100 lines
No EOL
2.3 KiB
C#
100 lines
No EOL
2.3 KiB
C#
using System;
|
|
using System.Collections;
|
|
using Server.Targeting;
|
|
using Server.Network;
|
|
|
|
|
|
/*
|
|
* PredatorAI, its an animal that can attack
|
|
* Dont flee but dont attack if not hurt or attacked
|
|
*
|
|
*/
|
|
|
|
namespace Server.Mobiles
|
|
{
|
|
public class PredatorAI : BaseAI
|
|
{
|
|
public PredatorAI(BaseCreature m) : base (m)
|
|
{
|
|
}
|
|
|
|
public override bool DoActionWander()
|
|
{
|
|
if ( m_Mobile.Combatant != null )
|
|
{
|
|
m_Mobile.DebugSay( "I am hurt or being attacked, I kill him" );
|
|
Action = ActionType.Combat;
|
|
}
|
|
else 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
|
|
{
|
|
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, so my guard is up" );
|
|
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 )
|
|
{
|
|
m_Mobile.DebugSay( "I cannot find {0}", combatant.Name );
|
|
|
|
Action = ActionType.Wander;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
m_Mobile.DebugSay( "I should be closer to {0}", combatant.Name );
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool DoActionBackoff()
|
|
{
|
|
if ( m_Mobile.IsHurt() || m_Mobile.Combatant != null )
|
|
{
|
|
Action = ActionType.Combat;
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
} |