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

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@ -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)
{