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- using System.Drawing;
- using Server.MirDatabase;
- using S = ServerPackets;
- using Server.MirEnvir;
- namespace Server.MirObjects.Monsters
- {
- public class TurtleKing : MonsterObject
- {
- public byte AttackRange = 7;
- public byte CloseRange = 2;
- private byte _stage = 5;
- protected internal TurtleKing(MonsterInfo info)
- : base(info)
- {
- }
- protected override bool InAttackRange()
- {
- return CurrentMap == Target.CurrentMap && Functions.InRange(CurrentLocation, Target.CurrentLocation, AttackRange);
- }
-
- protected override void ProcessAI()
- {
- if (Dead) return;
- if (Stats[Stat.HP] >= 5)
- {
- byte stage = (byte)(HP / (Stats[Stat.HP] / 5));
- if (stage < _stage)
- {
- SpawnSlaves();
- _stage = stage;
- }
- }
- base.ProcessAI();
- }
- protected override void Attack()
- {
- if (!Target.IsAttackTarget(this))
- {
- Target = null;
- return;
- }
- ShockTime = 0;
- ActionTime = Envir.Time + 300;
- AttackTime = Envir.Time + AttackSpeed;
- Direction = Functions.DirectionFromPoint(CurrentLocation, Target.CurrentLocation);
- bool ranged = CurrentLocation == Target.CurrentLocation || !Functions.InRange(CurrentLocation, Target.CurrentLocation, CloseRange);
- if (!ranged)
- {
- switch (Envir.Random.Next(5))
- {
- case 0:
- case 1:
- {
- 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;
- LineAttack(damage, 2, 300);
- }
- break;
- case 2:
- case 3:
- {
- 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;
- LineAttack(damage, 3, 300);
- }
- break;
- case 4:
- {
- Broadcast(new S.ObjectRangeAttack { 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.RangeDamage, Envir.Time + 500, Target, damage, DefenceType.MAC);
- ActionList.Add(action);
- }
- break;
- }
- }
- else
- {
- if (!Functions.InRange(CurrentLocation, Target.CurrentLocation, CloseRange) && Envir.Random.Next(4) == 0)
- {
- Broadcast(new S.ObjectRangeAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, Type = 0 });
- Point target = Functions.PointMove(CurrentLocation, Direction, 1);
- Target.Teleport(CurrentMap, target, true, 6);
- }
- else if (!Functions.InRange(CurrentLocation, Target.CurrentLocation, CloseRange) && Envir.Random.Next(4) == 0)
- {
- Broadcast(new S.ObjectRangeAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, Type = 2 });
- Point target = Functions.PointMove(Target.CurrentLocation, Target.Direction, 1);
- Teleport(CurrentMap, target, true, 6);
- }
- else
- {
- Broadcast(new S.ObjectRangeAttack { 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.RangeDamage, Envir.Time + 500, Target, damage, DefenceType.MAC);
- ActionList.Add(action);
- }
- }
- }
- protected override void CompleteAttack(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;
- if (target.Attacked(this, damage, defence) <= 0) return;
- PoisonTarget(target, 8, 3, PoisonType.Dazed, 1000);
- }
- protected override void CompleteRangeAttack(IList<object> data)
- {
- MapObject target = (MapObject)data[0];
- int damage = (int)data[1];
- if (target == null || !target.IsAttackTarget(this) || target.CurrentMap != CurrentMap || target.Node == null) return;
- List<MapObject> targets = FindAllTargets(AttackRange, CurrentLocation);
- if (targets.Count == 0) return;
- for (int i = 0; i < targets.Count; i++)
- {
- Broadcast(new S.ObjectEffect { ObjectID = Target.ObjectID, Effect = SpellEffect.TurtleKing });
- if (targets[i].Attacked(this, damage, DefenceType.MAC) <= 0) return;
- PoisonTarget(targets[i], 5, 15, PoisonType.Slow, 1000);
- PoisonTarget(targets[i], 5, 5, PoisonType.Paralysis, 1000);
- }
- }
- private void SpawnSlaves()
- {
- int count = Math.Min(8, 30 - SlaveList.Count);
- for (int i = 0; i < count; i++)
- {
- MonsterObject mob = null;
- switch (Envir.Random.Next(7))
- {
- case 0:
- mob = GetMonster(Envir.GetMonsterInfo(Settings.Turtle1));
- break;
- case 1:
- mob = GetMonster(Envir.GetMonsterInfo(Settings.Turtle2));
- break;
- case 2:
- mob = GetMonster(Envir.GetMonsterInfo(Settings.Turtle3));
- break;
- case 3:
- mob = GetMonster(Envir.GetMonsterInfo(Settings.Turtle4));
- break;
- case 4:
- mob = GetMonster(Envir.GetMonsterInfo(Settings.Turtle5));
- break;
- }
- if (mob == null) continue;
- if (!mob.Spawn(CurrentMap, Front))
- mob.Spawn(CurrentMap, CurrentLocation);
- //mob.Master = this;
- mob.Target = Target;
- mob.ActionTime = Envir.Time + 2000;
- SlaveList.Add(mob);
- }
- }
- }
- }
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