fix: Fixes various target/movement bugs in BaseAI (#2379)

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Bohica 2026-03-29 09:39:02 -07:00 committed by GitHub
parent aa6932739f
commit 4698299ea7
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GPG key ID: B5690EEEBB952194
6 changed files with 186 additions and 208 deletions

View file

@ -1,12 +1,3 @@
// Ideas
// When you run on animals the panic
// When if (distance < 8 && Utility.RandomDouble() * Math.Sqrt( (8 - distance) / 6 ) >= incoming.Skills.AnimalTaming.Value)
// More your close, the more it can panic
/*
* AnimalHunterAI, AnimalHidingAI, AnimalDomesticAI...
*
*/
namespace Server.Mobiles;
public class AnimalAI : BaseAI
@ -15,22 +6,15 @@ public class AnimalAI : BaseAI
{
}
public override double FleeHealthThreshold => 0.1; // 10% is default
public override double FleeChance => 0.1; // 10% is default
public override double BackoffChance => 0.5; // 50% is default
public override bool DoActionWander()
{
// New, only flee @ 10%
var hitPercent = (double)Mobile.Hits / Mobile.HitsMax;
if (!Mobile.Summoned && !Mobile.Controlled && hitPercent < 0.1 && Mobile.CanFlee) // Less than 10% health
{
DebugSay("I am low on health!");
Action = ActionType.Flee;
}
else if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
Mobile.Combatant = Mobile.FocusMob;
Action = ActionType.Combat;
}
@ -46,8 +30,7 @@ public class AnimalAI : BaseAI
{
var combatant = Mobile.Combatant;
if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive ||
combatant.IsDeadBondedPet)
if (!IsValidCombatant(combatant))
{
DebugSay("My combatant is gone!");
@ -64,27 +47,12 @@ public class AnimalAI : BaseAI
Action = ActionType.Wander;
return true;
}
this.DebugSayFormatted($"I should be closer to {combatant.Name}");
}
else if (Core.TickCount - Mobile.LastMoveTime > 400)
{
Mobile.Direction = Mobile.GetDirectionTo(combatant);
}
if (!Mobile.Controlled && !Mobile.Summoned && Mobile.CanFlee)
{
var hitPercent = (double)Mobile.Hits / Mobile.HitsMax;
if (hitPercent <= 0.1)
{
DebugSay("I am low on health!");
Action = ActionType.Flee;
return true;
}
}
if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
{
this.DebugSayFormatted($"I used my abilities on {combatant.Name}!");
@ -93,33 +61,6 @@ public class AnimalAI : BaseAI
return true;
}
public override bool DoActionBackoff()
{
var hitPercent = (double)Mobile.Hits / Mobile.HitsMax;
if (!Mobile.Summoned && !Mobile.Controlled && hitPercent < 0.1 && Mobile.CanFlee) // Less than 10% health
{
Action = ActionType.Flee;
}
else if (AcquireFocusMob(Mobile.RangePerception * 2, FightMode.Closest, true, false, true))
{
if (WalkMobileRange(Mobile.FocusMob, 1, false, Mobile.RangePerception, Mobile.RangePerception * 2))
{
DebugSay("Well, here I am safe");
Action = ActionType.Wander;
}
}
else
{
DebugSay("I have lost my focus, lets relax");
Action = ActionType.Wander;
}
return true;
}
public override bool DoActionFlee()
{
AcquireFocusMob(Mobile.RangePerception * 2, Mobile.FightMode, true, false, true);

View file

@ -1,4 +1,3 @@
using System;
using Server.Items;
namespace Server.Mobiles;
@ -9,6 +8,9 @@ public class ArcherAI : BaseAI
{
}
public override double FleeHealthThreshold => 0.2; // 20% is default
public override double FleeChance => 0.1; // 10% is default
public override bool DoActionWander()
{
DebugSay("I have no combatant");
@ -75,18 +77,6 @@ public class ArcherAI : BaseAI
return true;
}
// At 20% we should check if we must leave
if (Mobile.Combatant != null && Mobile.Hits < Mobile.HitsMax * 20 / 100 && Mobile.CanFlee)
{
// 10% to flee + the diff of hits
var fleeChance = 10 + Math.Max(0, Mobile.Combatant.Hits - Mobile.Hits);
if (Utility.Random(0, 100) > fleeChance)
{
Action = ActionType.Flee;
}
}
return true;
}

View file

@ -181,6 +181,11 @@ public abstract partial class BaseAI
private bool CanAttackTarget(Mobile from, Mobile target)
{
if (target.Hidden)
{
return false;
}
if (target is BaseCreature creature && creature.IsScaryToPets && Mobile.IsScaredOfScaryThings)
{
Mobile.SayTo(from, "Your pet refuses to attack this creature!");
@ -341,6 +346,13 @@ public abstract partial class BaseAI
{
this.DebugSayFormatted($"I am being herded by {Mobile.ControlTarget?.Name ?? "Unknown"}.");
}
else if (ShouldBackoff())
{
DebugSay("Detected threat, backing off!");
Action = ActionType.Backoff;
return true;
}
else if (Mobile.CurrentWayPoint != null)
{
HandleWayPoint();
@ -348,6 +360,11 @@ public abstract partial class BaseAI
else if (Mobile.IsAnimatedDead)
{
FollowMaster();
if (CheckMove() && CanMoveNow(out _) && !Mobile.CheckIdle())
{
WalkRandomInHome(3, 2, 1);
}
}
else if (CheckMove() && CanMoveNow(out _) && !Mobile.CheckIdle())
{
@ -389,10 +406,6 @@ public abstract partial class BaseAI
{
MoveTo(master, false, 1);
}
else
{
WalkRandomInHome(3, 2, 1);
}
}
public virtual bool DoActionCombat()
@ -406,13 +419,13 @@ public abstract partial class BaseAI
var combatant = Mobile.Combatant;
if (!IsValidCombatant(combatant))
{
DebugSay("My combatant is missing. Returning home...");
DebugSay("My combatant is missing. Wandering...");
Mobile.FocusMob = null;
Mobile.Warmode = false;
Mobile.Combatant = null;
WalkRandomInHome(3, 2, 1);
Action = ActionType.Wander;
return true;
}
@ -424,8 +437,8 @@ public abstract partial class BaseAI
return true;
}
public bool IsValidCombatant(Mobile combatant) =>
IsValidFocusMob(combatant) && Mobile.InLOS(combatant);
public bool IsValidCombatant(Mobile combatant) => IsValidFocusMob(combatant)
&& (Mobile.InLOS(combatant) || IsHostile(combatant));
public bool IsValidFocusMob(Mobile focusMob) =>
focusMob != null
@ -453,11 +466,11 @@ public abstract partial class BaseAI
public virtual bool DoActionFlee()
{
var from = Mobile.FocusMob;
var from = Mobile.Combatant;
if (!IsValidFocusMob(from))
if (!IsValidCombatant(from))
{
DebugSay("Focus target is missing.");
DebugSay("Combatant is missing.");
WalkRandomInHome(3, 2, 1);
return true;
@ -471,8 +484,6 @@ public abstract partial class BaseAI
public virtual bool DoActionInteract() => true;
public virtual bool DoActionBackoff() => true;
public virtual bool CheckHerding()
{
var target = Mobile.TargetLocation;
@ -571,16 +582,86 @@ public abstract partial class BaseAI
|| Mobile.BardTarget.Map != Mobile.Map
|| Mobile.GetDistanceToSqrt(Mobile.BardTarget) > Mobile.RangePerception;
public virtual double FleeHealthThreshold => 0.0;
public virtual double FleeChance => 0.0;
public virtual bool CheckFlee()
{
if (!Mobile.CheckFlee())
if (Mobile.CheckFlee())
{
if (Mobile.Combatant == null)
{
Action = ActionType.Wander;
return false;
}
Action = ActionType.Flee;
return true;
}
if (StartFlee())
{
var duration = TimeSpan.FromSeconds(Utility.Random(10, 30));
Mobile.BeginFlee(duration);
Action = ActionType.Flee;
return true;
}
return false;
}
protected virtual bool StartFlee()
{
if (!Mobile.CanFlee)
{
return false;
}
if (Mobile.Combatant == null)
var hitPercent = (double)Mobile.Hits / Mobile.HitsMax;
if (hitPercent > FleeHealthThreshold)
{
WalkRandomInHome(3, 2, 1);
return false;
}
return Utility.RandomDouble() < FleeChance;
}
public virtual double BackoffChance => 0.0;
protected virtual bool ShouldBackoff()
{
if (Mobile.Combatant != null || BackoffChance <= 0.0)
{
return false;
}
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
return Utility.RandomDouble() < BackoffChance;
}
return false;
}
public virtual bool DoActionBackoff()
{
if (AcquireFocusMob(Mobile.RangePerception * 2, FightMode.Closest, true, false, true))
{
if (WalkMobileRange(Mobile.FocusMob, 1, false, Mobile.RangePerception, Mobile.RangePerception * 2))
{
DebugSay("I backed off to safety. Wandering...");
Action = ActionType.Wander;
}
}
else
{
DebugSay("Focus target missing. Wandering...");
Action = ActionType.Wander;
}
return true;
@ -801,7 +882,8 @@ public abstract partial class BaseAI
return !valid && (acqType != FightMode.Evil || (bc?.GetMaster()?.Karma ?? m.Karma) >= 0);
}
private bool IsHostile(Mobile from) => Mobile.Combatant == from || from.Combatant == Mobile || IsAggressor(from) || IsAggressed(from);
private bool IsHostile(Mobile from) => Mobile.Combatant == from || from.Combatant == Mobile
|| IsAggressor(from) || IsAggressed(from);
private bool IsAggressor(Mobile from)
{

View file

@ -357,13 +357,14 @@ public abstract partial class BaseAI
}
private bool IsInvalidControlTarget(Mobile target) => target?.Deleted != false || target.Map != Mobile.Map
|| !target.Alive || target.IsDeadBondedPet;
|| !target.Alive || target.IsDeadBondedPet || target.Hidden;
private void HandleInvalidControlTarget()
{
DebugSay("Target is either dead, hidden, or out of range.");
Mobile.ControlOrder = Core.AOS || Mobile.IsBonded ? OrderType.Follow : OrderType.None;
Mobile.ControlTarget = Mobile.ControlMaster;
Mobile.ControlOrder = OrderType.None;
if (Mobile.FightMode is FightMode.Closest or FightMode.Aggressor)
{

View file

@ -20,6 +20,9 @@ public class MageAI : BaseAI
private const double DispelChance = 0.75; // 75% chance to dispel at gm magery
private const double InvisChance = 0.50; // 50% chance to invis at gm magery
public override double FleeHealthThreshold => 0.2; // 20% is default
public override double FleeChance => 0.1; // 10% is default
private static readonly int[] Offsets =
[
-1, -1,
@ -692,21 +695,6 @@ public class MageAI : BaseAI
}
}
if (!Mobile.Controlled && !Mobile.Summoned && Mobile.CanFlee && Mobile.Hits < Mobile.HitsMax * 20 / 100)
{
// We are low on health, should we flee?
// (10 + diff)% chance to flee
var fleeChance = 10 + Math.Max(0, c.Hits - Mobile.Hits);
if (Utility.Random(0, 100) > fleeChance)
{
this.DebugSayFormatted($"I am going to flee from {c.Name}");
Action = ActionType.Flee;
return true;
}
}
if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, c))
{
DebugSay("I used my abilities!");
@ -843,37 +831,6 @@ public class MageAI : BaseAI
return true;
}
public override bool DoActionFlee()
{
if ((Mobile.Mana > 20 || Mobile.Mana == Mobile.ManaMax) && Mobile.Hits > Mobile.HitsMax / 2)
{
DebugSay("I am stronger now, my guard is up");
Action = ActionType.Guard;
}
else if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
this.DebugSayFormatted($"I am scared of {Mobile.FocusMob.Name}");
RunFrom(Mobile.FocusMob);
Mobile.FocusMob = null;
if (Mobile.Poisoned && Utility.Random(0, 5) == 0)
{
new CureSpell(Mobile).Cast();
}
}
else
{
DebugSay("Area seems clear, but my guard is up");
Action = ActionType.Guard;
Mobile.Warmode = true;
}
return true;
}
public Mobile FindDispelTarget(bool activeOnly)
{
if (Mobile.Deleted || Mobile.Int < 95 || CanDispel(Mobile) || Mobile.AutoDispel)

View file

@ -1,5 +1,3 @@
using System;
namespace Server.Mobiles;
public class MeleeAI : BaseAI
@ -8,21 +6,21 @@ public class MeleeAI : BaseAI
{
}
public override double FleeHealthThreshold => 0.2; // 20% is default
public override double FleeChance => 0.1; // 10% is default
public override bool DoActionWander()
{
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
Mobile.Combatant = Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
DebugSay("I am wandering");
Mobile.Warmode = false;
base.DoActionWander();
}
@ -33,79 +31,32 @@ public class MeleeAI : BaseAI
{
var combatant = Mobile.Combatant;
if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive ||
combatant.IsDeadBondedPet)
if (!IsValidCombatant(combatant))
{
DebugSay("My combatant is gone, so my guard is up");
Action = ActionType.Guard;
return true;
}
if (!Mobile.InRange(combatant, Mobile.RangePerception))
{
// They are somewhat far away, can we find something else?
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
if (!HandleOutOfRangeCombatant(combatant))
{
Mobile.Combatant = Mobile.FocusMob;
Mobile.FocusMob = null;
return true;
}
else if (!Mobile.InRange(combatant, Mobile.RangePerception * 3))
{
Mobile.Combatant = null;
}
combatant = Mobile.Combatant;
if (combatant == null)
{
DebugSay("My combatant has fled, so I am on guard");
Action = ActionType.Guard;
return true;
}
}
if (!MoveTo(combatant, false, Mobile.RangeFight))
if (!AttemptMoveToCombatant(combatant))
{
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
this.DebugSayFormatted($"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