using System; using Server.Items; namespace Server.Mobiles; public class ThiefAI : BaseAI { private Item _toDisarm; public ThiefAI(BaseCreature m) : base(m) { } public override bool DoActionWander() { DebugSay("I have no combatant"); if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true)) { this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking"); Mobile.Combatant = Mobile.FocusMob; Action = ActionType.Combat; } else { base.DoActionWander(); } return true; } public override bool DoActionCombat() { var combatant = Mobile.Combatant; if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive || combatant.IsDeadBondedPet) { DebugSay("My combatant is gone, so my guard is up"); Action = ActionType.Guard; return true; } if (!WalkMobileRange(combatant, 1, false, Mobile.RangeFight, Mobile.RangeFight)) { this.DebugSayFormatted($"I should be closer to {combatant.Name}"); } else { if (_toDisarm?.IsChildOf(Mobile.Backpack) != false) { _toDisarm = combatant.FindItemOnLayer(Layer.OneHanded) ?? combatant.FindItemOnLayer(Layer.TwoHanded); } if (!Core.AOS && !Mobile.DisarmReady && Mobile.Skills.Wrestling.Value >= 80.0 && Mobile.Skills.ArmsLore.Value >= 80.0 && _toDisarm != null) { Fists.DisarmRequest(Mobile); } if (_toDisarm?.IsChildOf(combatant.Backpack) == true && Core.TickCount - Mobile.NextSkillTime >= 0 && _toDisarm.LootType != LootType.Blessed && _toDisarm.LootType != LootType.Newbied) { DebugSay("Trying to steal from combatant."); Mobile.UseSkill(SkillName.Stealing); Mobile.Target?.Invoke(Mobile, _toDisarm); } else if (_toDisarm == null && Core.TickCount - Mobile.NextSkillTime >= 0) { this.DebugSayFormatted($"Trying to steal from {combatant.Name}."); var didSteal = TryStealFrom(combatant); didSteal = TryStealFrom(combatant) || didSteal; didSteal = TryStealFrom(combatant) || didSteal; didSteal = TryStealFrom(combatant) || didSteal; if (!didSteal) { this.DebugSayFormatted($"I am going to flee from {combatant.Name}"); Action = ActionType.Flee; return true; } } } // We are low on health, should we flee? // (10 + diff)% chance to flee if (Mobile.Hits < Mobile.HitsMax * 20 / 100 && Mobile.CanFlee) { var fleeChance = 10 + Math.Max(0, combatant.Hits - Mobile.Hits); if (Utility.Random(0, 100) > fleeChance) { this.DebugSayFormatted($"I am going to flee from {combatant.Name}"); Action = ActionType.Flee; } return true; } if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, Mobile.Combatant)) { this.DebugSayFormatted($"I used my abilities on {Mobile.Combatant.Name}!"); } return true; } private bool TryStealFrom(Mobile combatant) where T : Item { Item steal = combatant.Backpack?.FindItemByType(); if (steal != null) { Mobile.UseSkill(SkillName.Stealing); Mobile.Target?.Invoke(Mobile, steal); return true; } return false; } 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; } }