Reorganizes Project (#41)
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177
Projects/Scripts/Mobiles/AI/MeleeAI.cs
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177
Projects/Scripts/Mobiles/AI/MeleeAI.cs
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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 MeleeAI : BaseAI
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{
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public MeleeAI(BaseCreature m) : base(m)
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{
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}
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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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if (m_Mobile.Debug)
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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?.Deleted != false || combatant.Map != m_Mobile.Map || !combatant.Alive ||
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combatant.IsDeadBondedPet)
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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 (!m_Mobile.InRange(combatant, m_Mobile.RangePerception))
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{
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// They are somewhat far away, can we find something else?
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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.Combatant = m_Mobile.FocusMob;
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m_Mobile.FocusMob = null;
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}
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else if (!m_Mobile.InRange(combatant, m_Mobile.RangePerception * 3))
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{
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m_Mobile.Combatant = null;
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}
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combatant = m_Mobile.Combatant;
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if (combatant == null)
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{
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m_Mobile.DebugSay("My combatant has fled, so I am on guard");
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Action = ActionType.Guard;
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return true;
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}
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}
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/*if ( !m_Mobile.InLOS( combatant ) )
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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.Combatant = combatant = m_Mobile.FocusMob;
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m_Mobile.FocusMob = null;
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}
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}*/
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if (MoveTo(combatant, true, m_Mobile.RangeFight))
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{
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m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
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}
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else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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if (m_Mobile.Debug)
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m_Mobile.DebugSay("My move is blocked, so I am going to attack {0}", 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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return true;
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}
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else if (m_Mobile.GetDistanceToSqrt(combatant) > m_Mobile.RangePerception + 1)
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{
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if (m_Mobile.Debug)
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m_Mobile.DebugSay("I cannot find {0}, so my guard is up", combatant.Name);
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Action = ActionType.Guard;
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return true;
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}
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else
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{
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if (m_Mobile.Debug)
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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.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee)
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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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if (m_Mobile.Debug)
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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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if (m_Mobile.Debug)
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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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}
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