using System;
using System.Collections;
using Server.Misc;
using Server.Items;
using Server.Mobiles;
using Server.Targeting;
namespace Server.Mobiles
{
public class SpawningGuard : WarriorGuard
{
public override bool ClickTitle { get { return false; } }
[Constructable]
public SpawningGuard() : base()
{
}
public SpawningGuard(Serial serial) : base(serial)
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0); // version
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
public class WarriorGuard : BaseGuard
{
public override bool ClickTitle { get { return false; } }
private Timer m_AttackTimer, m_IdleTimer;
private Mobile m_Focus;
[Constructable]
public WarriorGuard() : this( null )
{
}
public WarriorGuard(Mobile target) : base( target )
{
InitStats( 1000, 1000, 1000 );
Title = "the guard";
AI = AIType.AI_Berserk;
RangeFight = 1;
ActiveSpeed = 0.1;
PassiveSpeed = 1;
RangePerception = 14;
FightMode = FightMode.Closest;
SpeechHue = Utility.RandomDyedHue();
Hue = Utility.RandomSkinHue();
if ( Female = Utility.RandomBool() )
{
Body = 0x191;
Name = NameList.RandomName( "female" );
switch( Utility.Random( 2 ) )
{
case 0: AddItem( new LeatherSkirt() ); break;
case 1: AddItem( new LeatherShorts() ); break;
}
switch( Utility.Random( 5 ) )
{
case 0: AddItem( new FemaleLeatherChest() ); break;
case 1: AddItem( new FemaleStuddedChest() ); break;
case 2: AddItem( new LeatherBustierArms() ); break;
case 3: AddItem( new StuddedBustierArms() ); break;
case 4: AddItem( new FemalePlateChest() ); break;
}
AddItem(new BodySash(Utility.RandomAllColors()));
}
else
{
Body = 0x190;
Name = NameList.RandomName( "male" );
AddItem( new PlateChest() );
AddItem( new PlateArms() );
AddItem( new PlateLegs() );
switch( Utility.Random( 3 ) )
{
case 0: AddItem( new Doublet( Utility.RandomNondyedHue() ) ); break;
case 1: AddItem( new Tunic( Utility.RandomNondyedHue() ) ); break;
case 2: AddItem( new BodySash( Utility.RandomNondyedHue() ) ); break;
}
}
Utility.AssignRandomHair( this );
if( Utility.RandomBool() )
Utility.AssignRandomFacialHair( this, HairHue );
Halberd weapon = new Halberd();
weapon.Movable = false;
weapon.Crafter = this;
weapon.Quality = WeaponQuality.Exceptional;
AddItem( weapon );
Container pack = new Backpack();
pack.Movable = false;
pack.DropItem( new Gold( 10, 25 ) );
AddItem( pack );
Skills[SkillName.Anatomy].Base = 120.0;
Skills[SkillName.Tactics].Base = 250.0;
Skills[SkillName.Swords].Base = 120.0;
Skills[SkillName.MagicResist].Base = 120.0;
Skills[SkillName.DetectHidden].Base = 100.0;
this.NextCombatTime = DateTime.Now;// +TimeSpan.FromSeconds(0.5);
this.Focus = target;
}
public override TimeSpan ReacquireDelay { get { return TimeSpan.Zero; } }
public WarriorGuard( Serial serial ) : base( serial )
{
}
public override bool OnBeforeDeath()
{
if ( m_Focus != null && m_Focus.Alive )
new AvengeTimer( m_Focus ).Start(); // If a guard dies, three more guards will spawn
return base.OnBeforeDeath();
}
[CommandProperty( AccessLevel.GameMaster )]
public override Mobile Focus
{
get
{
return m_Focus;
}
set
{
if ( Deleted )
return;
Mobile oldFocus = m_Focus;
if ( oldFocus != value )
{
m_Focus = value;
if ( value != null )
this.AggressiveAction( value );
Combatant = value;
FocusMob = value;
if (oldFocus != null && !oldFocus.Alive)
{
switch (Utility.Random(16))
{
case 0:
Say(true, "Ha! I knew that I could do it!"); break;
case 2:
Say(true, "Thou shouldst not have messed with me!"); break;
case 3:
Say(true, "Die, pathetic fool!"); break;
case 4:
Say(true, "Thou deservest to die!"); break;
case 5:
Say(true, "There, that taketh care of thee."); break;
case 6:
Say(true, "So perish those who challenge me!"); break;
case 7:
Say(true, "Thou shouldst not have fought me."); break;
case 8:
Say(true, "May thy soul rest in peace."); break;
case 9:
Say(true, "May thy shade wander the wilderness forever!"); break;
default:
case 10:
Say(true, "Have done with thee!"); break;
}
}
if (value != null)
{
Say(true, "Thou wilt regret thine actions, swine!");
DamageMax = value.Hits;
DamageMin = value.Hits;
}
if ( m_AttackTimer != null )
{
m_AttackTimer.Stop();
m_AttackTimer = null;
}
if ( m_IdleTimer != null )
{
m_IdleTimer.Stop();
m_IdleTimer = null;
}
if ( m_Focus != null )
{
m_AttackTimer = new AttackTimer( this );
m_AttackTimer.Start();
((AttackTimer)m_AttackTimer).DoOnTick();
}
else
{
m_IdleTimer = new IdleTimer( this );
m_IdleTimer.Start();
}
}
else if ( m_Focus == null && m_IdleTimer == null )
{
m_IdleTimer = new IdleTimer( this );
m_IdleTimer.Start();
}
}
}
public override bool OnMoveOver(Mobile m)
{
return true;
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( m_Focus );
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 0:
{
m_Focus = reader.ReadMobile();
if ( m_Focus != null )
{
m_AttackTimer = new AttackTimer( this );
m_AttackTimer.Start();
}
else
{
m_IdleTimer = new IdleTimer( this );
m_IdleTimer.Start();
}
break;
}
}
}
public override void OnAfterDelete()
{
if ( m_AttackTimer != null )
{
m_AttackTimer.Stop();
m_AttackTimer = null;
}
if ( m_IdleTimer != null )
{
m_IdleTimer.Stop();
m_IdleTimer = null;
}
base.OnAfterDelete();
}
private class AvengeTimer : Timer
{
private Mobile m_Focus;
public AvengeTimer( Mobile focus ) : base( TimeSpan.FromSeconds( 2.5 ), TimeSpan.FromSeconds( 1.0 ), 3 )
{
m_Focus = focus;
}
protected override void OnTick()
{
BaseGuard.Spawn( m_Focus, m_Focus, 1, true );
}
}
private class AttackTimer : Timer
{
private WarriorGuard m_Owner;
public AttackTimer( WarriorGuard owner ) : base( TimeSpan.FromSeconds( 0.25 ), TimeSpan.FromSeconds( 0.1 ) )
{
m_Owner = owner;
}
public void DoOnTick()
{
OnTick();
}
protected override void OnTick()
{
if (m_Owner.Deleted || m_Owner == null)
{
Stop();
return;
}
m_Owner.Criminal = false;
m_Owner.Kills = 0;
m_Owner.Stam = m_Owner.StamMax;
Mobile target = m_Owner.Focus;
if ( target != null && (target.Deleted || !target.Alive || !m_Owner.CanBeHarmful( target )) )
{
m_Owner.Focus = null;
Stop();
return;
}
else if ( m_Owner.Weapon is Fists )
{
m_Owner.Kill();
Stop();
return;
}
if ( target != null && m_Owner.Combatant != target )
m_Owner.Combatant = target;
if ( target == null )
{
Stop();
}
/*else
{// <instakill>
TeleportTo( target );
//target.BoltEffect( 0 );
BaseWeapon weapon = m_Owner.Weapon as BaseWeapon;
weapon.PlaySwingAnimation(m_Owner);
m_Owner.PlaySound(weapon.DefHitSound);
if ( target is BaseCreature )
((BaseCreature)target).NoKillAwards = true;
target.Damage( target.HitsMax, m_Owner );
target.Kill(); // just in case, maybe Damage is overriden on some shard
if ( target.Corpse != null && !target.Player )
target.Corpse.Delete();
m_Owner.Focus = null;
Stop();
}// </instakill>*/
if ( !m_Owner.InRange( target, 20 ) )
{
m_Owner.Focus = null;
}
else if ( !m_Owner.InRange( target, 10 ) || !m_Owner.InLOS( target ) )
{
if (!m_Owner.Move(m_Owner.GetDirectionTo(target) | Direction.Running))
TeleportTo(target);
TeleportTo( target );
}
/*else if ( !m_Owner.InRange( target, 1 ) )
{
if ( !m_Owner.Move( m_Owner.GetDirectionTo( target ) | Direction.Running ) )
TeleportTo( target );
}*/
/*else if ( !m_Owner.CanSee( target ) )
{
if ( !m_Owner.UseSkill( SkillName.DetectHidden ) && Utility.Random( 50 ) == 0 )
m_Owner.Say( "Reveal!" );
}*/
}
private void TeleportTo( Mobile target )
{
Point3D from = m_Owner.Location;
Point3D to = m_Owner.Location;
Direction dir = m_Owner.GetDirectionTo(target);
if (dir == Direction.North)
to.Y -= 2;
else if (dir == Direction.South)
to.Y += 2;
else if (dir == Direction.East)
to.X += 2;
else if (dir == Direction.West)
to.X -= 2;
else if (dir == Direction.Up)
{
to.Y -= 2;
to.X -= 2;
}
else if (dir == Direction.Down)
{
to.Y += 2;
to.X += 2;
}
else if (dir == Direction.Right)
{
to.Y -= 2;
to.X += 2;
}
else if (dir == Direction.Left)
{
to.Y += 2;
to.X -= 2;
}
else
to = target.Location;
if (m_Owner.InRange(target, 1))
to.Z = target.Location.Z;
else
to.Z = m_Owner.Map.Tiles.GetLandTile(to.X, to.Y).Z;
m_Owner.Location = to;
Effects.SendLocationParticles( EffectItem.Create( from, m_Owner.Map, EffectItem.DefaultDuration ), 0x3728, 10, 10, 2023 );
Effects.SendLocationParticles( EffectItem.Create( to, m_Owner.Map, EffectItem.DefaultDuration ), 0x3728, 10, 10, 5023 );
m_Owner.PlaySound( 0x1FE );
}
}
private class IdleTimer : Timer
{
private WarriorGuard m_Owner;
private int m_Stage;
public IdleTimer( WarriorGuard owner ) : base( TimeSpan.FromSeconds( 2.0 ), TimeSpan.FromSeconds( 2.5 ) )
{
m_Owner = owner;
}
protected override void OnTick()
{
if ( m_Owner.Deleted || m_Owner is SpawningGuard )
{
Stop();
return;
}
if ( (m_Stage++ % 4) == 0 || !m_Owner.Move( m_Owner.Direction ) )
m_Owner.Direction = (Direction)Utility.Random( 8 );
if ( m_Stage > 16 )
{
Effects.SendLocationParticles( EffectItem.Create( m_Owner.Location, m_Owner.Map, EffectItem.DefaultDuration ), 0x3728, 10, 10, 2023 );
m_Owner.PlaySound( 0x1FE );
m_Owner.Delete();
}
}
}
}
}