using System; using Server.Items; namespace Server.Mobiles; public class ThiefAI : BaseAI { private Item m_toDisarm; public ThiefAI(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($"I have detected {m_Mobile.FocusMob.Name}, attacking"); } m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { base.DoActionWander(); } return true; } public override bool DoActionCombat() { var combatant = m_Mobile.Combatant; if (combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map || !combatant.Alive || combatant.IsDeadBondedPet) { if (m_Mobile.Debug) { m_Mobile.DebugSay("My combatant is gone, so my guard is up"); } Action = ActionType.Guard; return true; } if (!WalkMobileRange(combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I should be closer to {combatant.Name}"); } } else { if (m_toDisarm?.IsChildOf(m_Mobile.Backpack) != false) { m_toDisarm = combatant.FindItemOnLayer(Layer.OneHanded) ?? combatant.FindItemOnLayer(Layer.TwoHanded); } if (!Core.AOS && !m_Mobile.DisarmReady && m_Mobile.Skills.Wrestling.Value >= 80.0 && m_Mobile.Skills.ArmsLore.Value >= 80.0 && m_toDisarm != null) { Fists.DisarmRequest(m_Mobile); } if (m_toDisarm?.IsChildOf(combatant.Backpack) == true && Core.TickCount - m_Mobile.NextSkillTime >= 0 && m_toDisarm.LootType != LootType.Blessed && m_toDisarm.LootType != LootType.Newbied) { if (m_Mobile.Debug) { m_Mobile.DebugSay("Trying to steal from combatant."); } m_Mobile.UseSkill(SkillName.Stealing); m_Mobile.Target?.Invoke(m_Mobile, m_toDisarm); } else if (m_toDisarm == null && Core.TickCount - m_Mobile.NextSkillTime >= 0) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"Trying to steal from {combatant.Name}."); } bool didSteal = TryStealFrom(combatant); didSteal = TryStealFrom(combatant) || didSteal; didSteal = TryStealFrom(combatant) || didSteal; didSteal = TryStealFrom(combatant) || didSteal; if (!didSteal) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I am going to flee from {combatant.Name}"); } Action = ActionType.Flee; return true; } } } // We are low on health, should we flee? // (10 + diff)% chance to flee if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 && m_Mobile.CanFlee) { var fleeChance = 10 + Math.Max(0, combatant.Hits - m_Mobile.Hits); if (Utility.Random(0, 100) > fleeChance) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I am going to flee from {combatant.Name}"); } Action = ActionType.Flee; } return true; } if (m_Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, m_Mobile.Combatant)) { if (m_Mobile.Debug) { m_Mobile.DebugSay($"I used my abilities on {m_Mobile.Combatant.Name}!"); } } return true; } private bool TryStealFrom(Mobile combatant) where T : Item { Item steal = combatant.Backpack?.FindItemByType(); if (steal != null) { m_Mobile.UseSkill(SkillName.Stealing); m_Mobile.Target?.Invoke(m_Mobile, steal); return true; } return false; } 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; } }