Beispiel #1
0
        public override void OnDamage(Creature attacker, uint damage)
        {
            if (attacker != null)
            {
                if (!ThreatInfo.ContainsThreat(attacker))
                {
                    ThreatInfo.AddNewThreat(attacker, damage);
                }
                else
                {
                    ThreatInfo.IncreaseThreat(attacker, damage);
                }
            }

            Condition.Asleep = false;
            IsHostile        = true;
            ShouldWander     = false;

            // FIXME: in the glorious future, run asynchronously with locking
            InitScript();

            if (Script != null)
            {
                Script.SetGlobalValue("damage", damage);
                Script.ExecuteFunction("OnDamage", this, attacker);
            }
        }
Beispiel #2
0
        public Monster(Xml.Creature creature, Xml.Spawn spawn, int map, Loot loot = null)
        {
            _actionQueue = new ConcurrentQueue <MobAction>();
            _spawn       = spawn;
            var buffed = Rng.Next() > 50;

            if (buffed)
            {
                _variance = (Rng.NextDouble() * _spawn.Variance) + 1;
            }
            else
            {
                _variance = 1 - (Rng.NextDouble() * _spawn.Variance);
            }


            Name          = creature.Name;
            Sprite        = creature.Sprite;
            World         = Game.World;
            Map           = Game.World.WorldData.Get <Map>(map);
            Stats.Level   = spawn.Stats.Level;
            Stats.BaseHp  = VariantHp;
            Stats.Hp      = VariantHp;
            Stats.BaseMp  = VariantMp;
            Stats.Mp      = VariantMp;
            DisplayText   = creature.Description;
            Stats.BaseStr = VariantStr;
            Stats.BaseInt = VariantInt;
            Stats.BaseWis = VariantWis;
            Stats.BaseCon = VariantCon;
            Stats.BaseDex = VariantDex;
            _castables    = spawn.Castables;

            Stats.BaseDefensiveElement = spawn.GetDefensiveElement();
            Stats.BaseDefensiveElement = spawn.GetOffensiveElement();

            _loot = loot;

            if (spawn.Flags.HasFlag(Xml.SpawnFlags.AiDisabled))
            {
                IsHostile = false;
            }
            else
            {
                IsHostile = _random.Next(0, 8) < 2;
            }

            if (spawn.Flags.HasFlag(Xml.SpawnFlags.MovementDisabled))
            {
                ShouldWander = false;
            }
            else
            {
                ShouldWander = IsHostile == false;
            }

            ThreatInfo     = new ThreatInfo();
            DeathProcessed = false;
        }