ModernUO/Projects/UOContent/Mobiles/AI/AnimalAI.cs
Bohica 5667017874
fix: Fixes pets from attacking themselves (#2265)
### Summary

Stops pets from attacking themselves.
2025-11-15 10:15:10 -08:00

139 lines
3.8 KiB
C#

// Ideas
// When you run on animals the 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%
var hitPercent = (double)Mobile.Hits / Mobile.HitsMax;
if (!Mobile.Summoned && !Mobile.Controlled && hitPercent < 0.1 && Mobile.CanFlee) // Less than 10% health
{
DebugSay("I am low on health!");
Action = ActionType.Flee;
}
else if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
Mobile.Combatant = Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
var combatant = Mobile.Combatant;
if (Mobile.Controlled && combatant == Mobile)
{
DebugSay("I should not attack myself!");
Mobile.Combatant = null;
Action = ActionType.Guard;
return true;
}
if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive ||
combatant.IsDeadBondedPet)
{
DebugSay("My combatant is gone!");
Action = ActionType.Wander;
return true;
}
if (!WalkMobileRange(combatant, 1, true, Mobile.RangeFight, Mobile.RangeFight))
{
if (Mobile.GetDistanceToSqrt(combatant) > Mobile.RangePerception + 1)
{
this.DebugSayFormatted($"I cannot find {combatant.Name}");
Action = ActionType.Wander;
return true;
}
this.DebugSayFormatted($"I should be closer to {combatant.Name}");
}
else if (Core.TickCount - Mobile.LastMoveTime > 400)
{
Mobile.Direction = Mobile.GetDirectionTo(combatant);
}
if (!Mobile.Controlled && !Mobile.Summoned && Mobile.CanFlee)
{
var hitPercent = (double)Mobile.Hits / Mobile.HitsMax;
if (hitPercent <= 0.1)
{
DebugSay("I am low on health!");
Action = ActionType.Flee;
return true;
}
}
if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
{
this.DebugSayFormatted($"I used my abilities on {combatant.Name}!");
}
return true;
}
public override bool DoActionBackoff()
{
var hitPercent = (double)Mobile.Hits / Mobile.HitsMax;
if (!Mobile.Summoned && !Mobile.Controlled && hitPercent < 0.1 && Mobile.CanFlee) // Less than 10% health
{
Action = ActionType.Flee;
}
else if (AcquireFocusMob(Mobile.RangePerception * 2, FightMode.Closest, true, false, true))
{
if (WalkMobileRange(Mobile.FocusMob, 1, false, Mobile.RangePerception, Mobile.RangePerception * 2))
{
DebugSay("Well, here I am safe");
Action = ActionType.Wander;
}
}
else
{
DebugSay("I have lost my focus, lets relax");
Action = ActionType.Wander;
}
return true;
}
public override bool DoActionFlee()
{
AcquireFocusMob(Mobile.RangePerception * 2, Mobile.FightMode, true, false, true);
Mobile.FocusMob ??= Mobile.Combatant;
return base.DoActionFlee();
}
}