namespace Server.Mobiles; public class BerserkAI : BaseAI { public BerserkAI(BaseCreature m) : base(m) { } public override bool DoActionWander() { DebugSay("I have no combatant"); if (AcquireFocusMob(Mobile.RangePerception, FightMode.Closest, false, true, true)) { this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name} and I will attack"); Mobile.Combatant = Mobile.FocusMob; Action = ActionType.Combat; } else { base.DoActionWander(); } return true; } public override bool DoActionCombat() { var combatant = Mobile.Combatant; if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive || combatant.IsDeadBondedPet) { DebugSay("My combatant is gone, so my guard is up"); Action = ActionType.Guard; return true; } if (!WalkMobileRange(combatant, 1, false, Mobile.RangeFight, Mobile.RangeFight)) { this.DebugSayFormatted($"I am still not in range of {combatant.Name}"); if ((int)Mobile.GetDistanceToSqrt(combatant) > Mobile.RangePerception + 1) { this.DebugSayFormatted($"I have lost {combatant.Name}"); Action = ActionType.Guard; return true; } } else if (Core.TickCount - Mobile.LastMoveTime > 400) { Mobile.Direction = Mobile.GetDirectionTo(combatant); } if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant)) { this.DebugSayFormatted($"I used my abilities on {combatant.Name}!"); } return true; } public override bool DoActionGuard() { if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, true, true)) { this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking"); Mobile.Combatant = Mobile.FocusMob; Action = ActionType.Combat; } else { base.DoActionGuard(); } return true; } }