ModernUO/Projects/UOContent/Mobiles/AI/ArcherAI.cs
Kamron Batman 3332fabc39
fix: Reverts to RunUO speeds, fixes direction glitching, adds movement speed interpolation (#1695)
> [!IMPORTANT]  
> Please read through these changes, as they changed certain expectations for how the internal AI thinking/movement work.
> Note that some mobs still don't have smooth movement on ClassicUO due to how the client handles animations/movement.

### Summary
- **Important Change**: Mobs will now move at a more regular pace. If the OnThink results in a move, but the cooldown would otherwise prevent the move, then the movement is scheduled on another timer.
- Added a 400ms delay to mobs turning to face a player to attack in order to avoid glitching between moving and turning.
- Reverted AI thinking speeds back to RunUO specific speeds.
- Reverted the AI thinking to moving conversion delays back to RunUO.
- For thinking speeds that are not exactly the predefined speeds from RunUO, there is a new calculation to determine the correct conversion to movement speed. This stops speeds like `0.35` from being faster than `0.3`

> [!NOTE]  
> **Developer Note**
> BaseAI.CheckMove() no longer contains the check for whether or not a mob is on movement cooldown. This function can now be overwritten without causing issues to figuring out that cooldown.
2024-03-18 14:13:41 -07:00

136 lines
3.5 KiB
C#

using System;
using Server.Items;
namespace Server.Mobiles;
public class ArcherAI : BaseAI
{
public ArcherAI(BaseCreature m) : base(m)
{
}
public override bool DoActionWander()
{
if (m_Mobile.Debug)
{
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($"I have detected {m_Mobile.FocusMob.Name} and I will attack");
}
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
return base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
var combatant = m_Mobile.Combatant;
if (combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map || !combatant.Alive ||
combatant.IsDeadBondedPet)
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay("My combatant is gone, so my guard is up");
}
Action = ActionType.Guard;
return true;
}
if (Core.TickCount - m_Mobile.LastMoveTime > 1000 && !WalkMobileRange(
combatant,
1,
true,
m_Mobile.RangeFight,
m_Mobile.Weapon.MaxRange
))
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay($"I am still not in range of {combatant.Name}");
}
if ((int)m_Mobile.GetDistanceToSqrt(combatant) > m_Mobile.RangePerception + 1)
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay($"I have lost {combatant.Name}");
}
m_Mobile.Combatant = null;
Action = ActionType.Guard;
return true;
}
}
else if (Core.TickCount - m_Mobile.LastMoveTime > 400)
{
m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
}
if (m_Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay($"I used my abilities on {combatant.Name}!");
}
return true;
}
// When we have no ammo, we flee
var pack = m_Mobile.Backpack;
if (pack?.FindItemByType<Arrow>() == null)
{
Action = ActionType.Flee;
return true;
}
// At 20% we should check if we must leave
if (m_Mobile.Combatant != null && m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 && m_Mobile.CanFlee)
{
// 10% to flee + the diff of hits
var fleeChance = 10 + Math.Max(0, m_Mobile.Combatant.Hits - m_Mobile.Hits);
if (Utility.Random(0, 100) > fleeChance)
{
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 {m_Mobile.FocusMob.Name}, attacking");
}
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionGuard();
}
return true;
}
}