namespace Server.Mobiles; public class BerserkAI : BaseAI { public BerserkAI(BaseCreature m) : base(m) { } public override bool DoActionWander() { if (m_Mobile.Debug) { m_Mobile.DebugSay("I have no combatant"); } if (AcquireFocusMob(m_Mobile.RangePerception, FightMode.Closest, false, true, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I have detected {m_Mobile.FocusMob.Name} and I will attack"); } m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { base.DoActionWander(); } return true; } public override bool DoActionCombat() { var combatant = m_Mobile.Combatant; if (combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map || !combatant.Alive || combatant.IsDeadBondedPet) { if (m_Mobile.Debug) { m_Mobile.DebugSay("My combatant is gone, so my guard is up"); } Action = ActionType.Guard; return true; } if (!WalkMobileRange(combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"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($"I have lost {combatant.Name}"); } Action = ActionType.Guard; return true; } } else if (Core.TickCount - m_Mobile.LastMoveTime > 400) { m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant); } if (m_Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I used my abilities on {combatant.Name}!"); } } return true; } 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 {m_Mobile.FocusMob.Name}, attacking"); } m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { base.DoActionGuard(); } return true; } }