using System; namespace Server.Mobiles; public class MeleeAI : BaseAI { public MeleeAI(BaseCreature m) : base(m) { } public override bool DoActionWander() { if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I have detected {m_Mobile.FocusMob.Name}, attacking"); } m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { if (m_Mobile.Debug) { m_Mobile.DebugSay("I am wandering"); } m_Mobile.Warmode = false; base.DoActionWander(); } return true; } public override bool DoActionCombat() { var combatant = m_Mobile.Combatant; if (combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map || !combatant.Alive || combatant.IsDeadBondedPet) { if (m_Mobile.Debug) { m_Mobile.DebugSay("My combatant is gone, so my guard is up"); } Action = ActionType.Guard; return true; } if (!m_Mobile.InRange(combatant, m_Mobile.RangePerception)) { // They are somewhat far away, can we find something else? if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { m_Mobile.Combatant = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } else if (!m_Mobile.InRange(combatant, m_Mobile.RangePerception * 3)) { m_Mobile.Combatant = null; } combatant = m_Mobile.Combatant; if (combatant == null) { if (m_Mobile.Debug) { m_Mobile.DebugSay("My combatant has fled, so I am on guard"); } Action = ActionType.Guard; return true; } } if (!MoveTo(combatant, true, m_Mobile.RangeFight)) { m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant); if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"My move is blocked, so I am going to attack {m_Mobile.FocusMob!.Name}"); } m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; return true; } if (m_Mobile.GetDistanceToSqrt(combatant) > m_Mobile.RangePerception + 1) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I cannot find {combatant.Name}, so my guard is up"); } Action = ActionType.Guard; return true; } if (m_Mobile.Debug) { m_Mobile.DebugSay($"I cannot find {combatant.Name}, so my guard is up"); } } 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) { if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100) { // We are low on health, should we flee? var fleeChance = 10 + Math.Max(0, combatant.Hits - m_Mobile.Hits); // (10 + diff)% chance to flee; if (Utility.Random(0, 100) < fleeChance) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I am going to flee from {combatant.Name}"); } Action = ActionType.Flee; return true; } } } if (m_Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant)) { if (m_Mobile.Debug) { m_Mobile.DebugSay("I used my abilities!"); } } return true; } public override bool DoActionGuard() { if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I have detected {m_Mobile.FocusMob.Name}, attacking"); } m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { base.DoActionGuard(); } return true; } public override bool DoActionFlee() { if (m_Mobile.Hits > m_Mobile.HitsMax / 2) { if (m_Mobile.Debug) { 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; } }