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- using System.Drawing;
- using Server.MirDatabase;
- using Server.MirEnvir;
- using S = ServerPackets;
- namespace Server.MirObjects.Monsters
- {
- public class Armadillo : DigOutZombie
- {
- protected bool _runAway;
- protected internal Armadillo(MonsterInfo info)
- : base(info)
- {
- }
- protected override void SpawnDigOutEffect()
- {
- if (Visible && Envir.Time > DigOutTime + 500 && !DoneDigOut)
- {
- SpellObject ob = new SpellObject
- {
- Spell = Spell.DigOutArmadillo,
- Value = 1,
- ExpireTime = Envir.Time + (5 * 60 * 1000),
- TickSpeed = 2000,
- Caster = null,
- CurrentLocation = DigOutLocation,
- CurrentMap = this.CurrentMap,
- Direction = DigOutDirection
- };
- CurrentMap.AddObject(ob);
- ob.Spawned();
- DoneDigOut = true;
- }
- }
- public override int Attacked(HumanObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
- {
- if (_runAway && Envir.Random.Next(4) == 0)
- {
- _runAway = false;
- }
- return base.Attacked(attacker, damage, type, damageWeapon);
- }
- public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
- {
- if (_runAway && Envir.Random.Next(4) == 0)
- {
- _runAway = false;
- }
- return base.Attacked(attacker, damage, type);
- }
- protected override void Attack()
- {
- if (!Target.IsAttackTarget(this))
- {
- Target = null;
- return;
- }
- ShockTime = 0;
- Direction = Functions.DirectionFromPoint(CurrentLocation, Target.CurrentLocation);
- ActionTime = Envir.Time + 300;
- AttackTime = Envir.Time + AttackSpeed;
- switch (Envir.Random.Next(0, 6))
- {
- case 0:
- {
- Retreat();
- }
- break;
- case 1:
- {
- Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, Type = 1 });
- int damage = GetAttackPower(Stats[Stat.MinDC], Stats[Stat.MaxDC]);
- if (damage == 0) return;
- DelayedAction action = new DelayedAction(DelayedType.Damage, Envir.Time + 400, Target, damage / 2, DefenceType.ACAgility);
- ActionList.Add(action);
- damage = GetAttackPower(Stats[Stat.MinDC], Stats[Stat.MaxDC]);
- if (damage == 0) return;
- action = new DelayedAction(DelayedType.Damage, Envir.Time + 600, Target, damage / 2, DefenceType.ACAgility);
- ActionList.Add(action);
- damage = GetAttackPower(Stats[Stat.MinDC], Stats[Stat.MaxDC]);
- if (damage == 0) return;
- action = new DelayedAction(DelayedType.Damage, Envir.Time + 800, Target, damage / 2, DefenceType.ACAgility);
- ActionList.Add(action);
- }
- break;
- default:
- {
- Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation });
- int damage = GetAttackPower(Stats[Stat.MinDC], Stats[Stat.MaxDC]);
- if (damage == 0) return;
- DelayedAction action = new DelayedAction(DelayedType.Damage, Envir.Time + 400, Target, damage, DefenceType.ACAgility);
- ActionList.Add(action);
- }
- break;
- }
- }
- protected void Retreat()
- {
- MirDirection jumpDir = Functions.ReverseDirection(Direction);
- Point location = new Point();
- for (int i = 0; i < 2; i++)
- {
- location = Functions.PointMove(CurrentLocation, jumpDir, 1);
- if (!CurrentMap.ValidPoint(location)) return;
- }
- for (int i = 0; i < 2; i++)
- {
- location = Functions.PointMove(CurrentLocation, jumpDir, 1);
- CurrentMap.GetCell(CurrentLocation).Remove(this);
- RemoveObjects(jumpDir, 1);
- CurrentLocation = location;
- CurrentMap.GetCell(CurrentLocation).Add(this);
- AddObjects(jumpDir, 1);
- }
- Broadcast(new S.ObjectBackStep { ObjectID = ObjectID, Direction = Direction, Location = location, Distance = 2 });
- int damage = Stats[Stat.MaxDC];
- if (damage == 0) return;
- DelayedAction action = new DelayedAction(DelayedType.RangeDamage, Envir.Time + 900, Target, damage, DefenceType.AC);
- ActionList.Add(action);
- }
- protected override void CompleteRangeAttack(IList<object> data)
- {
- MapObject target = (MapObject)data[0];
- int damage = (int)data[1];
- DefenceType defence = (DefenceType)data[2];
- if (target == null || !target.IsAttackTarget(this) || target.CurrentMap != CurrentMap || target.Node == null) return;
- var targets = FindAllTargets(2, CurrentLocation);
- for (int i = 0; i < targets.Count; i++)
- {
- if (targets[i].Attacked(this, damage, defence) <= 0)
- {
- _runAway = true;
- };
- }
- }
- protected override void ProcessTarget()
- {
- if (_runAway)
- {
- if (!CanMove || Target == null) return;
- MirDirection dir = Functions.DirectionFromPoint(Target.CurrentLocation, CurrentLocation);
- if (Walk(dir)) return;
- switch (Envir.Random.Next(2)) //No favour
- {
- case 0:
- for (int i = 0; i < 7; i++)
- {
- dir = Functions.NextDir(dir);
- if (Walk(dir))
- return;
- }
- break;
- default:
- for (int i = 0; i < 7; i++)
- {
- dir = Functions.PreviousDir(dir);
- if (Walk(dir))
- return;
- }
- break;
- }
- }
- else base.ProcessTarget();
- }
- }
- }
|