using Server.Items; namespace Server.Mobiles { public class ArcherAI : BaseAI { public ArcherAI(BaseCreature m) : base(m) { } public override bool DoActionWander() { m_Mobile.DebugSay("I have no combatant"); if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) m_Mobile.DebugSay("I have detected {0} and I will attack", m_Mobile.FocusMob.Name); m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { return base.DoActionWander(); } return true; } public override bool DoActionCombat() { if (m_Mobile.Combatant?.Deleted != false || !m_Mobile.Combatant.Alive || m_Mobile.Combatant.IsDeadBondedPet) { m_Mobile.DebugSay("My combatant is deleted"); Action = ActionType.Guard; return true; } if (Core.TickCount - m_Mobile.LastMoveTime > 1000) { if (WalkMobileRange(m_Mobile.Combatant, 1, true, m_Mobile.RangeFight, m_Mobile.Weapon.MaxRange)) { // Be sure to face the combatant m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant.Location); } else { if (m_Mobile.Combatant != null) { if (m_Mobile.Debug) m_Mobile.DebugSay("I am still not in range of {0}", m_Mobile.Combatant.Name); if ((int)m_Mobile.GetDistanceToSqrt(m_Mobile.Combatant) > m_Mobile.RangePerception + 1) { if (m_Mobile.Debug) m_Mobile.DebugSay("I have lost {0}", m_Mobile.Combatant.Name); m_Mobile.Combatant = null; Action = ActionType.Guard; return true; } } } } // When we have no ammo, we flee Container pack = m_Mobile.Backpack; if (pack?.FindItemByType() == null) { Action = ActionType.Flee; return true; } // At 20% we should check if we must leave if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 && m_Mobile.CanFlee) { bool bFlee = false; // if my current hits are more than my opponent, i don't care if (m_Mobile.Combatant != null && m_Mobile.Hits < m_Mobile.Combatant.Hits) { int iDiff = m_Mobile.Combatant.Hits - m_Mobile.Hits; if (Utility.Random(0, 100) > 10 + iDiff) // 10% to flee + the diff of hits bFlee = true; } else if (m_Mobile.Combatant != null && m_Mobile.Hits >= m_Mobile.Combatant.Hits) { if (Utility.Random(0, 100) > 10) // 10% to flee bFlee = true; } if (bFlee) Action = ActionType.Flee; } return true; } public override bool DoActionGuard() { if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) m_Mobile.DebugSay("I have detected {0}, attacking", m_Mobile.FocusMob.Name); m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { base.DoActionGuard(); } return true; } } }