41 lines
1.8 KiB
C#
41 lines
1.8 KiB
C#
// <copyright file="BotRevengePlugIn.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 kills a server-side bot, so the bot can march back to the place of
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/// its death after respawning and take revenge on the killer. A bot which shrugs off being killed
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/// and calmly heads for the next hunting ground is an obvious bot giveaway - a real player comes
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/// back angry. The return march happens in the <see cref="BotNavigator"/>; the counter-attack in
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/// the offline <see cref="CombatHandler"/>, whose re-armed aggressor memory keeps the killer
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/// prioritized - struck only once the game's own rules make it legal (see <see cref="BotPvpRules"/>).
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/// </summary>
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[PlugIn]
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[Display(Name = "Bot revenge", Description = "Makes server-side bots return to their death site and take revenge on the player who killed them.")]
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[Guid("29B871B0-FBCF-44D4-A677-8A9832AAC193")]
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public class BotRevengePlugIn : IAttackableGotKilledPlugIn
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{
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/// <inheritdoc />
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public ValueTask AttackableGotKilledAsync(IAttackable killed, IAttacker? killer)
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{
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if (killed is OfflinePlayer bot
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&& bot.Account?.IsBot == true
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&& bot.CurrentMiniGame is null // a death in an event (Chaos Castle) is part of the game, not a wrong to avenge
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&& killer is Player killerPlayer
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&& killerPlayer is not OfflinePlayer
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&& !ReferenceEquals(killerPlayer, killed))
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{
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bot.RegisterDeathByPlayer(killerPlayer);
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}
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return ValueTask.CompletedTask;
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}
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}
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