using Server.Items; namespace Server.Mobiles; public class ArcherAI : BaseAI { public ArcherAI(BaseCreature m) : base(m) { } public override double FleeHealthThreshold => 0.2; // 20% is default public override double FleeChance => 0.1; // 10% is default 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 (!Mobile.InRange(combatant, Mobile.ChaseLeashRange)) { 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; } 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; } }