139 lines
3.8 KiB
C#
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();
|
|
}
|
|
}
|