using System; using System.Collections; using Server.Targeting; using Server.Network; using Server.Mobiles; using Server.Items; namespace Server.Mobiles { public class ArcherAI : BaseAI { public ArcherAI(BaseCreature m) : base (m) { } public override bool DoActionWander() { m_Mobile.DebugSay( "I have no combatant" ); if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if ( m_Mobile.Debug ) m_Mobile.DebugSay( "I have detected {0} and I will attack", m_Mobile.FocusMob.Name ); m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { return base.DoActionWander(); } return true; } public override bool DoActionCombat() { if ( m_Mobile.Combatant == null || m_Mobile.Combatant.Deleted || !m_Mobile.Combatant.Alive || m_Mobile.Combatant.IsDeadBondedPet ) { m_Mobile.DebugSay("My combatant is deleted"); Action = ActionType.Guard; return true; } if ( (m_Mobile.LastMoveTime + TimeSpan.FromSeconds( 1.0 )) < DateTime.Now ) { if (WalkMobileRange(m_Mobile.Combatant, 1, true, m_Mobile.RangeFight, m_Mobile.Weapon.MaxRange)) { // Be sure to face the combatant m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant.Location); } else { if ( m_Mobile.Combatant != null ) { if ( m_Mobile.Debug ) m_Mobile.DebugSay( "I am still not in range of {0}", m_Mobile.Combatant.Name); if ( (int) m_Mobile.GetDistanceToSqrt( m_Mobile.Combatant ) > m_Mobile.RangePerception + 1 ) { if ( m_Mobile.Debug ) m_Mobile.DebugSay( "I have lost {0}", m_Mobile.Combatant.Name); m_Mobile.Combatant = null; Action = ActionType.Guard; return true; } } } } // When we have no ammo, we flee Container pack = m_Mobile.Backpack; if ( pack == null || pack.FindItemByType( typeof( Arrow ) ) == null ) { Action = ActionType.Flee; return true; } // At 20% we should check if we must leave if ( m_Mobile.Hits < m_Mobile.HitsMax*20/100 ) { bool bFlee = false; // if my current hits are more than my opponent, i don't care if ( m_Mobile.Combatant != null && m_Mobile.Hits < m_Mobile.Combatant.Hits) { int iDiff = m_Mobile.Combatant.Hits - m_Mobile.Hits; if ( Utility.Random(0, 100) > 10 + iDiff) // 10% to flee + the diff of hits { bFlee = true; } } else if ( m_Mobile.Combatant != null && m_Mobile.Hits >= m_Mobile.Combatant.Hits) { if ( Utility.Random(0, 100) > 10 ) // 10% to flee { bFlee = true; } } if (bFlee) { Action = ActionType.Flee; } } return true; } public override bool DoActionGuard() { if ( AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) ) { if ( m_Mobile.Debug ) m_Mobile.DebugSay( "I have detected {0}, attacking", m_Mobile.FocusMob.Name ); m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { base.DoActionGuard(); } return true; } } }