// // This is a first simple AI // // namespace Server.Mobiles { public class MeleeAI : BaseAI { public MeleeAI(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}, attacking", m_Mobile.FocusMob.Name); m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { base.DoActionWander(); } return true; } public override bool DoActionCombat() { Mobile combatant = m_Mobile.Combatant; if (combatant?.Deleted != false || combatant.Map != m_Mobile.Map || !combatant.Alive || combatant.IsDeadBondedPet) { m_Mobile.DebugSay("My combatant is gone, so my guard is up"); Action = ActionType.Guard; return true; } if (!m_Mobile.InRange(combatant, m_Mobile.RangePerception)) { // They are somewhat far away, can we find something else? if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { m_Mobile.Combatant = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } else if (!m_Mobile.InRange(combatant, m_Mobile.RangePerception * 3)) { m_Mobile.Combatant = null; } combatant = m_Mobile.Combatant; if (combatant == null) { m_Mobile.DebugSay("My combatant has fled, so I am on guard"); Action = ActionType.Guard; return true; } } /*if ( !m_Mobile.InLOS( combatant ) ) { if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) ) { m_Mobile.Combatant = combatant = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } }*/ if (MoveTo(combatant, true, m_Mobile.RangeFight)) { m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant); } else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) m_Mobile.DebugSay("My move is blocked, so I am going to attack {0}", m_Mobile.FocusMob.Name); m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; return true; } else if (m_Mobile.GetDistanceToSqrt(combatant) > m_Mobile.RangePerception + 1) { if (m_Mobile.Debug) m_Mobile.DebugSay("I cannot find {0}, so my guard is up", combatant.Name); Action = ActionType.Guard; return true; } else { if (m_Mobile.Debug) m_Mobile.DebugSay("I should be closer to {0}", combatant.Name); } if (!m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee) if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100) { // We are low on health, should we flee? bool flee = false; if (m_Mobile.Hits < combatant.Hits) { // We are more hurt than them int diff = combatant.Hits - m_Mobile.Hits; flee = Utility.Random(0, 100) < 10 + diff; // (10 + diff)% chance to flee } else { flee = Utility.Random(0, 100) < 10; // 10% chance to flee } if (flee) { if (m_Mobile.Debug) m_Mobile.DebugSay("I am going to flee from {0}", combatant.Name); 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; } public override bool DoActionFlee() { if (m_Mobile.Hits > m_Mobile.HitsMax / 2) { m_Mobile.DebugSay("I am stronger now, so I will continue fighting"); Action = ActionType.Combat; } else { m_Mobile.FocusMob = m_Mobile.Combatant; base.DoActionFlee(); } return true; } } }