ModernUO/Projects/Scripts/Mobiles/AI/AnimalAI.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

130 lines
3.5 KiB
C#

// Ideas
// When you run on animals they panic
// When if ( distance < 8 && Utility.RandomDouble() * Math.Sqrt( (8 - distance) / 6 ) >= incoming.Skills.AnimalTaming.Value )
// More your close, the more it can panic
/*
* AnimalHunterAI, AnimalHidingAI, AnimalDomesticAI...
*
*/
namespace Server.Mobiles
{
public class AnimalAI : BaseAI
{
public AnimalAI(BaseCreature m) : base(m)
{
}
public override bool DoActionWander()
{
// New, only flee @ 10%
double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
if (!m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee) // Less than 10% health
{
m_Mobile.DebugSay("I am low on health!");
Action = ActionType.Flee;
}
else 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)
{
m_Mobile.DebugSay("My combatant is gone..");
Action = ActionType.Wander;
return true;
}
if (WalkMobileRange(combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight))
{
m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
}
else
{
if (m_Mobile.GetDistanceToSqrt(combatant) > m_Mobile.RangePerception + 1)
{
if (m_Mobile.Debug)
m_Mobile.DebugSay("I cannot find {0}", combatant.Name);
Action = ActionType.Wander;
return true;
}
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)
{
double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
if (hitPercent < 0.1)
{
m_Mobile.DebugSay("I am low on health!");
Action = ActionType.Flee;
}
}
return true;
}
public override bool DoActionBackoff()
{
double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
if (!m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee) // Less than 10% health
{
Action = ActionType.Flee;
}
else
{
if (AcquireFocusMob(m_Mobile.RangePerception * 2, FightMode.Closest, true, false, true))
{
if (WalkMobileRange(m_Mobile.FocusMob, 1, false, m_Mobile.RangePerception, m_Mobile.RangePerception * 2))
{
m_Mobile.DebugSay("Well, here I am safe");
Action = ActionType.Wander;
}
}
else
{
m_Mobile.DebugSay("I have lost my focus, lets relax");
Action = ActionType.Wander;
}
}
return true;
}
public override bool DoActionFlee()
{
AcquireFocusMob(m_Mobile.RangePerception * 2, m_Mobile.FightMode, true, false, true);
if (m_Mobile.FocusMob == null)
m_Mobile.FocusMob = m_Mobile.Combatant;
return base.DoActionFlee();
}
}
}