// // Licensed under the MIT License. See LICENSE file in the project root for full license information. // namespace MUnique.OpenMU.GameLogic.Bots; using System.Runtime.InteropServices; using MUnique.OpenMU.GameLogic.Offline; using MUnique.OpenMU.GameLogic.PlugIns; using MUnique.OpenMU.PlugIns; /// /// Notes when a (human) player kills a server-side bot, so the bot can march back to the place of /// its death after respawning and take revenge on the killer. A bot which shrugs off being killed /// and calmly heads for the next hunting ground is an obvious bot giveaway - a real player comes /// back angry. The return march happens in the ; the counter-attack in /// the offline , whose re-armed aggressor memory keeps the killer /// prioritized - struck only once the game's own rules make it legal (see ). /// [PlugIn] [Display(Name = "Bot revenge", Description = "Makes server-side bots return to their death site and take revenge on the player who killed them.")] [Guid("29B871B0-FBCF-44D4-A677-8A9832AAC193")] public class BotRevengePlugIn : IAttackableGotKilledPlugIn { /// public ValueTask AttackableGotKilledAsync(IAttackable killed, IAttacker? killer) { if (killed is OfflinePlayer bot && bot.Account?.IsBot == true && bot.CurrentMiniGame is null // a death in an event (Chaos Castle) is part of the game, not a wrong to avenge && killer is Player killerPlayer && killerPlayer is not OfflinePlayer && !ReferenceEquals(killerPlayer, killed)) { bot.RegisterDeathByPlayer(killerPlayer); } return ValueTask.CompletedTask; } }