.DebugSay("Attacking target...");
if (m_Mobile.Combatant != null)
m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant);
Think();
}
return true;
}
public virtual bool DoOrderPatrol()
{
m_Mobile.DebugSay("This order is not yet coded");
return true;
}
public virtual bool DoOrderRelease()
{
m_Mobile.DebugSay("I have been released");
m_Mobile.PlaySound(m_Mobile.GetAngerSound());
var master = m_Mobile.ControlMaster;
if (m_Mobile.DeleteOnRelease)
{
m_Mobile.PrivateOverheadMessage(
MessageType.Regular,
0x3B2,
1043255,
String.Format("{0}", m_Mobile.Name),
master.NetState); // ~1_NAME~ appears to have decided that it is better off without a master!
}
m_Mobile.SetControlMaster(null);
m_Mobile.SummonMaster = null;
m_Mobile.BondingBegin = DateTime.MinValue;
m_Mobile.OwnerAbandonTime = DateTime.MinValue;
m_Mobile.IsBonded = false;
var se = m_Mobile.Spawner as SpawnEntry;
if (se != null && se.HomeLocation != Point3D.Zero)
{
m_Mobile.Home = se.HomeLocation;
m_Mobile.RangeHome = se.HomeRange;
}
if (m_Mobile.DeleteOnRelease || m_Mobile.IsDeadPet)
{
Timer.DelayCall(TimeSpan.FromSeconds(2), m_Mobile.Delete);
}
m_Mobile.BeginDeleteTimer();
if (m_Mobile is BaseHire)
{
if (master != null)
{
m_Mobile.SayTo(master, 502034, 0x3B2); // I thank thee for thy kindness!
m_Mobile.SayTo(master, 502005, 0x3B2); // I quit.
}
}
else
{
m_Mobile.DropBackpack();
}
return true;
}
public virtual bool DoOrderStay()
{
if (CheckHerding())
{
m_Mobile.DebugSay("Praise the shepherd!");
}
else
{
m_Mobile.DebugSay("My master told me to stay");
}
return true;
}
public virtual bool DoOrderStop()
{
if (m_Mobile.ControlMaster == null || m_Mobile.ControlMaster.Deleted)
{
return true;
}
m_Mobile.DebugSay("My master told me to stop.");
//if (!DirectionLocked)
// m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.ControlMaster);
m_Mobile.Home = m_Mobile.Location;
m_Mobile.ControlTarget = null;
if (Core.ML)
{
WalkRandomInHome(3, 2, 1);
}
else
{
m_Mobile.ControlOrder = OrderType.None;
}
return true;
}
private class TransferItem : Item
{
public static bool IsInCombat(BaseCreature creature)
{
return (creature != null && (creature.Aggressors.Count > 0 || creature.Aggressed.Count > 0));
}
private readonly BaseCreature m_Creature;
public TransferItem(BaseCreature creature)
: base(ShrinkTable.Lookup(creature))
{
m_Creature = creature;
Movable = false;
if (!Core.AOS)
{
Name = creature.Name;
}
else if (ItemID == ShrinkTable.DefaultItemID ||
creature.GetType().IsDefined(typeof(FriendlyNameAttribute), false) || creature is Reptalon)
{
Name = FriendlyNameAttribute.GetFriendlyNameFor(creature.GetType()).ToString();
}
//(As Per OSI)No name. Normally, set by the ItemID of the Shrink Item unless we either explicitly set it with an Attribute, or, no lookup found
Hue = creature.Hue & 0x0FFF;
}
public TransferItem(Serial serial)
: base(serial)
{ }
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
var version = reader.ReadInt();
Delete();
}
public override void GetProperties(ObjectPropertyList list)
{
base.GetProperties(list);
list.Add(1041603); // This item represents a pet currently in consideration for trade
list.Add(1041601, m_Creature.Name); // Pet Name: ~1_val~
if (m_Creature.ControlMaster != null)
{
list.Add(1041602, m_Creature.ControlMaster.Name); // Owner: ~1_val~
}
}
public override bool AllowSecureTrade(Mobile from, Mobile to, Mobile newOwner, bool accepted)
{
if (!base.AllowSecureTrade(from, to, newOwner, accepted))
{
return false;
}
if (Deleted || m_Creature == null || m_Creature.Deleted || m_Creature.ControlMaster != from || !from.CheckAlive() ||
!to.CheckAlive())
{
return false;
}
if (from.Map != m_Creature.Map || !from.InRange(m_Creature, 14))
{
return false;
}
var youngFrom = from is PlayerMobile ? ((PlayerMobile)from).Young : false;
var youngTo = to is PlayerMobile ? ((PlayerMobile)to).Young : false;
if (accepted && youngFrom && !youngTo)
{
from.SendLocalizedMessage(502051); // As a young player, you may not transfer pets to older players.
}
else if (accepted && !youngFrom && youngTo)
{
from.SendLocalizedMessage(502052); // As an older player, you may not transfer pets to young players.
}
else if (accepted && !m_Creature.CanBeControlledBy(to))
{
var args = String.Format("{0}\t{1}\t ", to.Name, from.Name);
from.SendLocalizedMessage(1043248, args);
// The pet refuses to be transferred because it will not obey ~1_NAME~.~3_BLANK~
to.SendLocalizedMessage(1043249, args);
// The pet will not accept you as a master because it does not trust you.~3_BLANK~
return false;
}
else if (accepted && !m_Creature.CanBeControlledBy(from))
{
var args = String.Format("{0}\t{1}\t ", to.Name, from.Name);
from.SendLocalizedMessage(1043250, args);
// The pet refuses to be transferred because it will not obey you sufficiently.~3_BLANK~
to.SendLocalizedMessage(1043251, args);
// The pet will not accept you as a master because it does not trust ~2_NAME~.~3_BLANK~
}
else if (accepted && (to.Followers + m_Creature.ControlSlots) > to.FollowersMax)
{
to.SendLocalizedMessage(1049607); // You have too many followers to control that creature.
return false;
}
else if (accepted && IsInCombat(m_Creature))
{
from.SendMessage("You may not transfer a pet that has recently been in combat.");
to.SendMessage("The pet may not be transfered to you because it has recently been in combat.");
return false;
}
return true;
}
public override void OnSecureTrade(Mobile from, Mobile to, Mobile newOwner, bool accepted)
{
if (Deleted)
{
return;
}
Delete();
if (m_Creature == null || m_Creature.Deleted || m_Creature.ControlMaster != from || !from.CheckAlive() ||
!to.CheckAlive())
{
return;
}
if (from.Map != m_Creature.Map || !from.InRange(m_Creature, 14))
{
return;
}
if (accepted)
{
if (m_Creature.SetControlMaster(to))
{
if (m_Creature.Summoned)
{
m_Creature.SummonMaster = to;
}
m_Creature.ControlTarget = to;
m_Creature.ControlOrder = OrderType.Follow;
m_Creature.BondingBegin = DateTime.MinValue;
m_Creature.OwnerAbandonTime = DateTime.MinValue;
m_Creature.IsBonded = false;
m_Creature.PlaySound(m_Creature.GetIdleSound());
var args = String.Format("{0}\t{1}\t{2}", from.Name, m_Creature.Name, to.Name);
from.SendLocalizedMessage(1043253, args); // You have transferred your pet to ~3_GETTER~.
to.SendLocalizedMessage(1043252, args); // ~1_NAME~ has transferred the allegiance of ~2_PET_NAME~ to you.
}
}
}
}
public virtual bool DoOrderTransfer()
{
if (m_Mobile.IsDeadPet)
{
return true;
}
var from = m_Mobile.ControlMaster;
var to = m_Mobile.ControlTarget as Mobile;
if (from != to && from != null && !from.Deleted && to != null && !to.Deleted && to.Player)
{
m_Mobile.DebugSay("Begin transfer with {0}", to.Name);
var youngFrom = from is PlayerMobile ? ((PlayerMobile)from).Young : false;
var youngTo = to is PlayerMobile ? ((PlayerMobile)to).Young : false;
if (youngFrom && !youngTo)
{
from.SendLocalizedMessage(502051); // As a young player, you may not transfer pets to older players.
}
else if (!youngFrom && youngTo)
{
from.SendLocalizedMessage(502052); // As an older player, you may not transfer pets to young players.
}
else if (!m_Mobile.CanBeControlledBy(to))
{
var args = String.Format("{0}\t{1}\t ", to.Name, from.Name);
from.SendLocalizedMessage(1043248, args);
// The pet refuses to be transferred because it will not obey ~1_NAME~.~3_BLANK~
to.SendLocalizedMessage(1043249, args);
// The pet will not accept you as a master because it does not trust you.~3_BLANK~
}
else if (!m_Mobile.CanBeControlledBy(from))
{
var args = String.Format("{0}\t{1}\t ", to.Name, from.Name);
from.SendLocalizedMessage(1043250, args);
// The pet refuses to be transferred because it will not obey you sufficiently.~3_BLANK~
to.SendLocalizedMessage(1043251, args);
// The pet will not accept you as a master because it does not trust ~2_NAME~.~3_BLANK~
}
else if (TransferItem.IsInCombat(m_Mobile))
{
from.SendMessage("You may not transfer a pet that has recently been in combat.");
to.SendMessage("The pet may not be transfered to you because it has recently been in combat.");
}
else if (m_Mobile.CanTransfer(from))
{
NetState fromState = from.NetState, toState = to.NetState;
if (fromState != null && toState != null)
{
if (from.HasTrade)
{
from.SendLocalizedMessage(1010507); // You cannot transfer a pet with a trade pending
}
else if (to.HasTrade)
{
to.SendLocalizedMessage(1010507); // You cannot transfer a pet with a trade pending
}
else if (to is PlayerMobile && ((PlayerMobile)to).RefuseTrades)
{
from.SendLocalizedMessage(1154111, to.Name); // ~1_NAME~ is refusing all trades.
}
else
{
Container c = fromState.AddTrade(toState);
c.DropItem(new TransferItem(m_Mobile));
}
}
}
}
m_Mobile.ControlTarget = null;
m_Mobile.ControlOrder = OrderType.Stay;
return true;
}
public virtual bool DoBardPacified()
{
if (DateTime.UtcNow < m_Mobile.BardEndTime)
{
m_Mobile.DebugSay("I am pacified, I wait");
m_Mobile.Combatant = null;
m_Mobile.Warmode = false;
}
else
{
m_Mobile.DebugSay("I'm not pacified any longer");
m_Mobile.BardPacified = false;
}
return true;
}
public virtual bool DoBardProvoked()
{
if (DateTime.UtcNow >= m_Mobile.BardEndTime && (m_Mobile.BardMaster == null || m_Mobile.BardMaster.Deleted ||
m_Mobile.BardMaster.Map != m_Mobile.Map ||
m_Mobile.GetDistanceToSqrt(m_Mobile.BardMaster) > m_Mobile.RangePerception))
{
m_Mobile.DebugSay("I have lost my provoker");
m_Mobile.BardProvoked = false;
m_Mobile.BardMaster = null;
m_Mobile.BardTarget = null;
m_Mobile.Combatant = null;
m_Mobile.Warmode = false;
}
else
{
if (m_Mobile.BardTarget == null || m_Mobile.BardTarget.Deleted || m_Mobile.BardTarget.Map != m_Mobile.Map ||
m_Mobile.GetDistanceToSqrt(m_Mobile.BardTarget) > m_Mobile.RangePerception)
{
m_Mobile.DebugSay("I have lost my provoke target");
m_Mobile.BardProvoked = false;
m_Mobile.BardMaster = null;
m_Mobile.BardTarget = null;
m_Mobile.Combatant = null;
m_Mobile.Warmode = false;
}
else
{
m_Mobile.Combatant = m_Mobile.BardTarget;
m_Action = ActionType.Combat;
m_Mobile.OnThink();
Think();
}
}
return true;
}
public virtual void WalkRandom(int iChanceToNotMove, int iChanceToDir, int iSteps)
{
if (m_Mobile.Deleted || m_Mobile.DisallowAllMoves)
{
return;
}
if (m_Mobile.CanFly && Utility.Random(8 * iChanceToNotMove) <= 8)
{
var p = Point3D.Zero;
for (int i = 0; i < 10; i++)
{
p.X = m_Mobile.X + Utility.RandomList(-3, -2, 2, 3);
p.Y = m_Mobile.Y + Utility.RandomList(-3, -2, 2, 3);
p.Z = m_Mobile.Map.GetAverageZ(p.X, p.Y);
if (m_Mobile.Home != Point3D.Zero && m_Mobile.RangeHome > 0 && !Utility.InRange(p, m_Mobile.Home, m_Mobile.RangeHome))
{
continue;
}
WalkMobileRange(p, 1, m_Mobile.CanFly, 0, 1);
return;
}
}
for (var i = 0; i < iSteps; i++)
{
if (Utility.Random(8 * iChanceToNotMove) <= 8)
{
var iRndMove = Utility.Random(0, 8 + (9 * iChanceToDir));
switch (iRndMove)
{
case 0:
DoMove(Direction.Up);
break;
case 1:
DoMove(Direction.North);
break;
case 2:
DoMove(Direction.Left);
break;
case 3:
DoMove(Direction.West);
break;
case 5:
DoMove(Direction.Down);
break;
case 6:
DoMove(Direction.South);
break;
case 7:
DoMove(Direction.Right);
break;
case 8:
DoMove(Direction.East);
break;
default:
DoMove(m_Mobile.Direction);
break;
}
}
}
}
public virtual double TransformMoveDelay(double delay)
{
delay = SpeedInfo.TransformMoveDelay(m_Mobile, delay);
if (double.IsNaN(delay))
{
using (var op = new StreamWriter("nan_transform.txt", true))
{
op.WriteLine(
"NaN in TransformMoveDelay: {0}, {1}, {2}, {3}",
DateTime.UtcNow,
GetType(),
m_Mobile == null ? "null" : m_Mobile.GetType().ToString(),
m_Mobile.StamMax);
}
return 1.0;
}
return delay;
}
public long NextMove { get; set; }
public virtual bool CheckMove()
{
return (Core.TickCount - NextMove >= 0);
}
public virtual bool DoMove(Direction d)
{
return DoMove(d, false);
}
public virtual bool DoMove(Direction d, bool badStateOk)
{
var res = DoMoveImpl(d);
return (res == MoveResult.Success || res == MoveResult.SuccessAutoTurn ||
(badStateOk && res == MoveResult.BadState));
}
private static readonly Queue<Item> m_Obstacles = new Queue<Item>();
public virtual MoveResult DoMoveImpl(Direction d)
{
if (m_Mobile.Deleted || m_Mobile.Frozen || m_Mobile.Paralyzed || !m_Mobile.CanMove ||
(m_Mobile.Spell != null && m_Mobile.Spell.IsCasting && m_Mobile.FreezeOnCast) || m_Mobile.DisallowAllMoves)
{
return MoveResult.BadState;
}
if (!CheckMove())
{
return MoveResult.BadState;
}
var delay = (int)(TransformMoveDelay(m_Mobile.CurrentSpeed) * 1000);
var mounted = (m_Mobile.Mounted || m_Mobile.Flying);
var running = CanRun && (mounted ? (delay < Mobile.WalkMount) : (delay < Mobile.WalkFoot));
if (running)
{
d |= Direction.Running;
}
// This makes them always move one step, never any direction changes
m_Mobile.Direction = d;
NextMove += delay;
if (Core.TickCount - NextMove > 0)
{
NextMove = Core.TickCount;
}
m_Mobile.Pushing = false;
MoveImpl.IgnoreMovableImpassables = (m_Mobile.CanMoveOverObstacles && !m_Mobile.CanDestroyObstacles);
if ((m_Mobile.Direction & Direction.Mask) != (d & Direction.Mask))
{
var v = m_Mobile.Move(d);
MoveImpl.IgnoreMovableImpassables = false;
return (v ? MoveResult.Success : MoveResult.Blocked);
}
if (!m_Mobile.Move(d))
{
var wasPushing = m_Mobile.Pushing;
var blocked = true;
var canOpenDoors = m_Mobile.CanOpenDoors;
var canDestroyObstacles = m_Mobile.CanDestroyObstacles;
if (canOpenDoors || canDestroyObstacles)
{
m_Mobile.DebugSay("My movement was blocked, I will try to clear some obstacles.");
var map = m_Mobile.Map;
if (map != null)
{
int x = m_Mobile.X, y = m_Mobile.Y;
Movement.Movement.Offset(d, ref x, ref y);
var destroyables = 0;
IPooledEnumerable eable = map.GetItemsInRange(new Point3D(x, y, m_Mobile.Location.Z), 1);
foreach (Item item in eable)
{
if (canOpenDoors && item is BaseDoor && (item.Z + item.ItemData.Height) > m_Mobile.Z &&
(m_Mobile.Z + 16) > item.Z)
{
if (item.X != x || item.Y != y)
{
continue;
}
var door = (BaseDoor)item;
if (!door.Locked || !door.UseLocks())
{
m_Obstacles.Enqueue(door);
}
if (!canDestroyObstacles)
{
break;
}
}
else if (canDestroyObstacles && item.Movable && item.ItemData.Impassable &&
(item.Z + item.ItemData.Height) > m_Mobile.Z && (m_Mobile.Z + 16) > item.Z)
{
if (!m_Mobile.InRange(item.GetWorldLocation(), 1))
{
continue;
}
m_Obstacles.Enqueue(item);
++destroyables;
}
}
eable.Free();
if (destroyables > 0)
{
Effects.PlaySound(new Point3D(x, y, m_Mobile.Z), m_Mobile.Map, 0x3B3);
}
if (m_Obstacles.Count > 0)
{
blocked = false; // retry movement
}
while (m_Obstacles.Count > 0)
{
var item = m_Obstacles.Dequeue();
if (item is BaseDoor)
{
m_Mobile.DebugSay("Little do they expect, I've learned how to open doors. Didn't they read the script??");
m_Mobile.DebugSay("*twist*");
((BaseDoor)item).Use(m_Mobile);
}
else
{
m_Mobile.DebugSay("Ugabooga. I'm so big and tough I can destroy it: {0}", item.GetType().Name);
if (item is Container)
{
var cont = (Container)item;
for (var i = 0; i < cont.Items.Count; ++i)
{
var check = cont.Items[i];
if (check.Movable && check.ItemData.Impassable && (item.Z + check.ItemData.Height) > m_Mobile.Z)
{
m_Obstacles.Enqueue(check);
}
}
cont.Destroy();
}
else
{
item.Delete();
}
}
}
if (!blocked)
{
blocked = !m_Mobile.Move(d);
}
}
}
if (blocked)
{
var offset = (Utility.RandomDouble() >= 0.6 ? 1 : -1);
for (var i = 0; i < 2; ++i)
{
m_Mobile.TurnInternal(offset);
if (m_Mobile.Move(m_Mobile.Direction))
{
MoveImpl.IgnoreMovableImpassables = false;
return MoveResult.SuccessAutoTurn;
}
}
MoveImpl.IgnoreMovableImpassables = false;
return (wasPushing ? MoveResult.BadState : MoveResult.Blocked);
}
MoveImpl.IgnoreMovableImpassables = false;
return MoveResult.Success;
}
MoveImpl.IgnoreMovableImpassables = false;
return MoveResult.Success;
}
public virtual void WalkRandomInHome(int iChanceToNotMove, int iChanceToDir, int iSteps)
{
if (m_Mobile.Deleted || m_Mobile.DisallowAllMoves)
{
return;
}
if (m_Mobile.Home == Point3D.Zero)
{
if (m_Mobile.Spawner is SpawnEntry)
{
Region region = ((SpawnEntry)m_Mobile.Spawner).Region;
if (m_Mobile.Region.AcceptsSpawnsFrom(region))
{
m_Mobile.WalkRegion = region;
WalkRandom(iChanceToNotMove, iChanceToDir, iSteps);
m_Mobile.WalkRegion = null;
}
else
{
if (region.GoLocation != Point3D.Zero && Utility.Random(10) > 5)
{
DoMove(m_Mobile.GetDirectionTo(region.GoLocation));
}
else
{
WalkRandom(iChanceToNotMove, iChanceToDir, 1);
}
}
}
else
{
WalkRandom(iChanceToNotMove, iChanceToDir, iSteps);
}
}
else
{
for (var i = 0; i < iSteps; i++)
{
if (m_Mobile.RangeHome != 0)
{
var iCurrDist = (int)m_Mobile.GetDistanceToSqrt(m_Mobile.Home);
if (iCurrDist < m_Mobile.RangeHome * 2 / 3)
{
WalkRandom(iChanceToNotMove, iChanceToDir, 1);
}
else if (iCurrDist > m_Mobile.RangeHome)
{
DoMove(m_Mobile.GetDirectionTo(m_Mobile.Home));
}
else
{
if (Utility.Random(10) > 5)
{
DoMove(m_Mobile.GetDirectionTo(m_Mobile.Home));
}
else
{
WalkRandom(iChanceToNotMove, iChanceToDir, 1);
}
}
}
else
{
if (m_Mobile.Location != m_Mobile.Home)
{
DoMove(m_Mobile.GetDirectionTo(m_Mobile.Home));
}
}
}
}
}
public virtual bool CheckFlee()
{
if (m_Mobile.CheckFlee())
{
var combatant = m_Mobile.Combatant as Mobile;
if (combatant == null)
{
WalkRandom(1, 2, 1);
}
else
{
var d = combatant.GetDirectionTo(m_Mobile);
d = (Direction)((int)d + Utility.RandomMinMax(-1, +1));
m_Mobile.Direction = d;
m_Mobile.Move(d);
}
return true;
}
return false;
}
protected PathFollower m_Path;
public virtual void OnTeleported()
{
if (m_Path != null)
{
m_Mobile.DebugSay("Teleported; repathing");
m_Path.ForceRepath();
}
}
public virtual bool MoveTo(IPoint3D p, bool run, int range)
{
if (m_Mobile.Deleted || m_Mobile.DisallowAllMoves || p == null || (p is IDamageable && ((IDamageable)p).Deleted))
{
return false;
}
if (!m_Mobile.Controlled && m_Mobile.ForceStayHome)
{
var rangeHome = Math.Min(10, m_Mobile.RangeHome);
if (!Utility.InRange(new Point3D(p), m_Mobile.Home, rangeHome) || 0.025 < Utility.RandomDouble())
{
return false;
}
}
if (m_Mobile.InRange(p, range))
{
m_Path = null;
return true;
}
if (m_Path != null && m_Path.Goal == p)
{
if (m_Path.Follow(run, 1))
{
m_Path = null;
return true;
}
}
else if (!DoMove(m_Mobile.GetDirectionTo(p), true))
{
m_Path = new PathFollower(m_Mobile, p);
m_Path.Mover = DoMoveImpl;
if (m_Path.Follow(run, 1))
{
m_Path = null;
return true;
}
}
else
{
m_Path = null;
return true;
}
return false;
}
/*
* Walk at range distance from mobile
*
* iSteps : Number of steps
* bRun : Do we run
* iWantDistMin : The minimum distance we want to be
* iWantDistMax : The maximum distance we want to be
*
*/
public virtual bool WalkMobileRange(IPoint3D p, int iSteps, bool bRun, int iWantDistMin, int iWantDistMax)
{
if (m_Mobile.Deleted || m_Mobile.DisallowAllMoves)
{
return false;
}
if (p != null)
{
for (var i = 0; i < iSteps; i++)
{
// Get the curent distance
var iCurrDist = (int)m_Mobile.GetDistanceToSqrt(p);
if (iCurrDist < iWantDistMin || iCurrDist > iWantDistMax)
{
var needCloser = (iCurrDist > iWantDistMax);
var needFurther = !needCloser;
if (needCloser && m_Path != null && m_Path.Goal == p)
{
if (m_Path.Follow(bRun, 1))
{
m_Path = null;
}
}
else
{
Direction dirTo;
if (iCurrDist > iWantDistMax)
{
dirTo = m_Mobile.GetDirectionTo(p);
}
else
{
dirTo = Utility.GetDirection(p, m_Mobile);
}
// Add the run flag
if (bRun)
{
dirTo = dirTo | Direction.Running;
}
if (!DoMove(dirTo, true) && needCloser)
{
m_Path = new PathFollower(m_Mobile, p);
m_Path.Mover = DoMoveImpl;
if (m_Path.Follow(bRun, 1))
{
m_Path = null;
}
}
else
{
m_Path = null;
}
}
}
else
{
return true;
}
}
// Get the curent distance
var iNewDist = (int)m_Mobile.GetDistanceToSqrt(p);
if (iNewDist >= iWantDistMin && iNewDist <= iWantDistMax)
{
return true;
}
return false;
}
return false;
}
/*
* Here we check to acquire a target from our surronding
*
* iRange : The range
* acqType : A type of acquire we want (closest, strongest, etc)
* bPlayerOnly : Don't bother with other creatures or NPCs, want a player
* bFacFriend : Check people in my faction
* bFacFoe : Check people in other factions
*
* Note: Never use a differing acqType for enemy targeting! It only checks using creature's fightmode!
*/
public virtual bool AcquireFocusMob(int iRange, FightMode acqType, bool bPlayerOnly, bool bFacFriend, bool bFacFoe)
{
if (m_Mobile.Deleted)
{
return false;
}
if (m_Mobile.BardProvoked)
{
if (m_Mobile.BardTarget == null || m_Mobile.BardTarget.Deleted)
{
m_Mobile.FocusMob = null;
return false;
}
m_Mobile.FocusMob = m_Mobile.BardTarget;
return (m_Mobile.FocusMob != null);
}
if (m_Mobile.Controlled)
{
if (m_Mobile.ControlTarget == null || m_Mobile.ControlTarget.Deleted ||
(m_Mobile.ControlTarget is Mobile && ((Mobile)m_Mobile.ControlTarget).Hidden) || !m_Mobile.ControlTarget.Alive ||
(m_Mobile.ControlTarget is Mobile && ((Mobile)m_Mobile.ControlTarget).IsDeadBondedPet) ||
!m_Mobile.InRange(m_Mobile.ControlTarget, m_Mobile.RangePerception * 2))
{
if (m_Mobile.ControlTarget != null && m_Mobile.ControlTarget != m_Mobile.ControlMaster)
{
m_Mobile.ControlTarget = null;
}
m_Mobile.FocusMob = null;
return false;
}
m_Mobile.FocusMob = m_Mobile.ControlTarget;
return (m_Mobile.FocusMob != null);
}
if (m_Mobile.ConstantFocus != null)
{
m_Mobile.DebugSay("Acquired my constant focus");
m_Mobile.FocusMob = m_Mobile.ConstantFocus;
return true;
}
if (acqType == FightMode.None)
{
m_Mobile.FocusMob = null;
return false;
}
if (acqType == FightMode.Aggressor && m_Mobile.Aggressors.Count == 0 && m_Mobile.Aggressed.Count == 0 &&
m_Mobile.FactionAllegiance == null && m_Mobile.EthicAllegiance == null)
{
if ((Core.TOL && m_Mobile.Tribe == TribeType.None) || (!Core.TOL && m_Mobile.OppositionGroup == null))
{
if ((XmlIsEnemy)XmlAttach.FindAttachment(m_Mobile, typeof(XmlIsEnemy)) == null)
{
m_Mobile.FocusMob = null;
return false;
}
}
}
if (m_Mobile.NextReacquireTime > Core.TickCount)
{
m_Mobile.FocusMob = null;
return false;
}
m_Mobile.NextReacquireTime = Core.TickCount + (int)m_Mobile.ReacquireDelay.TotalMilliseconds;
m_Mobile.DebugSay("Acquiring...");
var map = m_Mobile.Map;
if (map != null)
{
Mobile newFocusMob = null;
var val = double.MinValue;
double theirVal;
var eable = map.GetMobilesInRange(m_Mobile.Location, iRange);
foreach (var m in eable)
{
if (m.Deleted || m.Blessed)
{
continue;
}
// Let's not target ourself...
if (m == m_Mobile)
{
continue;
}
// Dead targets are invalid.
if (!m.Alive || m.IsDeadBondedPet)
{
continue;
}
// Staff members cannot be targeted.
if (m.IsStaff())
{
continue;
}
// Does it have to be a player?
if (bPlayerOnly && !m.Player)
{
continue;
}
// Can't acquire a target we can't see.
if (!m_Mobile.CanSee(m) || !m_Mobile.InLOS(m))
{
continue;
}
// If we only want faction friends
if (bFacFriend && !bFacFoe)
{
// Ignore anyone who's not a friend
if (!m_Mobile.IsFriend(m))
{
continue;
}
}
// Don't ignore friends we want to and can help
else if (!bFacFriend || !m_Mobile.IsFriend(m))
{
// Let's not target a familiar...
if (m is BaseFamiliar)
{
continue;
}
if (m_Mobile.Summoned && m_Mobile.SummonMaster != null)
{
// If this is a summon, it can't target its controller.
if (m == m_Mobile.SummonMaster)
continue;
// It also must abide by harmful spell rules if the master is a player.
if (m_Mobile.SummonMaster is PlayerMobile && !SpellHelper.ValidIndirectTarget(m_Mobile.SummonMaster, m))
{
continue;
}
// Players animated creatures cannot attack other players directly.
if (m is PlayerMobile && m_Mobile.IsAnimatedDead && m_Mobile.SummonMaster is PlayerMobile)
continue;
}
// Ignore anyone we can't hurt
if (!m_Mobile.CanBeHarmful(m, false))
{
continue;
}
// Don't ignore hostile mobiles
if (!IsHostile(m, acqType))
{
// Ignore anyone if we don't want enemies
if (!bFacFoe)
{
continue;
}
// Ignore any non-enemy
if (!m_Mobile.IsEnemy(m))
{
continue;
}
}
}
theirVal = m_Mobile.GetFightModeRanking(m, acqType, bPlayerOnly);
if (theirVal > val || (theirVal == val && newFocusMob.Player && !m.Player))
{
newFocusMob = m;
val = theirVal;
}
}
eable.Free();
m_Mobile.FocusMob = newFocusMob;
}
return (m_Mobile.FocusMob != null);
}
public virtual bool IsHostile(Mobile from, FightMode mode)
{
if (m_Mobile.Combatant == from || from.Combatant == m_Mobile)
{
return true;
}
return false;
}
public virtual void Deactivate()
{
if (m_Mobile.PlayerRangeSensitive)
{
m_Timer.Stop();
var se = m_Mobile.Spawner as SpawnEntry;
if (se != null && se.ReturnOnDeactivate && !m_Mobile.Controlled)
{
if (se.HomeLocation == Point3D.Zero)
{
if (!m_Mobile.Region.AcceptsSpawnsFrom(se.Region))
{
Timer.DelayCall(TimeSpan.Zero, ReturnToHome);
}
}
else if (!m_Mobile.InRange(se.HomeLocation, se.HomeRange))
{
Timer.DelayCall(TimeSpan.Zero, ReturnToHome);
}
}
}
}
private void ReturnToHome()
{
var se = m_Mobile.Spawner as SpawnEntry;
if (se != null)
{
var loc = se.RandomSpawnLocation(16, !m_Mobile.CantWalk, m_Mobile.CanSwim);
if (loc != Point3D.Zero)
{
m_Mobile.MoveToWorld(loc, se.Region.Map);
}
}
}
public virtual void Activate()
{
if (!m_Timer.Running)
{
m_Timer.Delay = TimeSpan.Zero;
m_Timer.Start();
}
}
/*
* The mobile changed it speed, we must ajust the timer
*/
public virtual void OnCurrentSpeedChanged()
{
m_Timer.Stop();
m_Timer.Delay = TimeSpan.FromSeconds(Utility.RandomDouble());
m_Timer.Interval = TimeSpan.FromSeconds(Math.Max(0.0, m_Mobile.CurrentSpeed));
m_Timer.Start();
}
public virtual void AfterThink()
{ }
/*
* The Timer object
*/
private class AITimer : Timer
{
private readonly BaseAI m_Owner;
public AITimer(BaseAI owner)
: base(
TimeSpan.FromSeconds(Utility.RandomDouble()),
TimeSpan.FromSeconds(Math.Max(0.0, owner.m_Mobile.CurrentSpeed)))
{
m_Owner = owner;
Priority = TimerPriority.FiftyMS;
}
protected override void OnTick()
{
if (m_Owner.m_Mobile.Deleted)
{
Stop();
return;
}
if (m_Owner.m_Mobile.Map == null || m_Owner.m_Mobile.Map == Map.Internal)
{
m_Owner.Deactivate();
return;
}
if (m_Owner.m_Mobile.PlayerRangeSensitive) //have to check this in the timer....
{
var sect = m_Owner.m_Mobile.Map.GetSector(m_Owner.m_Mobile);
if (!sect.Active)
{
m_Owner.Deactivate();
return;
}
}
m_Owner.m_Mobile.OnThink();
if (m_Owner.m_Mobile.Deleted)
{
Stop();
return;
}
if (m_Owner.m_Mobile.Map == null || m_Owner.m_Mobile.Map == Map.Internal)
{
m_Owner.Deactivate();
return;
}
if (m_Owner.m_Mobile.BardPacified)
{
m_Owner.DoBardPacified();
}
else if (m_Owner.m_Mobile.BardProvoked)
{
m_Owner.DoBardProvoked();
}
else
{
if (!m_Owner.m_Mobile.Controlled)
{
if (!m_Owner.Think())
{
Stop();
return;
}
}
else
{
if (!m_Owner.Obey())
{
Stop();
return;
}
}
}
m_Owner.AfterThink();
}
}
}
}