using System.Drawing; using Server.MirDatabase; using S = ServerPackets; namespace Server.MirObjects.Monsters { public class Guard : MonsterObject { public override bool Blocking { get { return true; } } protected override bool CanMove { get { return Route.Count > 0 && !Dead && Envir.Time > MoveTime && Envir.Time > ActionTime && Envir.Time > ShockTime; } } protected override bool CanRegen { get { return false; } } protected internal Guard(MonsterInfo info) : base(info) { NameColour = Color.SkyBlue; } public override void Spawned() { if (Respawn != null && Respawn.Info.Direction < 8) Direction = (MirDirection)Respawn.Info.Direction; base.Spawned(); } protected override bool InAttackRange() { if (Target.CurrentMap != CurrentMap) return false; return Target.CurrentLocation != CurrentLocation && Functions.InRange(CurrentLocation, Target.CurrentLocation, Info.ViewRange); } protected override void ProcessRegen() { } protected override void ProcessRoam() { if (CanMove) base.ProcessRoam(); } public override bool IsAttackTarget(HumanObject attacker) { return false; } public override bool IsAttackTarget(MonsterObject attacker) { return false; } public override int Attacked(HumanObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true) { throw new NotSupportedException(); } public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility) { throw new NotSupportedException(); } public override int Struck(int damage, DefenceType type = DefenceType.ACAgility) { return 0; } protected override bool DropItem(UserItem item) { throw new NotSupportedException(); } protected override bool DropGold(uint gold) { throw new NotSupportedException(); } public override void Die() { } protected override void Attack() { if (!Target.IsAttackTarget(this)) return; Point target = Target.Back; MirDirection dir = Functions.DirectionFromPoint(target, Target.CurrentLocation); Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = dir, Location = target }); Broadcast(new S.ObjectTurn { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation }); ActionTime = Envir.Time + 500; AttackTime = Envir.Time + AttackSpeed; int damage = GetAttackPower(Stats[Stat.MinDC], Stats[Stat.MaxDC]); if (Target.Race != ObjectType.Player) damage = int.MaxValue; if (damage == 0) return; DelayedAction action = new DelayedAction(DelayedType.Damage, Envir.Time + 300, Target, damage, DefenceType.AC); ActionList.Add(action); } } }