using System.Drawing; using Server.MirDatabase; using Server.MirEnvir; using S = ServerPackets; namespace Server.MirObjects.Monsters { public class StoneGolem : MonsterObject { protected virtual byte AttackRange { get { return 4; } } protected internal StoneGolem(MonsterInfo info) : base(info) { } protected override bool InAttackRange() { return CurrentMap == Target.CurrentMap && Functions.InRange(CurrentLocation, Target.CurrentLocation, AttackRange); } protected override void Attack() { if (!Target.IsAttackTarget(this)) { Target = null; return; } ShockTime = 0; Direction = Functions.DirectionFromPoint(CurrentLocation, Target.CurrentLocation); bool ranged = CurrentLocation == Target.CurrentLocation || !Functions.InRange(CurrentLocation, Target.CurrentLocation, 1); ActionTime = Envir.Time + 300; AttackTime = Envir.Time + AttackSpeed; if (!ranged) { Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, Type = 0 }); int damage = GetAttackPower(Stats[Stat.MinDC], Stats[Stat.MaxDC]); if (damage == 0) return; DelayedAction action = new DelayedAction(DelayedType.Damage, Envir.Time + 500, Target, damage, DefenceType.AC); ActionList.Add(action); } else { Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, Type = 1 }); var location = Functions.PointMove(CurrentLocation, Direction, 3); for (int y = location.Y - 2; y <= location.Y + 2; y++) { if (y < 0) continue; if (y >= CurrentMap.Height) break; for (int x = location.X - 2; x <= location.X + 2; x++) { if (x < 0) continue; if (x >= CurrentMap.Width) break; var cell = CurrentMap.GetCell(x, y); if (!cell.Valid) continue; int damage = GetAttackPower(Stats[Stat.MinMC], Stats[Stat.MaxMC]); var start = 500; SpellObject ob = new SpellObject { Spell = Spell.StoneGolemQuake, Value = damage, ExpireTime = Envir.Time + 800 + start, TickSpeed = 1000, Direction = Direction, CurrentLocation = new Point(x, y), CastLocation = CurrentLocation, Show = location.X == x && location.Y == y, CurrentMap = CurrentMap, Caster = this }; DelayedAction action = new DelayedAction(DelayedType.Spawn, Envir.Time + start, ob); CurrentMap.ActionList.Add(action); } } } } } }