fix: Fixes various target/movement bugs in BaseAI (#2379)
This commit is contained in:
parent
aa6932739f
commit
4698299ea7
6 changed files with 186 additions and 208 deletions
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@ -1,12 +1,3 @@
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// Ideas
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// When you run on animals the panic
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// When if (distance < 8 && Utility.RandomDouble() * Math.Sqrt( (8 - distance) / 6 ) >= incoming.Skills.AnimalTaming.Value)
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// More your close, the more it can panic
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/*
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* AnimalHunterAI, AnimalHidingAI, AnimalDomesticAI...
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*
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*/
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namespace Server.Mobiles;
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public class AnimalAI : BaseAI
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@ -15,22 +6,15 @@ public class AnimalAI : BaseAI
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{
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}
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public override double FleeHealthThreshold => 0.1; // 10% is default
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public override double FleeChance => 0.1; // 10% is default
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public override double BackoffChance => 0.5; // 50% is default
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public override bool DoActionWander()
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{
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// New, only flee @ 10%
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var hitPercent = (double)Mobile.Hits / Mobile.HitsMax;
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if (!Mobile.Summoned && !Mobile.Controlled && hitPercent < 0.1 && Mobile.CanFlee) // Less than 10% health
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{
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DebugSay("I am low on health!");
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Action = ActionType.Flee;
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}
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else if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
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if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
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{
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this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
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Mobile.Combatant = Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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@ -46,8 +30,7 @@ public class AnimalAI : BaseAI
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{
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var combatant = Mobile.Combatant;
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if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive ||
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combatant.IsDeadBondedPet)
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if (!IsValidCombatant(combatant))
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{
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DebugSay("My combatant is gone!");
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@ -64,27 +47,12 @@ public class AnimalAI : BaseAI
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Action = ActionType.Wander;
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return true;
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}
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this.DebugSayFormatted($"I should be closer to {combatant.Name}");
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}
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else if (Core.TickCount - Mobile.LastMoveTime > 400)
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{
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Mobile.Direction = Mobile.GetDirectionTo(combatant);
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}
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if (!Mobile.Controlled && !Mobile.Summoned && Mobile.CanFlee)
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{
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var hitPercent = (double)Mobile.Hits / Mobile.HitsMax;
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if (hitPercent <= 0.1)
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{
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DebugSay("I am low on health!");
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Action = ActionType.Flee;
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return true;
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}
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}
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if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
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{
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this.DebugSayFormatted($"I used my abilities on {combatant.Name}!");
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@ -93,33 +61,6 @@ public class AnimalAI : BaseAI
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return true;
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}
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public override bool DoActionBackoff()
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{
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var hitPercent = (double)Mobile.Hits / Mobile.HitsMax;
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if (!Mobile.Summoned && !Mobile.Controlled && hitPercent < 0.1 && Mobile.CanFlee) // Less than 10% health
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{
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Action = ActionType.Flee;
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}
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else if (AcquireFocusMob(Mobile.RangePerception * 2, FightMode.Closest, true, false, true))
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{
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if (WalkMobileRange(Mobile.FocusMob, 1, false, Mobile.RangePerception, Mobile.RangePerception * 2))
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{
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DebugSay("Well, here I am safe");
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Action = ActionType.Wander;
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}
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}
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else
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{
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DebugSay("I have lost my focus, lets relax");
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Action = ActionType.Wander;
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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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AcquireFocusMob(Mobile.RangePerception * 2, Mobile.FightMode, true, false, true);
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@ -1,4 +1,3 @@
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using System;
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using Server.Items;
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namespace Server.Mobiles;
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@ -9,6 +8,9 @@ public class ArcherAI : BaseAI
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{
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}
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public override double FleeHealthThreshold => 0.2; // 20% is default
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public override double FleeChance => 0.1; // 10% is default
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public override bool DoActionWander()
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{
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DebugSay("I have no combatant");
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@ -75,18 +77,6 @@ public class ArcherAI : BaseAI
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return true;
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}
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// At 20% we should check if we must leave
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if (Mobile.Combatant != null && Mobile.Hits < Mobile.HitsMax * 20 / 100 && Mobile.CanFlee)
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{
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// 10% to flee + the diff of hits
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var fleeChance = 10 + Math.Max(0, Mobile.Combatant.Hits - Mobile.Hits);
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if (Utility.Random(0, 100) > fleeChance)
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{
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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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@ -181,6 +181,11 @@ public abstract partial class BaseAI
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private bool CanAttackTarget(Mobile from, Mobile target)
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{
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if (target.Hidden)
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{
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return false;
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}
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if (target is BaseCreature creature && creature.IsScaryToPets && Mobile.IsScaredOfScaryThings)
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{
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Mobile.SayTo(from, "Your pet refuses to attack this creature!");
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@ -341,6 +346,13 @@ public abstract partial class BaseAI
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{
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this.DebugSayFormatted($"I am being herded by {Mobile.ControlTarget?.Name ?? "Unknown"}.");
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}
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else if (ShouldBackoff())
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{
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DebugSay("Detected threat, backing off!");
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Action = ActionType.Backoff;
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return true;
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}
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else if (Mobile.CurrentWayPoint != null)
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{
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HandleWayPoint();
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@ -348,6 +360,11 @@ public abstract partial class BaseAI
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else if (Mobile.IsAnimatedDead)
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{
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FollowMaster();
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if (CheckMove() && CanMoveNow(out _) && !Mobile.CheckIdle())
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{
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WalkRandomInHome(3, 2, 1);
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}
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}
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else if (CheckMove() && CanMoveNow(out _) && !Mobile.CheckIdle())
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{
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@ -389,10 +406,6 @@ public abstract partial class BaseAI
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{
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MoveTo(master, false, 1);
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}
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else
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{
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WalkRandomInHome(3, 2, 1);
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}
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}
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public virtual bool DoActionCombat()
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@ -406,13 +419,13 @@ public abstract partial class BaseAI
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var combatant = Mobile.Combatant;
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if (!IsValidCombatant(combatant))
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{
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DebugSay("My combatant is missing. Returning home...");
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DebugSay("My combatant is missing. Wandering...");
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Mobile.FocusMob = null;
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Mobile.Warmode = false;
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Mobile.Combatant = null;
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WalkRandomInHome(3, 2, 1);
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Action = ActionType.Wander;
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return true;
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}
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@ -424,8 +437,8 @@ public abstract partial class BaseAI
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return true;
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}
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public bool IsValidCombatant(Mobile combatant) =>
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IsValidFocusMob(combatant) && Mobile.InLOS(combatant);
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public bool IsValidCombatant(Mobile combatant) => IsValidFocusMob(combatant)
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&& (Mobile.InLOS(combatant) || IsHostile(combatant));
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public bool IsValidFocusMob(Mobile focusMob) =>
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focusMob != null
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@ -453,11 +466,11 @@ public abstract partial class BaseAI
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public virtual bool DoActionFlee()
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{
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var from = Mobile.FocusMob;
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var from = Mobile.Combatant;
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if (!IsValidFocusMob(from))
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if (!IsValidCombatant(from))
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{
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DebugSay("Focus target is missing.");
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DebugSay("Combatant is missing.");
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WalkRandomInHome(3, 2, 1);
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return true;
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@ -471,8 +484,6 @@ public abstract partial class BaseAI
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public virtual bool DoActionInteract() => true;
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public virtual bool DoActionBackoff() => true;
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public virtual bool CheckHerding()
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{
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var target = Mobile.TargetLocation;
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@ -571,16 +582,86 @@ public abstract partial class BaseAI
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|| Mobile.BardTarget.Map != Mobile.Map
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|| Mobile.GetDistanceToSqrt(Mobile.BardTarget) > Mobile.RangePerception;
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public virtual double FleeHealthThreshold => 0.0;
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public virtual double FleeChance => 0.0;
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public virtual bool CheckFlee()
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{
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if (!Mobile.CheckFlee())
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if (Mobile.CheckFlee())
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{
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if (Mobile.Combatant == null)
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{
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Action = ActionType.Wander;
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return false;
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}
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Action = ActionType.Flee;
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return true;
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}
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if (StartFlee())
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{
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var duration = TimeSpan.FromSeconds(Utility.Random(10, 30));
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Mobile.BeginFlee(duration);
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Action = ActionType.Flee;
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return true;
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}
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return false;
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}
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protected virtual bool StartFlee()
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{
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if (!Mobile.CanFlee)
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{
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return false;
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}
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if (Mobile.Combatant == null)
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var hitPercent = (double)Mobile.Hits / Mobile.HitsMax;
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if (hitPercent > FleeHealthThreshold)
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{
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WalkRandomInHome(3, 2, 1);
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return false;
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}
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return Utility.RandomDouble() < FleeChance;
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}
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public virtual double BackoffChance => 0.0;
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protected virtual bool ShouldBackoff()
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{
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if (Mobile.Combatant != null || BackoffChance <= 0.0)
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{
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return false;
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}
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if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
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{
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return Utility.RandomDouble() < BackoffChance;
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}
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return false;
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}
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public virtual bool DoActionBackoff()
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{
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if (AcquireFocusMob(Mobile.RangePerception * 2, FightMode.Closest, true, false, true))
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{
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if (WalkMobileRange(Mobile.FocusMob, 1, false, Mobile.RangePerception, Mobile.RangePerception * 2))
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{
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DebugSay("I backed off to safety. Wandering...");
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Action = ActionType.Wander;
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}
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}
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else
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{
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DebugSay("Focus target missing. Wandering...");
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Action = ActionType.Wander;
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}
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return true;
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@ -801,7 +882,8 @@ public abstract partial class BaseAI
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return !valid && (acqType != FightMode.Evil || (bc?.GetMaster()?.Karma ?? m.Karma) >= 0);
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}
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private bool IsHostile(Mobile from) => Mobile.Combatant == from || from.Combatant == Mobile || IsAggressor(from) || IsAggressed(from);
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private bool IsHostile(Mobile from) => Mobile.Combatant == from || from.Combatant == Mobile
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|| IsAggressor(from) || IsAggressed(from);
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private bool IsAggressor(Mobile from)
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{
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@ -357,13 +357,14 @@ public abstract partial class BaseAI
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}
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private bool IsInvalidControlTarget(Mobile target) => target?.Deleted != false || target.Map != Mobile.Map
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|| !target.Alive || target.IsDeadBondedPet;
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|| !target.Alive || target.IsDeadBondedPet || target.Hidden;
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private void HandleInvalidControlTarget()
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{
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DebugSay("Target is either dead, hidden, or out of range.");
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Mobile.ControlOrder = Core.AOS || Mobile.IsBonded ? OrderType.Follow : OrderType.None;
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Mobile.ControlTarget = Mobile.ControlMaster;
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Mobile.ControlOrder = OrderType.None;
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if (Mobile.FightMode is FightMode.Closest or FightMode.Aggressor)
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{
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@ -20,6 +20,9 @@ public class MageAI : BaseAI
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private const double DispelChance = 0.75; // 75% chance to dispel at gm magery
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private const double InvisChance = 0.50; // 50% chance to invis at gm magery
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public override double FleeHealthThreshold => 0.2; // 20% is default
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public override double FleeChance => 0.1; // 10% is default
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private static readonly int[] Offsets =
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[
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-1, -1,
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@ -692,21 +695,6 @@ public class MageAI : BaseAI
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}
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}
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if (!Mobile.Controlled && !Mobile.Summoned && Mobile.CanFlee && Mobile.Hits < Mobile.HitsMax * 20 / 100)
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{
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// We are low on health, should we flee?
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// (10 + diff)% chance to flee
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var fleeChance = 10 + Math.Max(0, c.Hits - Mobile.Hits);
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if (Utility.Random(0, 100) > fleeChance)
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{
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this.DebugSayFormatted($"I am going to flee from {c.Name}");
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Action = ActionType.Flee;
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return true;
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}
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}
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if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, c))
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{
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DebugSay("I used my abilities!");
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@ -843,37 +831,6 @@ public class MageAI : BaseAI
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return true;
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}
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public override bool DoActionFlee()
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{
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if ((Mobile.Mana > 20 || Mobile.Mana == Mobile.ManaMax) && Mobile.Hits > Mobile.HitsMax / 2)
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{
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DebugSay("I am stronger now, my guard is up");
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Action = ActionType.Guard;
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}
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else if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
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{
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this.DebugSayFormatted($"I am scared of {Mobile.FocusMob.Name}");
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RunFrom(Mobile.FocusMob);
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Mobile.FocusMob = null;
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if (Mobile.Poisoned && Utility.Random(0, 5) == 0)
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{
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new CureSpell(Mobile).Cast();
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}
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}
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else
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{
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DebugSay("Area seems clear, but my guard is up");
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Action = ActionType.Guard;
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Mobile.Warmode = true;
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}
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return true;
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}
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public Mobile FindDispelTarget(bool activeOnly)
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{
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if (Mobile.Deleted || Mobile.Int < 95 || CanDispel(Mobile) || Mobile.AutoDispel)
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@ -1,5 +1,3 @@
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using System;
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namespace Server.Mobiles;
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public class MeleeAI : BaseAI
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@ -8,21 +6,21 @@ public class MeleeAI : BaseAI
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{
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}
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public override double FleeHealthThreshold => 0.2; // 20% is default
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public override double FleeChance => 0.1; // 10% is default
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public override bool DoActionWander()
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{
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if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
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{
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this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
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Mobile.Combatant = 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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DebugSay("I am wandering");
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Mobile.Warmode = false;
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base.DoActionWander();
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}
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@ -33,79 +31,32 @@ public class MeleeAI : BaseAI
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{
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var combatant = Mobile.Combatant;
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if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive ||
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combatant.IsDeadBondedPet)
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if (!IsValidCombatant(combatant))
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{
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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 (!Mobile.InRange(combatant, 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(Mobile.RangePerception, Mobile.FightMode, false, false, true))
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if (!HandleOutOfRangeCombatant(combatant))
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{
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Mobile.Combatant = Mobile.FocusMob;
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Mobile.FocusMob = null;
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return true;
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}
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else if (!Mobile.InRange(combatant, Mobile.RangePerception * 3))
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{
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Mobile.Combatant = null;
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}
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combatant = Mobile.Combatant;
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if (combatant == null)
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{
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DebugSay("My combatant has fled, so I am on guard");
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|
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Action = ActionType.Guard;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!MoveTo(combatant, false, Mobile.RangeFight))
|
||||
if (!AttemptMoveToCombatant(combatant))
|
||||
{
|
||||
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
|
||||
{
|
||||
this.DebugSayFormatted($"My move is blocked, so I am going to attack {Mobile.FocusMob!.Name}");
|
||||
|
||||
Mobile.Combatant = Mobile.FocusMob;
|
||||
Action = ActionType.Combat;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (Mobile.GetDistanceToSqrt(combatant) > Mobile.RangePerception + 1)
|
||||
{
|
||||
this.DebugSayFormatted($"I cannot find {combatant.Name}, so my guard is up");
|
||||
|
||||
Action = ActionType.Guard;
|
||||
return true;
|
||||
}
|
||||
|
||||
this.DebugSayFormatted($"I cannot find {combatant.Name}, so my guard is up");
|
||||
return true;
|
||||
}
|
||||
else if (Core.TickCount - Mobile.LastMoveTime > 200)
|
||||
|
||||
if (Core.TickCount - Mobile.LastMoveTime > 400)
|
||||
{
|
||||
Mobile.Direction = Mobile.GetDirectionTo(combatant);
|
||||
}
|
||||
|
||||
// We are low on health, should we flee?
|
||||
if (!Mobile.Controlled && !Mobile.Summoned && Mobile.CanFlee && Mobile.Hits < Mobile.HitsMax * 20 / 100)
|
||||
{
|
||||
var fleeChance = 10 + Math.Max(0, combatant.Hits - Mobile.Hits); // (10 + diff)% chance to flee;
|
||||
if (Utility.Random(0, 100) < fleeChance)
|
||||
{
|
||||
this.DebugSayFormatted($"I am going to flee from {combatant.Name}");
|
||||
|
||||
Action = ActionType.Flee;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
|
||||
{
|
||||
DebugSay("I used my abilities!");
|
||||
|
|
@ -114,12 +65,69 @@ public class MeleeAI : BaseAI
|
|||
return true;
|
||||
}
|
||||
|
||||
private bool IsValidCombatant(Mobile combatant)
|
||||
{
|
||||
return combatant?.Deleted == false
|
||||
&& combatant.Map == Mobile.Map
|
||||
&& combatant.Alive
|
||||
&& !combatant.IsDeadBondedPet;
|
||||
}
|
||||
|
||||
private bool HandleOutOfRangeCombatant(Mobile combatant)
|
||||
{
|
||||
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
|
||||
{
|
||||
Mobile.Combatant = Mobile.FocusMob;
|
||||
Mobile.FocusMob = null;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!Mobile.InRange(combatant, Mobile.RangePerception * 3))
|
||||
{
|
||||
Mobile.Combatant = null;
|
||||
}
|
||||
|
||||
if (Mobile.Combatant == null)
|
||||
{
|
||||
DebugSay("My combatant has fled, so I am on guard.");
|
||||
Action = ActionType.Guard;
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool AttemptMoveToCombatant(Mobile combatant)
|
||||
{
|
||||
if (MoveTo(combatant, false, Mobile.RangeFight))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
|
||||
{
|
||||
this.DebugSayFormatted($"My move is blocked, so I am going to attack {Mobile.FocusMob.Name}.");
|
||||
Mobile.Combatant = Mobile.FocusMob;
|
||||
Action = ActionType.Combat;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (Mobile.GetDistanceToSqrt(combatant) > Mobile.RangePerception + 1)
|
||||
{
|
||||
this.DebugSayFormatted($"I cannot find {combatant.Name}, so my guard is up.");
|
||||
Action = ActionType.Guard;
|
||||
return false;
|
||||
}
|
||||
|
||||
this.DebugSayFormatted($"I cannot reach {combatant.Name} but continuing to try.");
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool DoActionGuard()
|
||||
{
|
||||
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
|
||||
{
|
||||
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
|
||||
|
||||
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking.");
|
||||
Mobile.Combatant = Mobile.FocusMob;
|
||||
Action = ActionType.Combat;
|
||||
}
|
||||
|
|
@ -133,10 +141,9 @@ public class MeleeAI : BaseAI
|
|||
|
||||
public override bool DoActionFlee()
|
||||
{
|
||||
if (Mobile.Hits > Mobile.HitsMax / 2)
|
||||
if (Mobile.Hits > Mobile.HitsMax * FleeHealthThreshold)
|
||||
{
|
||||
DebugSay("I am stronger now, so I will continue fighting");
|
||||
|
||||
DebugSay("I am stronger now, so I will continue fighting.");
|
||||
Action = ActionType.Combat;
|
||||
}
|
||||
else
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue