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