193 lines
5.4 KiB
C#
193 lines
5.4 KiB
C#
using System;
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using Server.Items;
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namespace Server.Mobiles;
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public class ThiefAI : BaseAI
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{
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private Item m_toDisarm;
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public ThiefAI(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.Debug)
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{
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m_Mobile.DebugSay("I have no combatant");
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}
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, 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($"I have detected {m_Mobile.FocusMob.Name}, attacking");
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}
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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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.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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else
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{
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if (m_toDisarm?.IsChildOf(m_Mobile.Backpack) != false)
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{
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m_toDisarm = combatant.FindItemOnLayer(Layer.OneHanded) ?? combatant.FindItemOnLayer(Layer.TwoHanded);
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}
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if (!Core.AOS && !m_Mobile.DisarmReady && m_Mobile.Skills.Wrestling.Value >= 80.0 &&
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m_Mobile.Skills.ArmsLore.Value >= 80.0 && m_toDisarm != null)
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{
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Fists.DisarmRequest(m_Mobile);
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}
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if (m_toDisarm?.IsChildOf(combatant.Backpack) == true &&
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Core.TickCount - m_Mobile.NextSkillTime >= 0 && m_toDisarm.LootType != LootType.Blessed &&
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m_toDisarm.LootType != LootType.Newbied)
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("Trying to steal from combatant.");
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}
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m_Mobile.UseSkill(SkillName.Stealing);
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m_Mobile.Target?.Invoke(m_Mobile, m_toDisarm);
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}
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else if (m_toDisarm == null && Core.TickCount - m_Mobile.NextSkillTime >= 0)
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay($"Trying to steal from {combatant.Name}.");
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}
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bool didSteal = TryStealFrom<Bandage>(combatant);
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didSteal = TryStealFrom<Nightshade>(combatant) || didSteal;
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didSteal = TryStealFrom<BlackPearl>(combatant) || didSteal;
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didSteal = TryStealFrom<MandrakeRoot>(combatant) || didSteal;
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if (!didSteal)
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay($"I am going to flee from {combatant.Name}");
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}
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Action = ActionType.Flee;
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return true;
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}
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}
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}
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// We are low on health, should we flee?
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// (10 + diff)% chance to flee
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if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 && m_Mobile.CanFlee)
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{
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var fleeChance = 10 + Math.Max(0, combatant.Hits - m_Mobile.Hits);
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if (Utility.Random(0, 100) > fleeChance)
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay($"I am going to flee from {combatant.Name}");
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}
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Action = ActionType.Flee;
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}
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return true;
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}
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if (m_Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, m_Mobile.Combatant))
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay($"I used my abilities on {m_Mobile.Combatant.Name}!");
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}
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}
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return true;
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}
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private bool TryStealFrom<T>(Mobile combatant) where T : Item
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{
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Item steal = combatant.Backpack?.FindItemByType<T>();
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if (steal != null)
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{
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m_Mobile.UseSkill(SkillName.Stealing);
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m_Mobile.Target?.Invoke(m_Mobile, steal);
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return true;
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}
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return false;
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}
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public override bool DoActionGuard()
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{
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, 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($"I have detected {m_Mobile.FocusMob.Name}, attacking");
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}
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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base.DoActionGuard();
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}
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return true;
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}
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public override bool DoActionFlee()
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{
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if (m_Mobile.Hits > m_Mobile.HitsMax / 2)
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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 stronger now, so I will continue fighting");
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}
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Action = ActionType.Combat;
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}
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else
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{
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m_Mobile.FocusMob = m_Mobile.Combatant;
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base.DoActionFlee();
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}
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return true;
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}
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}
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