* fix: Fixes direction snapping when pathing to combatant * Fixes speed when exiting out of flee action
194 lines
5.4 KiB
C#
194 lines
5.4 KiB
C#
using System;
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namespace Server.Mobiles;
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public class MeleeAI : BaseAI
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{
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public MeleeAI(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 (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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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I am wandering");
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}
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m_Mobile.Warmode = false;
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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 (!m_Mobile.InRange(combatant, m_Mobile.RangePerception))
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{
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// They are somewhat far away, can we find something else?
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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m_Mobile.Combatant = m_Mobile.FocusMob;
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m_Mobile.FocusMob = null;
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}
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else if (!m_Mobile.InRange(combatant, m_Mobile.RangePerception * 3))
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{
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m_Mobile.Combatant = null;
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}
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combatant = m_Mobile.Combatant;
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if (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("My combatant has fled, so I am on guard");
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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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}
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if (!MoveTo(combatant, true, m_Mobile.RangeFight))
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{
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if (m_Mobile.InRange(combatant, 1))
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{
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m_Mobile.Direction = m_Mobile.GetDirectionTo(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($"My move is blocked, so I am going to attack {m_Mobile.FocusMob!.Name}");
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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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return true;
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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($"I cannot find {combatant.Name}, so my guard is up");
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}
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Action = ActionType.Guard;
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return true;
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}
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay($"I cannot find {combatant.Name}, so my guard is up");
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}
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}
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else if (Core.TickCount - m_Mobile.LastMoveTime > 400)
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{
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m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
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}
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if (!m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee)
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{
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if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100)
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{
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// We are low on health, should we flee?
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var fleeChance = 10 + Math.Max(0, combatant.Hits - m_Mobile.Hits); // (10 + diff)% chance to flee;
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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($"I am going to flee from {combatant.Name}");
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}
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Action = ActionType.Flee;
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return true;
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}
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}
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}
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if (m_Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I used my abilities!");
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}
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}
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return true;
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}
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public override bool DoActionGuard()
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{
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay($"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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m_Mobile.PlaySound(m_Mobile.GetAttackSound());
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m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
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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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