Example #1
0
        public override bool DoActionInteract()
        {
            m_Mobile.DebugSay("Interacting..");

            if (!m_Mobile.Controlled)
            {
                m_Mobile.DebugSay("I'm wild now... for some reason, I don't wanna bone anymore. Hm.");

                if (m_MateTarget != null)
                {
                    m_MateTarget.EndMate(false);
                }
                EndMate(false);

                Action = ActionType.Wander;

                return(true);
            }

            if (m_Mobile.Deleted || !m_Mobile.Alive)
            {
                m_Mobile.DebugSay("Oh shit, I've got bigger things to worry about now.");

                if (m_MateTarget != null)
                {
                    m_MateTarget.EndMate(false);
                }
                EndMate(false);

                Action = ActionType.Wander;

                return(true);
            }

            if (m_MateTarget == null)
            {
                m_Mobile.DebugSay("My mate target is gone! Going back to wander...");

                EndMate(false);
                Action = ActionType.Wander;

                return(true);
            }

            if (m_Mobile.Female)
            {
                // stand still and get mated with - occasionally make sounds
                if (Utility.RandomDouble() < .3)
                {
                    m_Mobile.PlaySound(Utility.RandomList(111, 113, 114, 115));
                }

                return(true);
            }

            switch (BreedingState)
            {
            case BreedState.Approaching:
            {
                // if we are not at most one tile away from mate target, get one tile away
                if (WalkMobileRange(m_MateTarget, 1, false, 0, 1))
                {
                    m_FightDistance = -1 + (int)Math.Round((m_Mobile.Temper + Utility.RandomMinMax(-10, 10)) / 35.0);
                    m_Ignore        = new List <Chicken>();
                    BreedingState   = BreedState.FightingCompetition;
                }

                break;
            }

            case BreedState.FightingCompetition:
            {
                // depending on temper, fight all other male chickens near target
                if (m_FightDistance > -1)
                {
                    IPooledEnumerable eable = m_Mobile.Map.GetMobilesInRange(m_MateTarget.Location, m_FightDistance);
                    foreach (Mobile m in eable)
                    {
                        Chicken c = m as Chicken;

                        // wisdom, temper and target's damagemin/max affect chance to attack
                        if (c != null && !c.Female && c != m_Mobile && !m_Ignore.Contains(c) &&
                            (m_Mobile.Temper + Utility.RandomMinMax(-10, 10)) > (m_Mobile.Wisdom + c.DamageMax + c.DamageMin))
                        {
                            m_Mobile.Combatant = c;
                            m_Mobile.DebugSay("Get away from my woman!");
                            Action = ActionType.Combat;
                            return(true);
                        }
                        else
                        {
                            m_Ignore.Add(c);
                        }
                    }
                    eable.Free();
                }

                // if we got here, then we're done fighting away competition
                m_Ignore      = null;
                BreedingState = BreedState.MovingIn;

                break;
            }

            case BreedState.MovingIn:
            {
                // if we are not same loc as target, get same loc
                m_Mobile.DebugSay("Gettin in close...");
                if (WalkMobileRange(m_MateTarget, 1, false, 0, 0))
                {
                    if (m_MateTarget.CheckBreedWith(m_Mobile))                                     // does she like us?
                    {
                        BeginMate(m_MateTarget);
                        m_MateTarget.BeginMate(m_Mobile as Chicken);

                        BreedingState = BreedState.Mating;
                    }
                    else                                     // shit! rejected!
                    {
                        m_Mobile.DebugSay("Shit! Rejected!");

                        // do NOT endmate on woman! she might be mating with someone else.
                        EndMate(false);
                    }
                }

                break;
            }

            case BreedState.Mating:
            {
                if (!m_MateTarget.CheckBreedWith(m_Mobile))                                 // does she STILL like us?
                {
                    // crap, she doesn't
                    m_MateTarget.EndMate(false);                                     // important that this goes first, as EndMateWith nullifies m_MateTarget
                    EndMate(false);

                    m_Mobile.DebugSay("Shit, she don't like me anymore.");

                    break;
                }

                if (m_BeganTheNasty + MateDuration < DateTime.Now)
                {
                    // patience affects chance to successfully procreate
                    if (Utility.RandomDouble() < (MateSuccessChance + (m_Mobile.Patience - 10) / 500.0))
                    {
                        m_Mobile.DebugSay("Smokin a cig...");

                        m_Mobile.PlaySound(Utility.RandomList(111, 113, 114, 115));

                        Chicken    child = m_MateTarget.BreedWith(m_Mobile) as Chicken;
                        ChickenEgg egg;

                        if (Utility.RandomDouble() < StillBornChance)
                        {
                            egg = new ChickenEgg(null);
                        }
                        else
                        {
                            egg = new ChickenEgg(child);
                        }

                        egg.MoveToWorld(m_Mobile.Location, m_Mobile.Map);

                        m_MateTarget.EndMate(true);
                        EndMate(true);
                    }
                    else
                    {
                        m_Mobile.DebugSay("Crap, 'sploded early.");

                        if (m_MateTarget != null)
                        {
                            m_MateTarget.EndMate(false);
                        }
                        EndMate(false);

                        m_Mobile.PlaySound(112);
                    }

                    return(true);
                }
                else
                {
                    m_Mobile.DebugSay("Get down tonight...");

                    if (Utility.RandomDouble() < .3)
                    {
                        m_Mobile.PlaySound(Utility.RandomList(111, 113, 114, 115));
                    }

                    return(true);
                }
            }

            case BreedState.None:
            {
                m_Mobile.DebugSay("I'm not supposed to be breeding. Going back to wander..");

                Action = ActionType.Wander;

                break;
            }

            default:
            {
                Console.WriteLine("{0} had an invalid BreedingState (= {1}). Reverting to none.", this, BreedingState);
                BreedingState = BreedState.None;

                break;
            }
            }

            return(true);
        }
Example #2
0
        public override bool DoActionInteract()
        {
            m_Mobile.DebugSay("Interacting..");

            if (!m_Mobile.Controlled)
            {
                m_Mobile.DebugSay("I'm wild now... for some reason, I don't wanna bone anymore. Hm.");

                if (m_MateTarget != null)
                    m_MateTarget.EndMate(false);
                EndMate(false);

                Action = ActionType.Wander;

                return true;
            }

            if (m_Mobile.Deleted || !m_Mobile.Alive)
            {
                m_Mobile.DebugSay("Oh shit, I've got bigger things to worry about now.");

                if (m_MateTarget != null)
                    m_MateTarget.EndMate(false);
                EndMate(false);

                Action = ActionType.Wander;

                return true;
            }

            if (m_MateTarget == null)
            {
                m_Mobile.DebugSay("My mate target is gone! Going back to wander...");

                EndMate(false);
                Action = ActionType.Wander;

                return true;
            }

            if (m_Mobile.Female)
            {
                // stand still and get mated with - occasionally make sounds
                if (Utility.RandomDouble() < .3)
                    m_Mobile.PlaySound(Utility.RandomList(111, 113, 114, 115));

                return true;
            }

            switch (BreedingState)
            {
                case BreedState.Approaching:
                    {
                        // if we are not at most one tile away from mate target, get one tile away
                        if (WalkMobileRange(m_MateTarget, 1, false, 0, 1))
                        {
                            m_FightDistance = -1 + (int)Math.Round((m_Mobile.Temper + Utility.RandomMinMax(-10, 10)) / 35.0);
                            m_Ignore = new List<Chicken>();
                            BreedingState = BreedState.FightingCompetition;
                        }

                        break;
                    }
                case BreedState.FightingCompetition:
                    {
                        // depending on temper, fight all other male chickens near target
                        if (m_FightDistance > -1)
                        {
                            IPooledEnumerable eable = m_Mobile.Map.GetMobilesInRange(m_MateTarget.Location, m_FightDistance);
                            foreach (Mobile m in eable)
                            {
                                Chicken c = m as Chicken;

                                // wisdom, temper and target's damagemin/max affect chance to attack
                                if (c != null && !c.Female && c != m_Mobile && !m_Ignore.Contains(c) &&
                                    (m_Mobile.Temper + Utility.RandomMinMax(-10, 10)) > (m_Mobile.Wisdom + c.DamageMax + c.DamageMin))
                                {
                                    m_Mobile.Combatant = c;
                                    m_Mobile.DebugSay("Get away from my woman!");
                                    Action = ActionType.Combat;
                                    return true;
                                }
                                else
                                    m_Ignore.Add(c);
                            }
                            eable.Free();
                        }

                        // if we got here, then we're done fighting away competition
                        m_Ignore = null;
                        BreedingState = BreedState.MovingIn;

                        break;
                    }
                case BreedState.MovingIn:
                    {
                        // if we are not same loc as target, get same loc
                        m_Mobile.DebugSay("Gettin in close...");
                        if (WalkMobileRange(m_MateTarget, 1, false, 0, 0))
                        {
                            if (m_MateTarget.CheckBreedWith(m_Mobile)) // does she like us?
                            {
                                BeginMate(m_MateTarget);
                                m_MateTarget.BeginMate(m_Mobile as Chicken);

                                BreedingState = BreedState.Mating;
                            }
                            else // shit! rejected!
                            {
                                m_Mobile.DebugSay("Shit! Rejected!");

                                // do NOT endmate on woman! she might be mating with someone else.
                                EndMate(false);
                            }
                        }

                        break;
                    }
                case BreedState.Mating:
                    {
                        if (!m_MateTarget.CheckBreedWith(m_Mobile)) // does she STILL like us?
                        {
                            // crap, she doesn't
                            m_MateTarget.EndMate(false); // important that this goes first, as EndMateWith nullifies m_MateTarget
                            EndMate(false);
                            
                            m_Mobile.DebugSay("Shit, she don't like me anymore.");

                            break;
                        }

                        if (m_BeganTheNasty + MateDuration < DateTime.Now)
                        {
                            // patience affects chance to successfully procreate
                            if (Utility.RandomDouble() < (MateSuccessChance + (m_Mobile.Patience - 10) / 500.0))
                            {
                                m_Mobile.DebugSay("Smokin a cig...");

                                m_Mobile.PlaySound(Utility.RandomList(111, 113, 114, 115));

                                Chicken child = m_MateTarget.BreedWith(m_Mobile) as Chicken;
                                ChickenEgg egg;

                                if (Utility.RandomDouble() < StillBornChance)
                                    egg = new ChickenEgg(null);
                                else
                                    egg = new ChickenEgg(child);

                                egg.MoveToWorld(m_Mobile.Location, m_Mobile.Map);

                                m_MateTarget.EndMate(true);
                                EndMate(true);
                            }
                            else
                            {
                                m_Mobile.DebugSay("Crap, 'sploded early.");

                                if (m_MateTarget != null)
                                    m_MateTarget.EndMate(false);
                                EndMate(false);

                                m_Mobile.PlaySound(112);
                            }

                            return true;
                        }
                        else
                        {
                            m_Mobile.DebugSay("Get down tonight...");

                            if (Utility.RandomDouble() < .3)
                                m_Mobile.PlaySound(Utility.RandomList(111, 113, 114, 115));

                            return true;
                        }
                    }
                case BreedState.None:
                    {
                        m_Mobile.DebugSay("I'm not supposed to be breeding. Going back to wander..");
                        
                        Action = ActionType.Wander;

                        break;
                    }
                default:
                    {
                        Console.WriteLine("{0} had an invalid BreedingState (= {1}). Reverting to none.", this, BreedingState);
                        BreedingState = BreedState.None;

                        break;
                    }
            }

            return true;
        }