// 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 { public AnimalAI(BaseCreature m) : base(m) { } public override bool DoActionWander() { // New, only flee @ 10% var hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax; if (!m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee) // Less than 10% health { if (m_Mobile.Debug) { m_Mobile.DebugSay("I am low on health!"); } Action = ActionType.Flee; } else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I have detected {m_Mobile.FocusMob.Name}, attacking"); } m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { base.DoActionWander(); } return true; } public override bool DoActionCombat() { var combatant = m_Mobile.Combatant; if (combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map || !combatant.Alive || combatant.IsDeadBondedPet) { if (m_Mobile.Debug) { m_Mobile.DebugSay("My combatant is gone!"); } Action = ActionType.Wander; return true; } if (!WalkMobileRange(combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight)) { if (m_Mobile.GetDistanceToSqrt(combatant) > m_Mobile.RangePerception + 1) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I cannot find {combatant.Name}"); } Action = ActionType.Wander; return true; } if (m_Mobile.Debug) { m_Mobile.DebugSay($"I should be closer to {combatant.Name}"); } } else if (Core.TickCount - m_Mobile.LastMoveTime > 400) { m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant); } if (!m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee) { var hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax; if (hitPercent <= 0.1) { if (m_Mobile.Debug) { m_Mobile.DebugSay("I am low on health!"); } Action = ActionType.Flee; return true; } } if (m_Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I used my abilities on {combatant.Name}!"); } } return true; } public override bool DoActionBackoff() { var hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax; if (!m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee) // Less than 10% health { Action = ActionType.Flee; } 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)) { if (m_Mobile.Debug) { m_Mobile.DebugSay("Well, here I am safe"); } Action = ActionType.Wander; } } else { if (m_Mobile.Debug) { m_Mobile.DebugSay("I have lost my focus, lets relax"); } Action = ActionType.Wander; } return true; } public override bool DoActionFlee() { AcquireFocusMob(m_Mobile.RangePerception * 2, m_Mobile.FightMode, true, false, true); m_Mobile.FocusMob ??= m_Mobile.Combatant; return base.DoActionFlee(); } }