AvatarsConquest/Scripts/Mobiles/Base/AI/BerserkAI.cs

87 lines
2 KiB
C#

using System;
using System.Collections;
using Server.Targeting;
using Server.Network;
namespace Server.Mobiles
{
public class BerserkAI : BaseAI
{
public BerserkAI(BaseCreature m) : base (m)
{
}
public override bool DoActionWander()
{
m_Mobile.DebugSay( "I have No Combatant" );
if( AcquireFocusMob( m_Mobile.RangePerception, FightMode.Closest, false, true, true) )
{
if ( m_Mobile.Debug )
m_Mobile.DebugSay( "I have detected " + m_Mobile.FocusMob.Name + " and I will attack" );
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
if( m_Mobile.Combatant == null || m_Mobile.Combatant.Deleted )
{
m_Mobile.DebugSay("My combatant is deleted");
Action = ActionType.Guard;
return true;
}
if( WalkMobileRange( m_Mobile.Combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight ) )
{
// 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 " + 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 " + m_Mobile.Combatant.Name );
Action = ActionType.Guard;
return true;
}
}
}
return true;
}
public override bool DoActionGuard()
{
if ( AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, true, 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;
}
}
}