using System; namespace Server.Mobiles; public class MeleeAI : BaseAI { public MeleeAI(BaseCreature m) : base(m) { } public override bool DoActionWander() { if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true)) { this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking"); Mobile.Combatant = Mobile.FocusMob; Action = ActionType.Combat; } else { DebugSay("I am wandering"); Mobile.Warmode = false; base.DoActionWander(); } return true; } public override bool DoActionCombat() { var combatant = Mobile.Combatant; if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive || combatant.IsDeadBondedPet) { DebugSay("My combatant is gone, so my guard is up"); Action = ActionType.Guard; return true; } if (!Mobile.InRange(combatant, Mobile.RangePerception)) { // They are somewhat far away, can we find something else? if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true)) { Mobile.Combatant = Mobile.FocusMob; Mobile.FocusMob = null; } else if (!Mobile.InRange(combatant, Mobile.RangePerception * 3)) { Mobile.Combatant = null; } combatant = Mobile.Combatant; if (combatant == null) { DebugSay("My combatant has fled, so I am on guard"); Action = ActionType.Guard; return true; } } if (!MoveTo(combatant, false, Mobile.RangeFight)) { if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true)) { this.DebugSayFormatted($"My move is blocked, so I am going to attack {Mobile.FocusMob!.Name}"); Mobile.Combatant = Mobile.FocusMob; Action = ActionType.Combat; return true; } if (Mobile.GetDistanceToSqrt(combatant) > Mobile.RangePerception + 1) { this.DebugSayFormatted($"I cannot find {combatant.Name}, so my guard is up"); Action = ActionType.Guard; return true; } this.DebugSayFormatted($"I cannot find {combatant.Name}, so my guard is up"); } else if (Core.TickCount - Mobile.LastMoveTime > 200) { Mobile.Direction = Mobile.GetDirectionTo(combatant); } // We are low on health, should we flee? if (!Mobile.Controlled && !Mobile.Summoned && Mobile.CanFlee && Mobile.Hits < Mobile.HitsMax * 20 / 100) { var fleeChance = 10 + Math.Max(0, combatant.Hits - Mobile.Hits); // (10 + diff)% chance to flee; if (Utility.Random(0, 100) < fleeChance) { this.DebugSayFormatted($"I am going to flee from {combatant.Name}"); Action = ActionType.Flee; return true; } } if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant)) { DebugSay("I used my abilities!"); } return true; } public override bool DoActionGuard() { if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true)) { this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking"); Mobile.Combatant = Mobile.FocusMob; Action = ActionType.Combat; } else { base.DoActionGuard(); } return true; } public override bool DoActionFlee() { if (Mobile.Hits > Mobile.HitsMax / 2) { DebugSay("I am stronger now, so I will continue fighting"); Action = ActionType.Combat; } else { Mobile.FocusMob = Mobile.Combatant; base.DoActionFlee(); } return true; } }