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