37 lines
1.5 KiB
C#
37 lines
1.5 KiB
C#
// <copyright file="BotSelfDefensePlugIn.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic.Bots;
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using System.Runtime.InteropServices;
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using MUnique.OpenMU.GameLogic.Offline;
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using MUnique.OpenMU.GameLogic.PlugIns;
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using MUnique.OpenMU.PlugIns;
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/// <summary>
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/// Notes when a (human) player attacks a server-side bot, so the bot's combat AI can defend itself.
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/// Without this, a bot placidly keeps farming monsters while a player kills it - the most obviously
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/// bot-like behavior an observer can trigger. The actual counter-attack happens in the offline
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/// <see cref="CombatHandler"/>, which prioritizes a recent aggressor over its monster targets.
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/// </summary>
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[PlugIn]
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[Display(Name = "Bot self defense", Description = "Makes server-side bots fight back when a player attacks them.")]
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[Guid("7E2B9C41-5A8D-4F36-B190-3D6E84C7F215")]
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public class BotSelfDefensePlugIn : IAttackableGotHitPlugIn
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{
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/// <inheritdoc />
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public void AttackableGotHit(IAttackable attackable, IAttacker attacker, HitInfo hitInfo)
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{
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if (attackable is OfflinePlayer bot
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&& bot.Account?.IsBot == true
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&& bot.CurrentMiniGame is null // event fights (Chaos Castle) leave no grudge outside
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&& attacker is Player aggressor
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&& aggressor is not OfflinePlayer
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&& !ReferenceEquals(aggressor, attackable))
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{
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bot.RegisterAggressor(aggressor);
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}
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}
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}
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