### Summary - Fixes crash bugs with combatant checks in AI - Fixes mobs not facing each other while in combat. (Old RunUO bug) - Fixes predators not actually going into guard when their combatant dies. - Adds missing checks for combatant in various AI. Note: Much easier to understand changes if whitespace is off - https://github.com/modernuo/ModernUO/pull/1644/files?diff=split&w=1
113 lines
2.9 KiB
C#
113 lines
2.9 KiB
C#
namespace Server.Mobiles;
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public class PredatorAI : BaseAI
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{
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public PredatorAI(BaseCreature m) : base(m)
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{
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}
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public override bool DoActionWander()
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{
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if (m_Mobile.Combatant != null)
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I am hurt or being attacked, I kill him");
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}
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Action = ActionType.Combat;
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}
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else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, true, false, true))
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("There is something near, I go away");
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}
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Action = ActionType.Backoff;
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}
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else
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{
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base.DoActionWander();
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}
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return true;
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}
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public override bool DoActionCombat()
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{
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var combatant = m_Mobile.Combatant;
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if (combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map || !combatant.Alive ||
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combatant.IsDeadBondedPet)
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("My combatant is gone, so my guard is up");
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}
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Action = ActionType.Guard;
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return true;
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}
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if (!WalkMobileRange(combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight))
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{
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if (m_Mobile.GetDistanceToSqrt(combatant) > m_Mobile.RangePerception + 1)
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay($"I cannot find {combatant.Name}");
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}
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Action = ActionType.Wander;
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return true;
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}
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay($"I should be closer to {combatant.Name}");
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}
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}
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if (m_Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay($"I used my abilities on {combatant.Name}!");
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}
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}
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return true;
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}
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public override bool DoActionBackoff()
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{
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if (m_Mobile.IsHurt() || m_Mobile.Combatant != null)
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{
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Action = ActionType.Combat;
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}
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else if (AcquireFocusMob(m_Mobile.RangePerception * 2, FightMode.Closest, true, false, true))
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{
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if (WalkMobileRange(m_Mobile.FocusMob, 1, false, m_Mobile.RangePerception, m_Mobile.RangePerception * 2))
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("Well, here I am safe");
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}
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Action = ActionType.Wander;
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}
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}
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else
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I have lost my focus, lets relax");
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}
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Action = ActionType.Wander;
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}
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return true;
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}
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}
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