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- using Server.MirDatabase;
- using S = ServerPackets;
- namespace Server.MirObjects.Monsters
- {
- public class EvilMir : MonsterObject
- {
- public bool Sleeping;
- private bool MassAttack;
- public long WakeUpTime;
- public override MapObject Target
- {
- get { return _target; }
- set
- {
- if (_target == value) return;
- _target = value;
- if (value == null && DragonLink) Envir.DragonSystem.DeLevelTime = Envir.Time + Envir.DragonSystem.DeLevelDelay;
- }
- }
- private bool _dragonlink;
- public bool DragonLink
- {
- get { return _dragonlink && Envir.DragonSystem != null; }
- set
- {
- if (_dragonlink == value) return;
- _dragonlink = value;
- }
- }
- protected override bool CanAttack
- {
- get
- {
- return !Sleeping && base.CanAttack;
- }
- }
- protected override bool CanMove { get { return false; } }
- protected internal EvilMir(MonsterInfo info)
- : base(info)
- {
- Direction = MirDirection.Up;
- }
- public override void Turn(MirDirection dir)
- {
- }
- public override bool Walk(MirDirection dir) { return false; }
- public override bool IsAttackTarget(MonsterObject attacker)
- {
- return !Sleeping && base.IsAttackTarget(attacker);
- }
- public override bool IsAttackTarget(HumanObject attacker)
- {
- return !Sleeping && base.IsAttackTarget(attacker);
- }
- protected override bool InAttackRange()
- {
- return CurrentMap == Target.CurrentMap && Functions.InRange(CurrentLocation, Target.CurrentLocation, Info.ViewRange);
- }
- protected override void ProcessRoam() { }
- protected override void ProcessSearch()
- {
- if (!Sleeping)
- base.ProcessSearch();
- }
- protected override void ProcessAI()
- {
- if (!Dead && Sleeping && Envir.Time > WakeUpTime)
- {
- Sleeping = false;
- HP = Stats[Stat.HP];
- return;
- }
- base.ProcessAI();
- }
- protected override void CompleteAttack(IList<object> data)
- {
- if (Target == null) return;
- if (!Target.IsAttackTarget(this) || Target.CurrentMap != CurrentMap || Target.Node == null) return;
- List<MapObject> targets = MassAttack ? FindAllTargets(17/*huge range so it even hits ppl with bigger resolutions*/, CurrentLocation, false) : FindAllTargets(2, Target.CurrentLocation, false);
- if (targets.Count == 0) return;
- for (int i = 0; i < targets.Count; i++)
- {
- Target = targets[i];
- Attack();
- }
- }
- protected override void ProcessTarget()
- {
- if (Target == null) return;
- if (!CanAttack || !InAttackRange()) return;
- ShockTime = 0;
- if (DragonLink)
- {
- if (Envir.DragonSystem.Info.Level < Globals.MaxDragonLevel)
- Envir.DragonSystem.DeLevelTime = Envir.Time + Envir.DragonSystem.DeLevelDelay;
- else
- Envir.DragonSystem.DeLevelTime = Envir.Time + (6 * Envir.DragonSystem.DeLevelDelay);
- }
- byte random = DragonLink ? (byte)(Envir.DragonSystem.MaxLevel + 3 - Envir.DragonSystem.Info.Level) : (byte)8;
- if (Envir.Random.Next(random) > 0 /*&& Target.CurrentLocation.Y >= CurrentLocation.Y - 1*/)//in theory it shouldnt fire 'behind' it, but it should shoot at stuff in it's top left corner (and this code made it only hit below him not 'infront' of him)
- {
- MassAttack = false;
- Direction = SetDirection(Functions.DirectionFromPoint(CurrentLocation, Target.CurrentLocation));
- Broadcast(new S.ObjectRangeAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, TargetID = Target.ObjectID });
- int delay = Functions.MaxDistance(CurrentLocation, Target.CurrentLocation) * 50 + 620; //50 MS per Step
- ActionList.Add(new DelayedAction(DelayedType.Damage, Envir.Time + delay));
- }
- else
- {
- MassAttack = true;
- Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation });
- ActionList.Add(new DelayedAction(DelayedType.Damage, Envir.Time + 500));
- }
- ActionTime = Envir.Time + 300;
- AttackTime = Envir.Time + AttackSpeed;
- }
- protected override void Attack()
- {
- int damage = GetAttackPower(Stats[Stat.MinDC], DragonLink ? Stats[Stat.MaxDC] + (Envir.DragonSystem.Info.Level - 1 * 10) : Stats[Stat.MaxDC]);
- if (!MassAttack)
- damage = (int)(damage * 0.75);//make mass attacking do slightly more dmg then targeted
- if (damage == 0) return;
- if (Target.Attacked(this, damage, DefenceType.MAC) <= 0) return;
- PoisonTarget(Target, 5, 15, PoisonType.Green, 2000);
- PoisonTarget(Target, 5, 5, PoisonType.Paralysis, 1000);
- }
- public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
- {
- return Sleeping ? 0 : base.Attacked(attacker, damage, type);
- }
- public override int Attacked(HumanObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
- {
- return Sleeping ? 0 : base.Attacked(attacker, damage, type, damageWeapon);
- }
- public override int Struck(int damage, DefenceType type = DefenceType.ACAgility)
- {
- return 0;
- }
- public override void ChangeHP(int amount)
- {
- if (DragonLink && amount < 0) Envir.DragonSystem.GainExp(Envir.Random.Next(1, 40));
- base.ChangeHP(amount);
- }
- public override void Die()
- {
- if (Dead || Sleeping) return;
- if (!DragonLink) base.Die();
- else
- {
- if (Info.HasDieScript && (Envir.MonsterNPC != null))
- {
- Envir.MonsterNPC.Call(this,string.Format("[@_DIE({0})]", Info.Index));
- }
- Envir.DragonSystem.GainExp(250);//why would hitting em give you so little 'points', while hitting them gives so much
- Sleeping = true;
- WakeUpTime = Envir.Time + 5 * (60 * 1000);
- }
- }
- public MirDirection SetDirection(MirDirection dir)
- {
- switch (dir)
- {
- case MirDirection.DownRight:
- case MirDirection.Right:
- return MirDirection.Up;
- case MirDirection.Left:
- case MirDirection.UpLeft:
- return MirDirection.Right;
- default:
- return MirDirection.UpRight;
- }
- }
- }
- }
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