#W# Initial Commit: Avatars Conquest
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157
Scripts/Mobiles/Base/AI/AnimalAI.cs
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157
Scripts/Mobiles/Base/AI/AnimalAI.cs
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using System;
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using System.Collections;
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using Server.Targeting;
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using Server.Network;
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// Ideas
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// When you run on animals the panic
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// When if ( distance < 8 && Utility.RandomDouble() * Math.Sqrt( (8 - distance) / 6 ) >= incoming.Skills[SkillName.AnimalTaming].Value )
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// More your close, the more it can panic
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/*
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* AnimalHunterAI, AnimalHidingAI, AnimalDomesticAI...
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*
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*/
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namespace Server.Mobiles
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{
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public class AnimalAI : BaseAI
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{
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public AnimalAI(BaseCreature m) : base (m)
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{
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}
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public override bool DoActionWander()
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{
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// Old:
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#if false
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, true, false, true))
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{
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m_Mobile.DebugSay( "There is something near, I go away" );
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Action = ActionType.Backoff;
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}
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else if ( m_Mobile.IsHurt() || m_Mobile.Combatant != null )
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{
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m_Mobile.DebugSay( "I am hurt or being attacked, I flee" );
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Action = ActionType.Flee;
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}
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else
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{
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base.DoActionWander();
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}
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return true;
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#endif
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// New, only flee @ 10%
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double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 ) // Less than 10% health
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{
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m_Mobile.DebugSay( "I am low on health!" );
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Action = ActionType.Flee;
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}
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else if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I have detected {0}, attacking", m_Mobile.FocusMob.Name );
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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base.DoActionWander();
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}
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return true;
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}
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public override bool DoActionCombat()
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{
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Mobile combatant = m_Mobile.Combatant;
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if ( combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map )
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{
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m_Mobile.DebugSay( "My combatant is gone.." );
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Action = ActionType.Wander;
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return true;
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}
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if ( WalkMobileRange( combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight ) )
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{
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m_Mobile.Direction = m_Mobile.GetDirectionTo( combatant );
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}
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else
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{
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if ( m_Mobile.GetDistanceToSqrt( combatant ) > m_Mobile.RangePerception + 1 )
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I cannot find {0}", combatant.Name );
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Action = ActionType.Wander;
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return true;
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}
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else
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I should be closer to {0}", combatant.Name );
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}
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}
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if ( !m_Mobile.Controlled && !m_Mobile.Summoned )
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{
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double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if ( hitPercent < 0.1 )
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{
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m_Mobile.DebugSay( "I am low on health!" );
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Action = ActionType.Flee;
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}
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}
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return true;
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}
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public override bool DoActionBackoff()
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{
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double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 ) // Less than 10% health
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{
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Action = ActionType.Flee;
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}
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else
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{
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if (AcquireFocusMob(m_Mobile.RangePerception * 2, FightMode.Closest, true, false , true))
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{
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if ( WalkMobileRange(m_Mobile.FocusMob, 1, false, m_Mobile.RangePerception, m_Mobile.RangePerception * 2) )
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{
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m_Mobile.DebugSay( "Well, here I am safe" );
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Action = ActionType.Wander;
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}
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}
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else
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{
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m_Mobile.DebugSay( "I have lost my focus, lets relax" );
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Action = ActionType.Wander;
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}
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}
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return true;
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}
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public override bool DoActionFlee()
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{
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AcquireFocusMob(m_Mobile.RangePerception * 2, m_Mobile.FightMode, true, false, true);
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if ( m_Mobile.FocusMob == null )
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m_Mobile.FocusMob = m_Mobile.Combatant;
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return base.DoActionFlee();
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}
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}
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}
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