194 lines
No EOL
5.3 KiB
C#
194 lines
No EOL
5.3 KiB
C#
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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using Server.Items;
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//
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// This is a first simple AI
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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 ThiefAI : BaseAI
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{
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public ThiefAI(BaseCreature m) : base (m)
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{
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}
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private Item m_toDisarm;
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public override bool DoActionWander()
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{
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m_Mobile.DebugSay( "I have no combatant" );
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if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
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{
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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, so my guard is up" );
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Action = ActionType.Guard;
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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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if ( m_toDisarm == null )
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m_toDisarm = combatant.FindItemOnLayer( Layer.OneHanded );
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if ( m_toDisarm == null )
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m_toDisarm = combatant.FindItemOnLayer( Layer.TwoHanded );
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if ( m_toDisarm != null && m_toDisarm.IsChildOf( m_Mobile.Backpack ) )
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{
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m_toDisarm = combatant.FindItemOnLayer( Layer.OneHanded );
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if ( m_toDisarm == null )
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m_toDisarm = combatant.FindItemOnLayer( Layer.TwoHanded );
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}
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if ( !m_Mobile.DisarmReady && m_Mobile.Skills[SkillName.HandToHand].Value >= 80.0 && m_Mobile.Skills[SkillName.Tactics].Value >= 80.0 && m_toDisarm != null )
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EventSink.InvokeDisarmRequest( new DisarmRequestEventArgs( m_Mobile ) );
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if ( m_toDisarm != null && m_toDisarm.IsChildOf( combatant.Backpack ) && m_Mobile.NextSkillTime <= DateTime.Now && (m_toDisarm.LootType != LootType.Blessed ) )
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{
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m_Mobile.DebugSay( "Trying to steal from combatant." );
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m_Mobile.UseSkill( SkillName.Stealing );
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if ( m_Mobile.Target != null )
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m_Mobile.Target.Invoke( m_Mobile, m_toDisarm );
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}
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else if ( m_toDisarm == null && m_Mobile.NextSkillTime <= DateTime.Now )
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{
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Container cpack = combatant.Backpack;
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if ( cpack != null )
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{
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Item steala = cpack.FindItemByType( typeof ( Bandage ) );
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if ( steala != null )
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{
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m_Mobile.DebugSay( "Trying to steal from combatant." );
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m_Mobile.UseSkill( SkillName.Stealing );
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if ( m_Mobile.Target != null )
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m_Mobile.Target.Invoke( m_Mobile, steala );
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}
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Item stealb = cpack.FindItemByType( typeof ( Nightshade ) );
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if ( stealb != null )
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{
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m_Mobile.DebugSay( "Trying to steal from combatant." );
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m_Mobile.UseSkill( SkillName.Stealing );
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if ( m_Mobile.Target != null )
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m_Mobile.Target.Invoke( m_Mobile, stealb );
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}
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Item stealc = cpack.FindItemByType( typeof ( BlackPearl ) );
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if ( stealc != null )
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{
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m_Mobile.DebugSay( "Trying to steal from combatant." );
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m_Mobile.UseSkill( SkillName.Stealing );
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if ( m_Mobile.Target != null )
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m_Mobile.Target.Invoke( m_Mobile, stealc );
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}
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Item steald = cpack.FindItemByType( typeof ( MandrakeRoot ) );
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if ( steald != null )
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{
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m_Mobile.DebugSay( "Trying to steal from combatant." );
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m_Mobile.UseSkill( SkillName.Stealing );
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if ( m_Mobile.Target != null )
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m_Mobile.Target.Invoke( m_Mobile, steald );
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}
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else if ( steala == null && stealb == null && stealc == null && steald == null )
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{
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m_Mobile.DebugSay( "I am going to flee from {0}", combatant.Name );
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Action = ActionType.Flee;
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}
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}
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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 should be closer to {0}", combatant.Name );
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}
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if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 )
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{
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// We are low on health, should we flee?
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bool flee = false;
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if ( m_Mobile.Hits < combatant.Hits )
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{
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// We are more hurt than them
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int diff = combatant.Hits - m_Mobile.Hits;
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flee = ( Utility.Random( 0, 100 ) > (10 + diff) ); // (10 + diff)% chance to flee
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}
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else
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{
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flee = Utility.Random( 0, 100 ) > 10; // 10% chance to flee
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}
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if ( flee )
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{
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m_Mobile.DebugSay( "I am going to flee from {0}", combatant.Name );
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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 DoActionGuard()
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{
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if ( AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
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{
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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.DoActionGuard();
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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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if ( m_Mobile.Hits > m_Mobile.HitsMax/2 )
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{
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m_Mobile.DebugSay( "I am stronger now, so I will continue fighting" );
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Action = ActionType.Combat;
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}
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else
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{
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m_Mobile.FocusMob = m_Mobile.Combatant;
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base.DoActionFlee();
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}
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return true;
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}
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}
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} |