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47711d616e
2644 changed files with 479454 additions and 0 deletions
157
Scripts/Engines/AI/AI/AnimalAI.cs
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157
Scripts/Engines/AI/AI/AnimalAI.cs
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@ -0,0 +1,157 @@
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using System;
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using System.Collections;
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using Server.Targeting;
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using Server.Network;
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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[SkillName.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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{
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public class AnimalAI : BaseAI
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{
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public AnimalAI(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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// Old:
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#if false
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, true, false, true))
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{
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m_Mobile.DebugSay( "There is something near, I go away" );
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Action = ActionType.Backoff;
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}
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else if ( m_Mobile.IsHurt() || m_Mobile.Combatant != null )
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{
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m_Mobile.DebugSay( "I am hurt or being attacked, I flee" );
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Action = ActionType.Flee;
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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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#endif
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// New, only flee @ 10%
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double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 ) // Less than 10% health
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{
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m_Mobile.DebugSay( "I am low on health!" );
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Action = ActionType.Flee;
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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( "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 == null || combatant.Deleted || combatant.Map != m_Mobile.Map )
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{
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m_Mobile.DebugSay( "My combatant is gone.." );
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Action = ActionType.Wander;
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return true;
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}
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if ( WalkMobileRange( combatant, 1, true, m_Mobile.RangeFight, 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
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{
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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}", combatant.Name );
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Action = ActionType.Wander;
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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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}
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if ( !m_Mobile.Controlled && !m_Mobile.Summoned )
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{
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double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if ( hitPercent < 0.1 )
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{
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m_Mobile.DebugSay( "I am low on health!" );
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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 DoActionBackoff()
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{
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double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 ) // Less than 10% health
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{
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Action = ActionType.Flee;
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}
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else
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{
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if (AcquireFocusMob(m_Mobile.RangePerception * 2, FightMode.Closest, true, false , true))
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{
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if ( WalkMobileRange(m_Mobile.FocusMob, 1, false, m_Mobile.RangePerception, m_Mobile.RangePerception * 2) )
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{
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m_Mobile.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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m_Mobile.DebugSay( "I have lost my focus, lets relax" );
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Action = ActionType.Wander;
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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 DoActionFlee()
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{
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AcquireFocusMob(m_Mobile.RangePerception * 2, m_Mobile.FightMode, true, false, true);
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if ( m_Mobile.FocusMob == null )
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m_Mobile.FocusMob = m_Mobile.Combatant;
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return base.DoActionFlee();
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}
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}
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}
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131
Scripts/Engines/AI/AI/ArcherAI.cs
Normal file
131
Scripts/Engines/AI/AI/ArcherAI.cs
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@ -0,0 +1,131 @@
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using System;
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using System.Collections;
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using Server.Targeting;
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using Server.Network;
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using Server.Mobiles;
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using Server.Items;
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namespace Server.Mobiles
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{
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public class ArcherAI : BaseAI
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{
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public ArcherAI(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} and I will attack", 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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return 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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if ( m_Mobile.Combatant == null || m_Mobile.Combatant.Deleted || !m_Mobile.Combatant.Alive || m_Mobile.Combatant.IsDeadBondedPet )
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{
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m_Mobile.DebugSay("My combatant is deleted");
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Action = ActionType.Guard;
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return true;
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}
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if ( (m_Mobile.LastMoveTime + TimeSpan.FromSeconds( 1.0 )) < DateTime.Now )
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{
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if (WalkMobileRange(m_Mobile.Combatant, 1, true, m_Mobile.RangeFight, m_Mobile.Weapon.MaxRange))
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{
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// Be sure to face the combatant
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m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant.Location);
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}
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else
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{
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if ( m_Mobile.Combatant != null )
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{
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if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I am still not in range of {0}", m_Mobile.Combatant.Name);
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if ( (int) m_Mobile.GetDistanceToSqrt( m_Mobile.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 have lost {0}", m_Mobile.Combatant.Name);
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m_Mobile.Combatant = null;
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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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}
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}
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// When we have no ammo, we flee
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Container pack = m_Mobile.Backpack;
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if ( pack == null || pack.FindItemByType( typeof( Arrow ) ) == null )
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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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// At 20% we should check if we must leave
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if ( m_Mobile.Hits < m_Mobile.HitsMax*20/100 )
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{
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bool bFlee = false;
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// if my current hits are more than my opponent, i don't care
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if ( m_Mobile.Combatant != null && m_Mobile.Hits < m_Mobile.Combatant.Hits)
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{
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int iDiff = m_Mobile.Combatant.Hits - m_Mobile.Hits;
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if ( Utility.Random(0, 100) > 10 + iDiff) // 10% to flee + the diff of hits
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{
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bFlee = true;
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}
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}
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else if ( m_Mobile.Combatant != null && m_Mobile.Hits >= m_Mobile.Combatant.Hits)
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{
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if ( Utility.Random(0, 100) > 10 ) // 10% to flee
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{
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bFlee = true;
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}
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}
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if (bFlee)
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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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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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}
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}
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2748
Scripts/Engines/AI/AI/BaseAI.cs
Normal file
2748
Scripts/Engines/AI/AI/BaseAI.cs
Normal file
File diff suppressed because it is too large
Load diff
87
Scripts/Engines/AI/AI/BerserkAI.cs
Normal file
87
Scripts/Engines/AI/AI/BerserkAI.cs
Normal file
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@ -0,0 +1,87 @@
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using System;
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using System.Collections;
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using Server.Targeting;
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using Server.Network;
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namespace Server.Mobiles
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{
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public class BerserkAI : BaseAI
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{
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public BerserkAI(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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|
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if( AcquireFocusMob( m_Mobile.RangePerception, FightMode.Closest, false, true, true) )
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{
|
||||
if ( m_Mobile.Debug )
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m_Mobile.DebugSay( "I have detected " + m_Mobile.FocusMob.Name + " and I will attack" );
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||||
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||||
m_Mobile.Combatant = m_Mobile.FocusMob;
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||||
Action = ActionType.Combat;
|
||||
}
|
||||
else
|
||||
{
|
||||
base.DoActionWander();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool DoActionCombat()
|
||||
{
|
||||
if( m_Mobile.Combatant == null || m_Mobile.Combatant.Deleted )
|
||||
{
|
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m_Mobile.DebugSay("My combatant is deleted");
|
||||
Action = ActionType.Guard;
|
||||
return true;
|
||||
}
|
||||
|
||||
if( WalkMobileRange( m_Mobile.Combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight ) )
|
||||
{
|
||||
// Be sure to face the combatant
|
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m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.Combatant.Location );
|
||||
}
|
||||
else
|
||||
{
|
||||
if( m_Mobile.Combatant != null )
|
||||
{
|
||||
if ( m_Mobile.Debug )
|
||||
m_Mobile.DebugSay("I am still not in range of " + m_Mobile.Combatant.Name);
|
||||
|
||||
if( (int) m_Mobile.GetDistanceToSqrt( m_Mobile.Combatant ) > m_Mobile.RangePerception + 1 )
|
||||
{
|
||||
if ( m_Mobile.Debug )
|
||||
m_Mobile.DebugSay( "I have lost " + m_Mobile.Combatant.Name );
|
||||
|
||||
Action = ActionType.Guard;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool DoActionGuard()
|
||||
{
|
||||
if ( AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, true, 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
176
Scripts/Engines/AI/AI/HealerAI.cs
Normal file
176
Scripts/Engines/AI/AI/HealerAI.cs
Normal file
|
|
@ -0,0 +1,176 @@
|
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using System;
|
||||
using System.Collections;
|
||||
using Server.Targeting;
|
||||
using Server.Network;
|
||||
using Server.Spells;
|
||||
using Server.Spells.First;
|
||||
using Server.Spells.Second;
|
||||
using Server.Spells.Fourth;
|
||||
|
||||
namespace Server.Mobiles
|
||||
{
|
||||
public class HealerAI : BaseAI
|
||||
{
|
||||
private static NeedDelegate m_Cure = new NeedDelegate( NeedCure );
|
||||
private static NeedDelegate m_GHeal = new NeedDelegate( NeedGHeal );
|
||||
private static NeedDelegate m_LHeal = new NeedDelegate( NeedLHeal );
|
||||
private static NeedDelegate[] m_ACure = new NeedDelegate[] { m_Cure };
|
||||
private static NeedDelegate[] m_AGHeal = new NeedDelegate[] { m_GHeal };
|
||||
private static NeedDelegate[] m_ALHeal = new NeedDelegate[] { m_LHeal };
|
||||
private static NeedDelegate[] m_All = new NeedDelegate[] { m_Cure, m_GHeal, m_LHeal };
|
||||
|
||||
public HealerAI( BaseCreature m ) : base( m )
|
||||
{
|
||||
}
|
||||
|
||||
public override bool Think()
|
||||
{
|
||||
if ( m_Mobile.Deleted )
|
||||
return false;
|
||||
|
||||
Target targ = m_Mobile.Target;
|
||||
|
||||
if ( targ != null )
|
||||
{
|
||||
if ( targ is CureSpell.InternalTarget )
|
||||
{
|
||||
ProcessTarget( targ, m_ACure );
|
||||
}
|
||||
else if ( targ is GreaterHealSpell.InternalTarget )
|
||||
{
|
||||
ProcessTarget( targ, m_AGHeal );
|
||||
}
|
||||
else if ( targ is HealSpell.InternalTarget )
|
||||
{
|
||||
ProcessTarget( targ, m_ALHeal );
|
||||
}
|
||||
else
|
||||
{
|
||||
targ.Cancel( m_Mobile, TargetCancelType.Canceled );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Mobile toHelp = Find( m_All );
|
||||
|
||||
if ( toHelp != null )
|
||||
{
|
||||
if ( NeedCure( toHelp ) )
|
||||
{
|
||||
if ( m_Mobile.Debug )
|
||||
m_Mobile.DebugSay( "{0} needs a cure", toHelp.Name );
|
||||
|
||||
if ( !(new CureSpell( m_Mobile, null )).Cast() )
|
||||
new CureSpell( m_Mobile, null ).Cast();
|
||||
}
|
||||
else if ( NeedGHeal( toHelp ) )
|
||||
{
|
||||
if ( m_Mobile.Debug )
|
||||
m_Mobile.DebugSay( "{0} needs a greater heal", toHelp.Name );
|
||||
|
||||
if ( !(new GreaterHealSpell( m_Mobile, null )).Cast() )
|
||||
new HealSpell( m_Mobile, null ).Cast();
|
||||
}
|
||||
else if ( NeedLHeal( toHelp ) )
|
||||
{
|
||||
if ( m_Mobile.Debug )
|
||||
m_Mobile.DebugSay( "{0} needs a lesser heal", toHelp.Name );
|
||||
|
||||
new HealSpell( m_Mobile, null ).Cast();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( AcquireFocusMob( m_Mobile.RangePerception, FightMode.Weakest, false, true, false ) )
|
||||
{
|
||||
WalkMobileRange( m_Mobile.FocusMob, 1, false, 4, 7 );
|
||||
}
|
||||
else
|
||||
{
|
||||
WalkRandomInHome( 3, 2, 1 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private delegate bool NeedDelegate( Mobile m );
|
||||
|
||||
private void ProcessTarget( Target targ, NeedDelegate[] func )
|
||||
{
|
||||
Mobile toHelp = Find( func );
|
||||
|
||||
if ( toHelp != null )
|
||||
{
|
||||
if ( targ.Range != -1 && !m_Mobile.InRange( toHelp, targ.Range ) )
|
||||
{
|
||||
DoMove( m_Mobile.GetDirectionTo( toHelp ) | Direction.Running );
|
||||
}
|
||||
else
|
||||
{
|
||||
targ.Invoke( m_Mobile, toHelp );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
targ.Cancel( m_Mobile, TargetCancelType.Canceled );
|
||||
}
|
||||
}
|
||||
|
||||
private Mobile Find( params NeedDelegate[] funcs )
|
||||
{
|
||||
if ( m_Mobile.Deleted )
|
||||
return null;
|
||||
|
||||
Map map = m_Mobile.Map;
|
||||
|
||||
if ( map != null )
|
||||
{
|
||||
double prio = 0.0;
|
||||
Mobile found = null;
|
||||
|
||||
foreach ( Mobile m in m_Mobile.GetMobilesInRange( m_Mobile.RangePerception ) )
|
||||
{
|
||||
if ( !m_Mobile.CanSee( m ) || !(m is BaseCreature) || ((BaseCreature)m).Team != m_Mobile.Team )
|
||||
continue;
|
||||
|
||||
for ( int i = 0; i < funcs.Length; ++i )
|
||||
{
|
||||
if ( funcs[i]( m ) )
|
||||
{
|
||||
double val = -m_Mobile.GetDistanceToSqrt( m );
|
||||
|
||||
if ( found == null || val > prio )
|
||||
{
|
||||
prio = val;
|
||||
found = m;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return found;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static bool NeedCure( Mobile m )
|
||||
{
|
||||
return m.Poisoned;
|
||||
}
|
||||
|
||||
private static bool NeedGHeal( Mobile m )
|
||||
{
|
||||
return m.Hits < m.HitsMax - 40;
|
||||
}
|
||||
|
||||
private static bool NeedLHeal( Mobile m )
|
||||
{
|
||||
return m.Hits < m.HitsMax - 10;
|
||||
}
|
||||
}
|
||||
}
|
||||
992
Scripts/Engines/AI/AI/MageAI.cs
Normal file
992
Scripts/Engines/AI/AI/MageAI.cs
Normal file
|
|
@ -0,0 +1,992 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Server.Targeting;
|
||||
using Server.Network;
|
||||
using Server.Mobiles;
|
||||
using Server.Items;
|
||||
using Server.Spells;
|
||||
using Server.Spells.First;
|
||||
using Server.Spells.Second;
|
||||
using Server.Spells.Third;
|
||||
using Server.Spells.Fourth;
|
||||
using Server.Spells.Fifth;
|
||||
using Server.Spells.Sixth;
|
||||
using Server.Spells.Seventh;
|
||||
using Server.Misc;
|
||||
using Server.Regions;
|
||||
using Server.SkillHandlers;
|
||||
|
||||
namespace Server.Mobiles
|
||||
{
|
||||
public class MageAI : BaseAI
|
||||
{
|
||||
private DateTime m_NextCastTime;
|
||||
private DateTime m_NextHealTime;
|
||||
|
||||
public MageAI( BaseCreature m ) : base( m )
|
||||
{
|
||||
}
|
||||
|
||||
public override bool Think()
|
||||
{
|
||||
if ( m_Mobile.Deleted )
|
||||
return false;
|
||||
|
||||
if ( ProcessTarget() )
|
||||
return true;
|
||||
else
|
||||
return base.Think();
|
||||
}
|
||||
|
||||
public virtual bool SmartAI
|
||||
{
|
||||
get{ return ( m_Mobile is BaseVendor || m_Mobile is BaseEscortable ); }
|
||||
}
|
||||
|
||||
private const double HealChance = 0.10; // 10% chance to heal at gm magery
|
||||
private const double TeleportChance = 0.05; // 5% chance to teleport at gm magery
|
||||
private const double DispelChance = 0.75; // 75% chance to dispel at gm magery
|
||||
|
||||
public virtual double ScaleByMagery( double v )
|
||||
{
|
||||
return m_Mobile.Skills[SkillName.Magery].Value * v * 0.01;
|
||||
}
|
||||
|
||||
public override bool DoActionWander()
|
||||
{
|
||||
if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
|
||||
{
|
||||
if ( m_Mobile.Debug )
|
||||
m_Mobile.DebugSay( "I am going to attack {0}", m_Mobile.FocusMob.Name );
|
||||
|
||||
m_Mobile.Combatant = m_Mobile.FocusMob;
|
||||
Action = ActionType.Combat;
|
||||
m_NextCastTime = DateTime.Now;
|
||||
}
|
||||
else if ( SmartAI && m_Mobile.Mana < m_Mobile.ManaMax )
|
||||
{
|
||||
m_Mobile.DebugSay( "I am going to meditate" );
|
||||
|
||||
m_Mobile.UseSkill( SkillName.Meditation );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Mobile.DebugSay( "I am wandering" );
|
||||
|
||||
m_Mobile.Warmode = false;
|
||||
|
||||
base.DoActionWander();
|
||||
|
||||
if ( !m_Mobile.Controlled )
|
||||
{
|
||||
Spell spell = CheckCastHealingSpell();
|
||||
|
||||
if ( spell != null )
|
||||
spell.Cast();
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private Spell CheckCastHealingSpell()
|
||||
{
|
||||
// If I'm poisoned, always attempt to cure.
|
||||
if ( m_Mobile.Poisoned )
|
||||
return new CureSpell( m_Mobile, null );
|
||||
|
||||
// Summoned creatures never heal themselves.
|
||||
if ( m_Mobile.Summoned )
|
||||
return null;
|
||||
|
||||
if ( m_Mobile.Controlled )
|
||||
{
|
||||
if ( DateTime.Now < m_NextHealTime )
|
||||
return null;
|
||||
}
|
||||
|
||||
if ( !SmartAI )
|
||||
{
|
||||
if ( ScaleByMagery( HealChance ) < Utility.RandomDouble() )
|
||||
return null;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( Utility.Random( 0, 4 + (m_Mobile.Hits == 0 ? m_Mobile.HitsMax : (m_Mobile.HitsMax / m_Mobile.Hits)) ) < 3 )
|
||||
return null;
|
||||
}
|
||||
|
||||
Spell spell = null;
|
||||
|
||||
if ( m_Mobile.Hits < (m_Mobile.HitsMax - 50) )
|
||||
{
|
||||
spell = new GreaterHealSpell( m_Mobile, null );
|
||||
|
||||
if ( spell == null )
|
||||
spell = new HealSpell( m_Mobile, null );
|
||||
}
|
||||
else if ( m_Mobile.Hits < (m_Mobile.HitsMax - 10) )
|
||||
spell = new HealSpell( m_Mobile, null );
|
||||
|
||||
double delay;
|
||||
|
||||
if ( m_Mobile.Int >= 500 )
|
||||
delay = Utility.RandomMinMax( 7, 10 );
|
||||
else
|
||||
delay = Math.Sqrt( 600 - m_Mobile.Int );
|
||||
|
||||
m_NextHealTime = DateTime.Now + TimeSpan.FromSeconds( delay );
|
||||
|
||||
return spell;
|
||||
}
|
||||
|
||||
public void RunTo( Mobile m )
|
||||
{
|
||||
if ( !SmartAI )
|
||||
{
|
||||
if ( !MoveTo( m, true, m_Mobile.RangeFight ) )
|
||||
OnFailedMove();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if ( m.Paralyzed || m.Frozen )
|
||||
{
|
||||
if ( m_Mobile.InRange( m, 1 ) )
|
||||
RunFrom( m );
|
||||
else if ( !m_Mobile.InRange( m, m_Mobile.RangeFight > 2 ? m_Mobile.RangeFight : 2 ) && !MoveTo( m, true, 1 ) )
|
||||
OnFailedMove();
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( !m_Mobile.InRange( m, m_Mobile.RangeFight ) )
|
||||
{
|
||||
if ( !MoveTo( m, true, 1 ) )
|
||||
OnFailedMove();
|
||||
}
|
||||
else if ( m_Mobile.InRange( m, m_Mobile.RangeFight - 1 ) )
|
||||
{
|
||||
RunFrom( m );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RunFrom( Mobile m )
|
||||
{
|
||||
Run( (m_Mobile.GetDirectionTo( m ) - 4) & Direction.Mask );
|
||||
}
|
||||
|
||||
public void OnFailedMove()
|
||||
{
|
||||
if ( !m_Mobile.DisallowAllMoves && (SmartAI ? Utility.Random( 4 ) == 0 : ScaleByMagery( TeleportChance ) > Utility.RandomDouble()) )
|
||||
{
|
||||
if ( m_Mobile.Target != null )
|
||||
m_Mobile.Target.Cancel( m_Mobile, TargetCancelType.Canceled );
|
||||
|
||||
new TeleportSpell( m_Mobile, null ).Cast();
|
||||
|
||||
m_Mobile.DebugSay( "I am stuck, I'm going to try teleporting away" );
|
||||
}
|
||||
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;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Mobile.DebugSay( "I am stuck" );
|
||||
}
|
||||
}
|
||||
|
||||
public void Run( Direction d )
|
||||
{
|
||||
if ( (m_Mobile.Spell != null && m_Mobile.Spell.IsCasting) || m_Mobile.Paralyzed || m_Mobile.Frozen || m_Mobile.DisallowAllMoves )
|
||||
return;
|
||||
|
||||
m_Mobile.Direction = d | Direction.Running;
|
||||
|
||||
if ( !DoMove( m_Mobile.Direction, true ) )
|
||||
OnFailedMove();
|
||||
}
|
||||
|
||||
public virtual Spell GetRandomDamageSpell()
|
||||
{
|
||||
int maxCircle = (int)((m_Mobile.Skills[SkillName.Magery].Value + 20.0) / (100.0 / 7.0));
|
||||
|
||||
if ( maxCircle < 1 )
|
||||
maxCircle = 1;
|
||||
|
||||
switch ( Utility.Random( maxCircle*2 ) )
|
||||
{
|
||||
case 0: case 1: return new MagicArrowSpell( m_Mobile, null );
|
||||
case 2: case 3: return new HarmSpell( m_Mobile, null );
|
||||
case 4: case 5: return new FireballSpell( m_Mobile, null );
|
||||
case 6: case 7: return new LightningSpell( m_Mobile, null );
|
||||
case 8: case 9: return new MindBlastSpell( m_Mobile, null );
|
||||
case 10: return new EnergyBoltSpell( m_Mobile, null );
|
||||
case 11: return new ExplosionSpell( m_Mobile, null );
|
||||
default: return new FlameStrikeSpell( m_Mobile, null );
|
||||
}
|
||||
}
|
||||
|
||||
public virtual Spell GetRandomCurseSpell()
|
||||
{
|
||||
if ( Utility.RandomBool() )
|
||||
{
|
||||
if ( m_Mobile.Skills[SkillName.Magery].Value >= 40.0 )
|
||||
return new CurseSpell( m_Mobile, null );
|
||||
}
|
||||
|
||||
switch ( Utility.Random( 3 ) )
|
||||
{
|
||||
default:
|
||||
case 0: return new WeakenSpell( m_Mobile, null );
|
||||
case 1: return new ClumsySpell( m_Mobile, null );
|
||||
case 2: return new FeeblemindSpell( m_Mobile, null );
|
||||
}
|
||||
}
|
||||
|
||||
public virtual Spell GetRandomManaDrainSpell()
|
||||
{
|
||||
if ( Utility.RandomBool() )
|
||||
{
|
||||
if ( m_Mobile.Skills[SkillName.Magery].Value >= 80.0 )
|
||||
return new ManaVampireSpell( m_Mobile, null );
|
||||
}
|
||||
|
||||
return new ManaDrainSpell( m_Mobile, null );
|
||||
}
|
||||
|
||||
public virtual Spell DoDispel( Mobile toDispel )
|
||||
{
|
||||
if ( !SmartAI )
|
||||
{
|
||||
if ( ScaleByMagery( DispelChance ) > Utility.RandomDouble() )
|
||||
return new DispelSpell( m_Mobile, null );
|
||||
|
||||
return ChooseSpell( toDispel );
|
||||
}
|
||||
|
||||
Spell spell = CheckCastHealingSpell();
|
||||
|
||||
if ( spell == null )
|
||||
{
|
||||
if ( !m_Mobile.DisallowAllMoves && Utility.Random( (int)m_Mobile.GetDistanceToSqrt( toDispel ) ) == 0 )
|
||||
spell = new TeleportSpell( m_Mobile, null );
|
||||
else if ( Utility.Random( 3 ) == 0 && !m_Mobile.InRange( toDispel, 3 ) && !toDispel.Paralyzed && !toDispel.Frozen )
|
||||
spell = new ParalyzeSpell( m_Mobile, null );
|
||||
else
|
||||
spell = new DispelSpell( m_Mobile, null );
|
||||
}
|
||||
|
||||
return spell;
|
||||
}
|
||||
|
||||
public virtual Spell ChooseSpell( Mobile c )
|
||||
{
|
||||
Spell spell = null;
|
||||
|
||||
if ( !SmartAI )
|
||||
{
|
||||
spell = CheckCastHealingSpell();
|
||||
|
||||
if ( spell != null )
|
||||
return spell;
|
||||
|
||||
switch ( Utility.Random( 16 ) )
|
||||
{
|
||||
case 0:
|
||||
case 1:
|
||||
case 2: // Poison them
|
||||
{
|
||||
m_Mobile.DebugSay( "Attempting to poison" );
|
||||
|
||||
if ( !c.Poisoned )
|
||||
spell = new PoisonSpell( m_Mobile, null );
|
||||
|
||||
break;
|
||||
}
|
||||
case 3: // Bless ourselves.
|
||||
{
|
||||
m_Mobile.DebugSay( "Blessing myself" );
|
||||
|
||||
spell = new BlessSpell( m_Mobile, null );
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6: // Curse them.
|
||||
{
|
||||
m_Mobile.DebugSay( "Attempting to curse" );
|
||||
|
||||
spell = GetRandomCurseSpell();
|
||||
break;
|
||||
}
|
||||
case 7: // Paralyze them.
|
||||
{
|
||||
m_Mobile.DebugSay( "Attempting to paralyze" );
|
||||
|
||||
if ( m_Mobile.Skills[SkillName.Magery].Value > 50.0 )
|
||||
spell = new ParalyzeSpell( m_Mobile, null );
|
||||
|
||||
break;
|
||||
}
|
||||
case 8: // Drain mana
|
||||
{
|
||||
m_Mobile.DebugSay( "Attempting to drain mana" );
|
||||
|
||||
spell = GetRandomManaDrainSpell();
|
||||
break;
|
||||
}
|
||||
|
||||
default: // Damage them.
|
||||
{
|
||||
m_Mobile.DebugSay( "Just doing damage" );
|
||||
|
||||
spell = GetRandomDamageSpell();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return spell;
|
||||
}
|
||||
|
||||
spell = CheckCastHealingSpell();
|
||||
|
||||
if ( spell != null )
|
||||
return spell;
|
||||
|
||||
switch ( Utility.Random( 3 ) )
|
||||
{
|
||||
default:
|
||||
case 0: // Poison them
|
||||
{
|
||||
if ( !c.Poisoned )
|
||||
spell = new PoisonSpell( m_Mobile, null );
|
||||
|
||||
break;
|
||||
}
|
||||
case 1: // Deal some damage
|
||||
{
|
||||
spell = GetRandomDamageSpell();
|
||||
|
||||
break;
|
||||
}
|
||||
case 2: // Set up a combo
|
||||
{
|
||||
if ( m_Mobile.Mana < 40 && m_Mobile.Mana > 15 )
|
||||
{
|
||||
if ( c.Paralyzed && !c.Poisoned )
|
||||
{
|
||||
m_Mobile.DebugSay( "I am going to meditate" );
|
||||
|
||||
m_Mobile.UseSkill( SkillName.Meditation );
|
||||
}
|
||||
else if ( !c.Poisoned )
|
||||
{
|
||||
spell = new ParalyzeSpell( m_Mobile, null );
|
||||
}
|
||||
}
|
||||
else if ( m_Mobile.Mana > 60 )
|
||||
{
|
||||
if ( Utility.Random( 2 ) == 0 && !c.Paralyzed && !c.Frozen && !c.Poisoned )
|
||||
{
|
||||
m_Combo = 0;
|
||||
spell = new ParalyzeSpell( m_Mobile, null );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Combo = 1;
|
||||
spell = new ExplosionSpell( m_Mobile, null );
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return spell;
|
||||
}
|
||||
|
||||
protected int m_Combo = -1;
|
||||
|
||||
public virtual Spell DoCombo( Mobile c )
|
||||
{
|
||||
Spell spell = null;
|
||||
|
||||
if ( m_Combo == 0 )
|
||||
{
|
||||
spell = new ExplosionSpell( m_Mobile, null );
|
||||
++m_Combo; // Move to next spell
|
||||
}
|
||||
else if ( m_Combo == 1 )
|
||||
{
|
||||
spell = new WeakenSpell( m_Mobile, null );
|
||||
++m_Combo; // Move to next spell
|
||||
}
|
||||
else if ( m_Combo == 2 )
|
||||
{
|
||||
if ( !c.Poisoned )
|
||||
spell = new PoisonSpell( m_Mobile, null );
|
||||
|
||||
++m_Combo; // Move to next spell
|
||||
}
|
||||
|
||||
if ( m_Combo == 3 && spell == null )
|
||||
{
|
||||
switch ( Utility.Random( 3 ) )
|
||||
{
|
||||
default:
|
||||
case 0:
|
||||
{
|
||||
if ( c.Int < c.Dex )
|
||||
spell = new FeeblemindSpell( m_Mobile, null );
|
||||
else
|
||||
spell = new ClumsySpell( m_Mobile, null );
|
||||
|
||||
++m_Combo; // Move to next spell
|
||||
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
{
|
||||
spell = new EnergyBoltSpell( m_Mobile, null );
|
||||
m_Combo = -1; // Reset combo state
|
||||
break;
|
||||
}
|
||||
case 2:
|
||||
{
|
||||
spell = new FlameStrikeSpell( m_Mobile, null );
|
||||
m_Combo = -1; // Reset combo state
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ( m_Combo == 4 && spell == null )
|
||||
{
|
||||
spell = new MindBlastSpell( m_Mobile, null );
|
||||
m_Combo = -1;
|
||||
}
|
||||
|
||||
return spell;
|
||||
}
|
||||
|
||||
private TimeSpan GetDelay()
|
||||
{
|
||||
double del = ScaleByMagery( 3.0 );
|
||||
double min = 6.0 - (del * 0.75);
|
||||
double max = 6.0 - (del * 1.25);
|
||||
|
||||
return TimeSpan.FromSeconds( min + ((max - min) * Utility.RandomDouble()) );
|
||||
}
|
||||
|
||||
public override bool DoActionCombat()
|
||||
{
|
||||
Mobile c = m_Mobile.Combatant;
|
||||
m_Mobile.Warmode = true;
|
||||
|
||||
if ( c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee( c ) || !m_Mobile.CanBeHarmful( c, false ) || c.Map != m_Mobile.Map )
|
||||
{
|
||||
// Our combatant is deleted, dead, hidden, or we cannot hurt them
|
||||
// Try to find another combatant
|
||||
|
||||
if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
|
||||
{
|
||||
if ( m_Mobile.Debug )
|
||||
m_Mobile.DebugSay( "Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name );
|
||||
|
||||
m_Mobile.Combatant = c = m_Mobile.FocusMob;
|
||||
m_Mobile.FocusMob = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Mobile.DebugSay( "Something happened to my combatant, and nothing is around. I am on guard." );
|
||||
Action = ActionType.Guard;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if ( !m_Mobile.InLOS( c ) )
|
||||
{
|
||||
m_Mobile.DebugSay( "I can't see my target" );
|
||||
|
||||
if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
|
||||
{
|
||||
m_Mobile.DebugSay( "Nobody else is around" );
|
||||
m_Mobile.Combatant = c = m_Mobile.FocusMob;
|
||||
m_Mobile.FocusMob = null;
|
||||
}
|
||||
}
|
||||
|
||||
if ( SmartAI && !m_Mobile.StunReady && m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && m_Mobile.Skills[SkillName.Anatomy].Value >= 80.0 )
|
||||
EventSink.InvokeStunRequest( new StunRequestEventArgs( m_Mobile ) );
|
||||
|
||||
if ( !m_Mobile.InRange( c, 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( c, m_Mobile.RangePerception * 3 ) )
|
||||
{
|
||||
m_Mobile.Combatant = null;
|
||||
}
|
||||
|
||||
c = m_Mobile.Combatant;
|
||||
|
||||
if ( c == null )
|
||||
{
|
||||
m_Mobile.DebugSay( "My combatant has fled, so I am on guard" );
|
||||
Action = ActionType.Guard;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if ( !m_Mobile.Controlled && !m_Mobile.Summoned && !m_Mobile.IsParagon )
|
||||
{
|
||||
if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 )
|
||||
{
|
||||
// We are low on health, should we flee?
|
||||
|
||||
bool flee = false;
|
||||
|
||||
if ( m_Mobile.Hits < c.Hits )
|
||||
{
|
||||
// We are more hurt than them
|
||||
|
||||
int diff = c.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}", c.Name );
|
||||
|
||||
Action = ActionType.Flee;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( m_Mobile.Spell == null && DateTime.Now > m_NextCastTime && m_Mobile.InRange( c, 12 ) )
|
||||
{
|
||||
// We are ready to cast a spell
|
||||
|
||||
Spell spell = null;
|
||||
Mobile toDispel = FindDispelTarget( true );
|
||||
|
||||
if ( m_Mobile.Poisoned ) // Top cast priority is cure
|
||||
{
|
||||
m_Mobile.DebugSay( "I am going to cure myself" );
|
||||
|
||||
spell = new CureSpell( m_Mobile, null );
|
||||
}
|
||||
else if ( toDispel != null ) // Something dispellable is attacking us
|
||||
{
|
||||
m_Mobile.DebugSay( "I am going to dispel {0}", toDispel );
|
||||
|
||||
spell = DoDispel( toDispel );
|
||||
}
|
||||
else if ( SmartAI && m_Combo != -1 ) // We are doing a spell combo
|
||||
{
|
||||
spell = DoCombo( c );
|
||||
}
|
||||
else if ( SmartAI && (c.Spell is HealSpell || c.Spell is GreaterHealSpell) && !c.Poisoned ) // They have a heal spell out
|
||||
{
|
||||
spell = new PoisonSpell( m_Mobile, null );
|
||||
}
|
||||
else
|
||||
{
|
||||
spell = ChooseSpell( c );
|
||||
}
|
||||
|
||||
// Now we have a spell picked
|
||||
// Move first before casting
|
||||
|
||||
if ( SmartAI && toDispel != null )
|
||||
{
|
||||
if ( m_Mobile.InRange( toDispel, 10 ) )
|
||||
RunFrom( toDispel );
|
||||
else if ( !m_Mobile.InRange( toDispel, 12 ) )
|
||||
RunTo( toDispel );
|
||||
}
|
||||
else
|
||||
{
|
||||
RunTo( c );
|
||||
}
|
||||
|
||||
if ( spell != null )
|
||||
spell.Cast();
|
||||
|
||||
TimeSpan delay;
|
||||
|
||||
if ( SmartAI || ( spell is DispelSpell ) )
|
||||
delay = TimeSpan.FromSeconds( m_Mobile.ActiveSpeed );
|
||||
else
|
||||
delay = GetDelay();
|
||||
|
||||
m_NextCastTime = DateTime.Now + delay;
|
||||
}
|
||||
else if ( m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting )
|
||||
{
|
||||
RunTo( c );
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool DoActionGuard()
|
||||
{
|
||||
if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
|
||||
{
|
||||
m_Mobile.DebugSay( "I am going to attack {0}", m_Mobile.FocusMob.Name );
|
||||
|
||||
m_Mobile.Combatant = m_Mobile.FocusMob;
|
||||
Action = ActionType.Combat;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( !m_Mobile.Controlled )
|
||||
{
|
||||
ProcessTarget();
|
||||
|
||||
Spell spell = CheckCastHealingSpell();
|
||||
|
||||
if ( spell != null )
|
||||
spell.Cast();
|
||||
}
|
||||
|
||||
base.DoActionGuard();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool DoActionFlee()
|
||||
{
|
||||
Mobile c = m_Mobile.Combatant;
|
||||
|
||||
if ( (m_Mobile.Mana > 20 || m_Mobile.Mana == m_Mobile.ManaMax) && m_Mobile.Hits > (m_Mobile.HitsMax / 2) )
|
||||
{
|
||||
m_Mobile.DebugSay( "I am stronger now, my guard is up" );
|
||||
Action = ActionType.Guard;
|
||||
}
|
||||
else if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
|
||||
{
|
||||
if ( m_Mobile.Debug )
|
||||
m_Mobile.DebugSay( "I am scared of {0}", m_Mobile.FocusMob.Name );
|
||||
|
||||
RunFrom( m_Mobile.FocusMob );
|
||||
m_Mobile.FocusMob = null;
|
||||
|
||||
if ( m_Mobile.Poisoned && Utility.Random( 0, 5 ) == 0 )
|
||||
new CureSpell( m_Mobile, null ).Cast();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Mobile.DebugSay( "Area seems clear, but my guard is up" );
|
||||
|
||||
Action = ActionType.Guard;
|
||||
m_Mobile.Warmode = true;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public Mobile FindDispelTarget( bool activeOnly )
|
||||
{
|
||||
if ( m_Mobile.Deleted || m_Mobile.Int < 95 || CanDispel( m_Mobile ) || m_Mobile.AutoDispel )
|
||||
return null;
|
||||
|
||||
if ( activeOnly )
|
||||
{
|
||||
List<AggressorInfo> aggressed = m_Mobile.Aggressed;
|
||||
List<AggressorInfo> aggressors = m_Mobile.Aggressors;
|
||||
|
||||
Mobile active = null;
|
||||
double activePrio = 0.0;
|
||||
|
||||
Mobile comb = m_Mobile.Combatant;
|
||||
|
||||
if ( comb != null && !comb.Deleted && comb.Alive && !comb.IsDeadBondedPet && m_Mobile.InRange( comb, 12 ) && CanDispel( comb ) )
|
||||
{
|
||||
active = comb;
|
||||
activePrio = m_Mobile.GetDistanceToSqrt( comb );
|
||||
|
||||
if ( activePrio <= 2 )
|
||||
return active;
|
||||
}
|
||||
|
||||
for ( int i = 0; i < aggressed.Count; ++i )
|
||||
{
|
||||
AggressorInfo info = aggressed[i];
|
||||
Mobile m = info.Defender;
|
||||
|
||||
if ( m != comb && m.Combatant == m_Mobile && m_Mobile.InRange( m, 12 ) && CanDispel( m ) )
|
||||
{
|
||||
double prio = m_Mobile.GetDistanceToSqrt( m );
|
||||
|
||||
if ( active == null || prio < activePrio )
|
||||
{
|
||||
active = m;
|
||||
activePrio = prio;
|
||||
|
||||
if ( activePrio <= 2 )
|
||||
return active;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for ( int i = 0; i < aggressors.Count; ++i )
|
||||
{
|
||||
AggressorInfo info = aggressors[i];
|
||||
Mobile m = info.Attacker;
|
||||
|
||||
if ( m != comb && m.Combatant == m_Mobile && m_Mobile.InRange( m, 12 ) && CanDispel( m ) )
|
||||
{
|
||||
double prio = m_Mobile.GetDistanceToSqrt( m );
|
||||
|
||||
if ( active == null || prio < activePrio )
|
||||
{
|
||||
active = m;
|
||||
activePrio = prio;
|
||||
|
||||
if ( activePrio <= 2 )
|
||||
return active;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return active;
|
||||
}
|
||||
else
|
||||
{
|
||||
Map map = m_Mobile.Map;
|
||||
|
||||
if ( map != null )
|
||||
{
|
||||
Mobile active = null, inactive = null;
|
||||
double actPrio = 0.0, inactPrio = 0.0;
|
||||
|
||||
Mobile comb = m_Mobile.Combatant;
|
||||
|
||||
if ( comb != null && !comb.Deleted && comb.Alive && !comb.IsDeadBondedPet && CanDispel( comb ) )
|
||||
{
|
||||
active = inactive = comb;
|
||||
actPrio = inactPrio = m_Mobile.GetDistanceToSqrt( comb );
|
||||
}
|
||||
|
||||
foreach ( Mobile m in m_Mobile.GetMobilesInRange( 12 ) )
|
||||
{
|
||||
if ( m != m_Mobile && CanDispel( m ) )
|
||||
{
|
||||
double prio = m_Mobile.GetDistanceToSqrt( m );
|
||||
|
||||
if ( !activeOnly && (inactive == null || prio < inactPrio) )
|
||||
{
|
||||
inactive = m;
|
||||
inactPrio = prio;
|
||||
}
|
||||
|
||||
if ( (m_Mobile.Combatant == m || m.Combatant == m_Mobile) && (active == null || prio < actPrio) )
|
||||
{
|
||||
active = m;
|
||||
actPrio = prio;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return active != null ? active : inactive;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public bool CanDispel( Mobile m )
|
||||
{
|
||||
return ( m is BaseCreature && ((BaseCreature)m).Summoned && m_Mobile.CanBeHarmful( m, false ) && !((BaseCreature)m).IsAnimatedDead );
|
||||
}
|
||||
|
||||
private static int[] m_Offsets = new int[]
|
||||
{
|
||||
-1, -1,
|
||||
-1, 0,
|
||||
-1, 1,
|
||||
0, -1,
|
||||
0, 1,
|
||||
1, -1,
|
||||
1, 0,
|
||||
1, 1,
|
||||
|
||||
-2, -2,
|
||||
-2, -1,
|
||||
-2, 0,
|
||||
-2, 1,
|
||||
-2, 2,
|
||||
-1, -2,
|
||||
-1, 2,
|
||||
0, -2,
|
||||
0, 2,
|
||||
1, -2,
|
||||
1, 2,
|
||||
2, -2,
|
||||
2, -1,
|
||||
2, 0,
|
||||
2, 1,
|
||||
2, 2
|
||||
};
|
||||
|
||||
private bool ProcessTarget()
|
||||
{
|
||||
Target targ = m_Mobile.Target;
|
||||
|
||||
if ( targ == null )
|
||||
return false;
|
||||
|
||||
bool isDispel = ( targ is DispelSpell.InternalTarget );
|
||||
bool isParalyze = ( targ is ParalyzeSpell.InternalTarget );
|
||||
bool isTeleport = ( targ is TeleportSpell.InternalTarget );
|
||||
bool teleportAway = false;
|
||||
|
||||
Mobile toTarget;
|
||||
|
||||
if ( isDispel )
|
||||
{
|
||||
toTarget = FindDispelTarget( false );
|
||||
|
||||
if ( !SmartAI && toTarget != null )
|
||||
RunTo( toTarget );
|
||||
else if ( toTarget != null && m_Mobile.InRange( toTarget, 10 ) )
|
||||
RunFrom( toTarget );
|
||||
}
|
||||
else if ( SmartAI && (isParalyze || isTeleport) )
|
||||
{
|
||||
toTarget = FindDispelTarget( true );
|
||||
|
||||
if ( toTarget == null )
|
||||
{
|
||||
toTarget = m_Mobile.Combatant;
|
||||
|
||||
if ( toTarget != null )
|
||||
RunTo( toTarget );
|
||||
}
|
||||
else if ( m_Mobile.InRange( toTarget, 10 ) )
|
||||
{
|
||||
RunFrom( toTarget );
|
||||
teleportAway = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
teleportAway = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
toTarget = m_Mobile.Combatant;
|
||||
|
||||
if ( toTarget != null )
|
||||
RunTo( toTarget );
|
||||
}
|
||||
|
||||
if ( (targ.Flags & TargetFlags.Harmful) != 0 && toTarget != null )
|
||||
{
|
||||
if ( (targ.Range == -1 || m_Mobile.InRange( toTarget, targ.Range )) && m_Mobile.CanSee( toTarget ) && m_Mobile.InLOS( toTarget ) )
|
||||
{
|
||||
targ.Invoke( m_Mobile, toTarget );
|
||||
}
|
||||
else if ( isDispel )
|
||||
{
|
||||
targ.Cancel( m_Mobile, TargetCancelType.Canceled );
|
||||
}
|
||||
}
|
||||
else if ( (targ.Flags & TargetFlags.Beneficial) != 0 )
|
||||
{
|
||||
targ.Invoke( m_Mobile, m_Mobile );
|
||||
}
|
||||
else if ( isTeleport && toTarget != null )
|
||||
{
|
||||
Map map = m_Mobile.Map;
|
||||
|
||||
if ( map == null )
|
||||
{
|
||||
targ.Cancel( m_Mobile, TargetCancelType.Canceled );
|
||||
return true;
|
||||
}
|
||||
|
||||
int px, py;
|
||||
|
||||
if ( teleportAway )
|
||||
{
|
||||
int rx = m_Mobile.X - toTarget.X;
|
||||
int ry = m_Mobile.Y - toTarget.Y;
|
||||
|
||||
double d = m_Mobile.GetDistanceToSqrt( toTarget );
|
||||
|
||||
px = toTarget.X + (int)(rx * (10 / d));
|
||||
py = toTarget.Y + (int)(ry * (10 / d));
|
||||
}
|
||||
else
|
||||
{
|
||||
px = toTarget.X;
|
||||
py = toTarget.Y;
|
||||
}
|
||||
|
||||
for ( int i = 0; i < m_Offsets.Length; i += 2 )
|
||||
{
|
||||
int x = m_Offsets[i], y = m_Offsets[i + 1];
|
||||
|
||||
Point3D p = new Point3D( px + x, py + y, 0 );
|
||||
|
||||
LandTarget lt = new LandTarget( p, map );
|
||||
|
||||
if ( (targ.Range == -1 || m_Mobile.InRange( p, targ.Range )) && m_Mobile.InLOS( lt ) && map.CanSpawnMobile( px + x, py + y, lt.Z ) && !SpellHelper.CheckMulti( p, map ) )
|
||||
{
|
||||
targ.Invoke( m_Mobile, lt );
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
int teleRange = targ.Range;
|
||||
|
||||
if ( teleRange < 0 )
|
||||
teleRange = 12;
|
||||
|
||||
for ( int i = 0; i < 10; ++i )
|
||||
{
|
||||
Point3D randomPoint = new Point3D( m_Mobile.X - teleRange + Utility.Random( teleRange * 2 + 1 ), m_Mobile.Y - teleRange + Utility.Random( teleRange * 2 + 1 ), 0 );
|
||||
|
||||
LandTarget lt = new LandTarget( randomPoint, map );
|
||||
|
||||
if ( m_Mobile.InLOS( lt ) && map.CanSpawnMobile( lt.X, lt.Y, lt.Z ) && !SpellHelper.CheckMulti( randomPoint, map ) )
|
||||
{
|
||||
targ.Invoke( m_Mobile, new LandTarget( randomPoint, map ) );
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
targ.Cancel( m_Mobile, TargetCancelType.Canceled );
|
||||
}
|
||||
else
|
||||
{
|
||||
targ.Cancel( m_Mobile, TargetCancelType.Canceled );
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
183
Scripts/Engines/AI/AI/MeleeAI.cs
Normal file
183
Scripts/Engines/AI/AI/MeleeAI.cs
Normal file
|
|
@ -0,0 +1,183 @@
|
|||
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 && !m_Mobile.IsParagon )
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
100
Scripts/Engines/AI/AI/PredatorAI.cs
Normal file
100
Scripts/Engines/AI/AI/PredatorAI.cs
Normal file
|
|
@ -0,0 +1,100 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using Server.Targeting;
|
||||
using Server.Network;
|
||||
|
||||
|
||||
/*
|
||||
* PredatorAI, its an animal that can attack
|
||||
* Dont flee but dont attack if not hurt or attacked
|
||||
*
|
||||
*/
|
||||
|
||||
namespace Server.Mobiles
|
||||
{
|
||||
public class PredatorAI : BaseAI
|
||||
{
|
||||
public PredatorAI(BaseCreature m) : base (m)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool DoActionWander()
|
||||
{
|
||||
if ( m_Mobile.Combatant != null )
|
||||
{
|
||||
m_Mobile.DebugSay( "I am hurt or being attacked, I kill him" );
|
||||
Action = ActionType.Combat;
|
||||
}
|
||||
else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, true, false, true))
|
||||
{
|
||||
m_Mobile.DebugSay( "There is something near, I go away" );
|
||||
Action = ActionType.Backoff;
|
||||
}
|
||||
else
|
||||
{
|
||||
base.DoActionWander();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool DoActionCombat()
|
||||
{
|
||||
Mobile combatant = m_Mobile.Combatant;
|
||||
|
||||
if ( combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map )
|
||||
{
|
||||
m_Mobile.DebugSay( "My combatant is gone, so my guard is up" );
|
||||
Action = ActionType.Wander;
|
||||
return true;
|
||||
}
|
||||
|
||||
if ( WalkMobileRange( combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight ) )
|
||||
{
|
||||
m_Mobile.Direction = m_Mobile.GetDirectionTo( combatant );
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( m_Mobile.GetDistanceToSqrt( combatant ) > m_Mobile.RangePerception + 1 )
|
||||
{
|
||||
m_Mobile.DebugSay( "I cannot find {0}", combatant.Name );
|
||||
|
||||
Action = ActionType.Wander;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Mobile.DebugSay( "I should be closer to {0}", combatant.Name );
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool DoActionBackoff()
|
||||
{
|
||||
if ( m_Mobile.IsHurt() || m_Mobile.Combatant != null )
|
||||
{
|
||||
Action = ActionType.Combat;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (AcquireFocusMob(m_Mobile.RangePerception * 2, FightMode.Closest, true, false , true))
|
||||
{
|
||||
if ( WalkMobileRange(m_Mobile.FocusMob, 1, false, m_Mobile.RangePerception, m_Mobile.RangePerception * 2) )
|
||||
{
|
||||
m_Mobile.DebugSay( "Well, here I am safe" );
|
||||
Action = ActionType.Wander;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Mobile.DebugSay( "I have lost my focus, lets relax" );
|
||||
Action = ActionType.Wander;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
194
Scripts/Engines/AI/AI/ThiefAI.cs
Normal file
194
Scripts/Engines/AI/AI/ThiefAI.cs
Normal file
|
|
@ -0,0 +1,194 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using Server.Targeting;
|
||||
using Server.Network;
|
||||
using Server.Items;
|
||||
|
||||
//
|
||||
// This is a first simple AI
|
||||
//
|
||||
//
|
||||
|
||||
namespace Server.Mobiles
|
||||
{
|
||||
public class ThiefAI : BaseAI
|
||||
{
|
||||
public ThiefAI(BaseCreature m) : base (m)
|
||||
{
|
||||
}
|
||||
|
||||
private Item m_toDisarm;
|
||||
public override bool DoActionWander()
|
||||
{
|
||||
m_Mobile.DebugSay( "I have no combatant" );
|
||||
|
||||
if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
|
||||
{
|
||||
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 )
|
||||
{
|
||||
m_Mobile.DebugSay( "My combatant is gone, so my guard is up" );
|
||||
|
||||
Action = ActionType.Guard;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if ( WalkMobileRange( combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight ) )
|
||||
{
|
||||
m_Mobile.Direction = m_Mobile.GetDirectionTo( combatant );
|
||||
if ( m_toDisarm == null )
|
||||
m_toDisarm = combatant.FindItemOnLayer( Layer.OneHanded );
|
||||
|
||||
if ( m_toDisarm == null )
|
||||
m_toDisarm = combatant.FindItemOnLayer( Layer.TwoHanded );
|
||||
|
||||
if ( m_toDisarm != null && m_toDisarm.IsChildOf( m_Mobile.Backpack ) )
|
||||
{
|
||||
m_toDisarm = combatant.FindItemOnLayer( Layer.OneHanded );
|
||||
if ( m_toDisarm == null )
|
||||
m_toDisarm = combatant.FindItemOnLayer( Layer.TwoHanded );
|
||||
}
|
||||
if ( !m_Mobile.DisarmReady && m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && m_Mobile.Skills[SkillName.ArmsLore].Value >= 80.0 && m_toDisarm != null )
|
||||
EventSink.InvokeDisarmRequest( new DisarmRequestEventArgs( m_Mobile ) );
|
||||
|
||||
if ( m_toDisarm != null && m_toDisarm.IsChildOf( combatant.Backpack ) && m_Mobile.NextSkillTime <= DateTime.Now && (m_toDisarm.LootType != LootType.Blessed && m_toDisarm.LootType != LootType.Newbied) )
|
||||
{
|
||||
m_Mobile.DebugSay( "Trying to steal from combatant." );
|
||||
m_Mobile.UseSkill( SkillName.Stealing );
|
||||
if ( m_Mobile.Target != null )
|
||||
m_Mobile.Target.Invoke( m_Mobile, m_toDisarm );
|
||||
}
|
||||
else if ( m_toDisarm == null && m_Mobile.NextSkillTime <= DateTime.Now )
|
||||
{
|
||||
Container cpack = combatant.Backpack;
|
||||
|
||||
if ( cpack != null )
|
||||
{
|
||||
Item steala = cpack.FindItemByType( typeof ( Bandage ) );
|
||||
if ( steala != null )
|
||||
{
|
||||
m_Mobile.DebugSay( "Trying to steal from combatant." );
|
||||
m_Mobile.UseSkill( SkillName.Stealing );
|
||||
if ( m_Mobile.Target != null )
|
||||
m_Mobile.Target.Invoke( m_Mobile, steala );
|
||||
}
|
||||
Item stealb = cpack.FindItemByType( typeof ( Nightshade ) );
|
||||
if ( stealb != null )
|
||||
{
|
||||
m_Mobile.DebugSay( "Trying to steal from combatant." );
|
||||
m_Mobile.UseSkill( SkillName.Stealing );
|
||||
if ( m_Mobile.Target != null )
|
||||
m_Mobile.Target.Invoke( m_Mobile, stealb );
|
||||
}
|
||||
Item stealc = cpack.FindItemByType( typeof ( BlackPearl ) );
|
||||
if ( stealc != null )
|
||||
{
|
||||
m_Mobile.DebugSay( "Trying to steal from combatant." );
|
||||
m_Mobile.UseSkill( SkillName.Stealing );
|
||||
if ( m_Mobile.Target != null )
|
||||
m_Mobile.Target.Invoke( m_Mobile, stealc );
|
||||
}
|
||||
|
||||
Item steald = cpack.FindItemByType( typeof ( MandrakeRoot ) );
|
||||
if ( steald != null )
|
||||
{
|
||||
m_Mobile.DebugSay( "Trying to steal from combatant." );
|
||||
m_Mobile.UseSkill( SkillName.Stealing );
|
||||
if ( m_Mobile.Target != null )
|
||||
m_Mobile.Target.Invoke( m_Mobile, steald );
|
||||
}
|
||||
else if ( steala == null && stealb == null && stealc == null && steald == null )
|
||||
{
|
||||
m_Mobile.DebugSay( "I am going to flee from {0}", combatant.Name );
|
||||
|
||||
Action = ActionType.Flee;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Mobile.DebugSay( "I should be closer to {0}", combatant.Name );
|
||||
}
|
||||
|
||||
if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 && !m_Mobile.IsParagon )
|
||||
{
|
||||
// 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 )
|
||||
{
|
||||
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 ) )
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
149
Scripts/Engines/AI/AI/VendorAI.cs
Normal file
149
Scripts/Engines/AI/AI/VendorAI.cs
Normal file
|
|
@ -0,0 +1,149 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using Server.Targeting;
|
||||
using Server.Network;
|
||||
|
||||
//
|
||||
// This is a first simple AI
|
||||
//
|
||||
//
|
||||
|
||||
namespace Server.Mobiles
|
||||
{
|
||||
public class VendorAI : BaseAI
|
||||
{
|
||||
public VendorAI(BaseCreature m) : base (m)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool DoActionWander()
|
||||
{
|
||||
m_Mobile.DebugSay( "I'm fine" );
|
||||
|
||||
if ( m_Mobile.Combatant != null )
|
||||
{
|
||||
if ( m_Mobile.Debug )
|
||||
m_Mobile.DebugSay( "{0} is attacking me", m_Mobile.Combatant.Name );
|
||||
|
||||
m_Mobile.Say( Utility.RandomList( 1005305, 501603 ) );
|
||||
|
||||
Action = ActionType.Flee;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( m_Mobile.FocusMob != null )
|
||||
{
|
||||
if ( m_Mobile.Debug )
|
||||
m_Mobile.DebugSay( "{0} has talked to me", m_Mobile.FocusMob.Name );
|
||||
|
||||
Action = ActionType.Interact;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Mobile.Warmode = false;
|
||||
|
||||
base.DoActionWander();
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool DoActionInteract()
|
||||
{
|
||||
Mobile customer = m_Mobile.FocusMob;
|
||||
|
||||
if ( m_Mobile.Combatant != null )
|
||||
{
|
||||
if ( m_Mobile.Debug )
|
||||
m_Mobile.DebugSay( "{0} is attacking me", m_Mobile.Combatant.Name );
|
||||
|
||||
m_Mobile.Say( Utility.RandomList( 1005305, 501603 ) );
|
||||
|
||||
Action = ActionType.Flee;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if ( customer == null || customer.Deleted || customer.Map != m_Mobile.Map )
|
||||
{
|
||||
m_Mobile.DebugSay( "My customer have disapeared" );
|
||||
m_Mobile.FocusMob = null;
|
||||
|
||||
Action = ActionType.Wander;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( customer.InRange( m_Mobile, m_Mobile.RangeFight ) )
|
||||
{
|
||||
if ( m_Mobile.Debug )
|
||||
m_Mobile.DebugSay( "I am with {0}", customer.Name );
|
||||
|
||||
m_Mobile.Direction = m_Mobile.GetDirectionTo( customer );
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( m_Mobile.Debug )
|
||||
m_Mobile.DebugSay( "{0} is gone", customer.Name );
|
||||
|
||||
m_Mobile.FocusMob = null;
|
||||
|
||||
Action = ActionType.Wander;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool DoActionGuard()
|
||||
{
|
||||
m_Mobile.FocusMob = m_Mobile.Combatant;
|
||||
return base.DoActionGuard();
|
||||
}
|
||||
|
||||
public override bool HandlesOnSpeech( Mobile from )
|
||||
{
|
||||
if ( from.InRange( m_Mobile, 4 ) )
|
||||
return true;
|
||||
|
||||
return base.HandlesOnSpeech( from );
|
||||
}
|
||||
|
||||
// Temporary
|
||||
public override void OnSpeech( SpeechEventArgs e )
|
||||
{
|
||||
base.OnSpeech( e );
|
||||
|
||||
Mobile from = e.Mobile;
|
||||
|
||||
if ( m_Mobile is BaseVendor && from.InRange( m_Mobile, Core.AOS ? 1 : 4 ) && !e.Handled )
|
||||
{
|
||||
if ( e.HasKeyword( 0x14D ) ) // *vendor sell*
|
||||
{
|
||||
e.Handled = true;
|
||||
|
||||
((BaseVendor)m_Mobile).VendorSell( from );
|
||||
m_Mobile.FocusMob = from;
|
||||
}
|
||||
else if ( e.HasKeyword( 0x3C ) )
|
||||
{
|
||||
e.Handled = true;
|
||||
|
||||
((BaseVendor)m_Mobile).VendorBuy( from );
|
||||
m_Mobile.FocusMob = from;
|
||||
}
|
||||
else if ( WasNamed( e.Speech ) )
|
||||
{
|
||||
e.Handled = true;
|
||||
|
||||
if ( e.HasKeyword( 0x177 ) ) // *sell*
|
||||
((BaseVendor)m_Mobile).VendorSell( from );
|
||||
else if ( e.HasKeyword( 0x171 ) ) // *buy*
|
||||
((BaseVendor)m_Mobile).VendorBuy( from );
|
||||
|
||||
m_Mobile.FocusMob = from;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue