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