using System; using Server.Items; namespace Server.Mobiles; public class ArcherAI : BaseAI { public ArcherAI(BaseCreature m) : base(m) { } public override bool DoActionWander() { if (m_Mobile.Debug) { 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($"I have detected {m_Mobile.FocusMob.Name} and I will attack"); } m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { return base.DoActionWander(); } return true; } public override bool DoActionCombat() { var combatant = m_Mobile.Combatant; if (combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map || !combatant.Alive || combatant.IsDeadBondedPet) { if (m_Mobile.Debug) { m_Mobile.DebugSay("My combatant is gone, so my guard is up"); } Action = ActionType.Guard; return true; } if (Core.TickCount - m_Mobile.LastMoveTime > 1000 && !WalkMobileRange( combatant, 1, true, m_Mobile.RangeFight, m_Mobile.Weapon.MaxRange )) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I am still not in range of {combatant.Name}"); } if ((int)m_Mobile.GetDistanceToSqrt(combatant) > m_Mobile.RangePerception + 1) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I have lost {combatant.Name}"); } m_Mobile.Combatant = null; Action = ActionType.Guard; return true; } } else if (Core.TickCount - m_Mobile.LastMoveTime > 400) { m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant); } if (m_Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I used my abilities on {combatant.Name}!"); } return true; } // When we have no ammo, we flee var pack = m_Mobile.Backpack; if (pack?.FindItemByType() == null) { Action = ActionType.Flee; return true; } // At 20% we should check if we must leave if (m_Mobile.Combatant != null && m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 && m_Mobile.CanFlee) { // 10% to flee + the diff of hits var fleeChance = 10 + Math.Max(0, m_Mobile.Combatant.Hits - m_Mobile.Hits); if (Utility.Random(0, 100) > fleeChance) { 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 {m_Mobile.FocusMob.Name}, attacking"); } m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { base.DoActionGuard(); } return true; } }