ModernUO/Scripts/Mobiles/AI/ArcherAI.cs
eos a0e13d5007 - Future ML craftables added to the special repair list until the craft system is updated.
- Items can now be repaired while wearing them.
- Items can now be fortified while wearing them.
- Fixed repair deed messages not sending.
- Sound effect added to powder of fortifying.
- Map issue for fishing and SOSs fixed, where it would not allow fishing in empty resource banks when not on the target SOS map.
- Added proximity spawner.
- Improved spawner mouseover menu, now also shows types set on the spawner which are not yet spawned.
- Fixed spawners only deleting half of their spawned objects when deleted.
- Added the ability to set TextDefinition objects in the props gump.
- WaitTeleporters now round delays to nearest in the remaining time messages.
- Updated TextDefinition to be more usable; made it parsable from string and added safe serialization/deserialization methods.
- Improved checking whether a mobile can flee.
- Monsters that give ML minor artifacts will no longer flee when low on hits (like paragons).
- Monsters that give ML minor artifacts will no longer spawn as paragon.
- Fixed issue with pets not eating certain foods.
- AI and targeting fixes for Red Death, Pyre and Swoop.
- Fame and karma added to Rend.
- Swoop corrected to have 0 karma.
- Stat and skill tweaks for Putrefier.
- Changelings will no longer show their fame title when morphed.
- Added travel restrictions for ML dungeons.
- Fixed issue of travel restriction message displaying twice.
- Monster teleporting is no longer affected by region travel restrictions.
2012-03-07 18:59:52 +00:00

131 lines
No EOL
3.2 KiB
C#

using System;
using System.Collections;
using Server.Targeting;
using Server.Network;
using Server.Mobiles;
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 == null || m_Mobile.Combatant.Deleted || !m_Mobile.Combatant.Alive || m_Mobile.Combatant.IsDeadBondedPet )
{
m_Mobile.DebugSay("My combatant is deleted");
Action = ActionType.Guard;
return true;
}
if ( (m_Mobile.LastMoveTime + TimeSpan.FromSeconds( 1.0 )) < DateTime.Now )
{
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 == null || pack.FindItemByType( typeof( Arrow ) ) == 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;
}
}
}