183 lines
No EOL
4.3 KiB
C#
183 lines
No EOL
4.3 KiB
C#
using System;
|
|
using System.Collections;
|
|
using Server.Targeting;
|
|
using Server.Network;
|
|
|
|
//
|
|
// This is a first simple AI
|
|
//
|
|
//
|
|
|
|
namespace Server.Mobiles
|
|
{
|
|
public class MeleeAI : BaseAI
|
|
{
|
|
public MeleeAI(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}, 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 || !combatant.Alive || combatant.IsDeadBondedPet )
|
|
{
|
|
m_Mobile.DebugSay( "My combatant is gone, so my guard is up" );
|
|
|
|
Action = ActionType.Guard;
|
|
|
|
return true;
|
|
}
|
|
|
|
if ( !m_Mobile.InRange( combatant, m_Mobile.RangePerception ) )
|
|
{
|
|
// They are somewhat far away, can we find something else?
|
|
|
|
if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
|
|
{
|
|
m_Mobile.Combatant = m_Mobile.FocusMob;
|
|
m_Mobile.FocusMob = null;
|
|
}
|
|
else if ( !m_Mobile.InRange( combatant, m_Mobile.RangePerception * 3 ) )
|
|
{
|
|
m_Mobile.Combatant = null;
|
|
}
|
|
|
|
combatant = m_Mobile.Combatant;
|
|
|
|
if ( combatant == null )
|
|
{
|
|
m_Mobile.DebugSay( "My combatant has fled, so I am on guard" );
|
|
Action = ActionType.Guard;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
/*if ( !m_Mobile.InLOS( combatant ) )
|
|
{
|
|
if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
|
|
{
|
|
m_Mobile.Combatant = combatant = m_Mobile.FocusMob;
|
|
m_Mobile.FocusMob = null;
|
|
}
|
|
}*/
|
|
|
|
if ( MoveTo( combatant, true, m_Mobile.RangeFight ) )
|
|
{
|
|
m_Mobile.Direction = m_Mobile.GetDirectionTo( combatant );
|
|
}
|
|
else if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
|
|
{
|
|
if ( m_Mobile.Debug )
|
|
m_Mobile.DebugSay( "My move is blocked, so I am going to attack {0}", m_Mobile.FocusMob.Name );
|
|
|
|
m_Mobile.Combatant = m_Mobile.FocusMob;
|
|
Action = ActionType.Combat;
|
|
|
|
return true;
|
|
}
|
|
else if ( m_Mobile.GetDistanceToSqrt( combatant ) > m_Mobile.RangePerception + 1 )
|
|
{
|
|
if ( m_Mobile.Debug )
|
|
m_Mobile.DebugSay( "I cannot find {0}, so my guard is up", combatant.Name );
|
|
|
|
Action = ActionType.Guard;
|
|
|
|
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 )
|
|
{
|
|
if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 )
|
|
{
|
|
// We are low on health, should we flee?
|
|
|
|
bool flee = false;
|
|
|
|
if ( m_Mobile.Hits < combatant.Hits )
|
|
{
|
|
// We are more hurt than them
|
|
|
|
int diff = combatant.Hits - m_Mobile.Hits;
|
|
|
|
flee = ( Utility.Random( 0, 100 ) < (10 + diff) ); // (10 + diff)% chance to flee
|
|
}
|
|
else
|
|
{
|
|
flee = Utility.Random( 0, 100 ) < 10; // 10% chance to flee
|
|
}
|
|
|
|
if ( flee )
|
|
{
|
|
if ( m_Mobile.Debug )
|
|
m_Mobile.DebugSay( "I am going to flee from {0}", combatant.Name );
|
|
|
|
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;
|
|
}
|
|
|
|
public override bool DoActionFlee()
|
|
{
|
|
if ( m_Mobile.Hits > m_Mobile.HitsMax/2 )
|
|
{
|
|
m_Mobile.DebugSay( "I am stronger now, so I will continue fighting" );
|
|
Action = ActionType.Combat;
|
|
}
|
|
else
|
|
{
|
|
m_Mobile.FocusMob = m_Mobile.Combatant;
|
|
base.DoActionFlee();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
} |