ModernUO/Projects/UOContent/Mobiles/AI/MeleeAI.cs
Kamron Batman 67c23bf9ad
fix(AI): Fixes direction issue with NPCs (#371)
- [X] Fixes a bug with RunUO where direction is set multiple times and the run flag is not set properly.

TODO: Fix other direction/movement issues and duplicate packets.

Bumps release version
2020-12-29 22:32:10 -08:00

175 lines
5.2 KiB
C#

namespace Server.Mobiles
{
public class MeleeAI : BaseAI
{
public MeleeAI(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}, attacking", m_Mobile.FocusMob.Name);
}
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
var combatant = m_Mobile.Combatant;
if (combatant?.Deleted != false || combatant.Map != m_Mobile.Map || !combatant.Alive ||
combatant.IsDeadBondedPet)
{
m_Mobile.DebugSay("My combatant is gone, so my guard is up");
Action = ActionType.Guard;
return true;
}
if (!m_Mobile.InRange(combatant, m_Mobile.RangePerception))
{
// They are somewhat far away, can we find something else?
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
{
m_Mobile.Combatant = m_Mobile.FocusMob;
m_Mobile.FocusMob = null;
}
else if (!m_Mobile.InRange(combatant, m_Mobile.RangePerception * 3))
{
m_Mobile.Combatant = null;
}
combatant = m_Mobile.Combatant;
if (combatant == null)
{
m_Mobile.DebugSay("My combatant has fled, so I am on guard");
Action = ActionType.Guard;
return true;
}
}
if (!MoveTo(combatant, true, m_Mobile.RangeFight))
{
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay("My move is blocked, so I am going to attack {0}", m_Mobile.FocusMob?.Name ?? "null");
}
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
return true;
}
if (m_Mobile.GetDistanceToSqrt(combatant) > m_Mobile.RangePerception + 1)
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay("I cannot find {0}, so my guard is up", combatant.Name);
}
Action = ActionType.Guard;
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)
{
if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100)
{
// We are low on health, should we flee?
bool flee;
if (m_Mobile.Hits < combatant.Hits)
{
// We are more hurt than them
var diff = combatant.Hits - m_Mobile.Hits;
flee = Utility.Random(0, 100) < 10 + diff; // (10 + diff)% chance to flee
}
else
{
flee = Utility.Random(0, 100) < 10; // 10% chance to flee
}
if (flee)
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay("I am going to flee from {0}", combatant.Name);
}
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;
}
public override bool DoActionFlee()
{
if (m_Mobile.Hits > m_Mobile.HitsMax / 2)
{
m_Mobile.DebugSay("I am stronger now, so I will continue fighting");
Action = ActionType.Combat;
}
else
{
m_Mobile.FocusMob = m_Mobile.Combatant;
base.DoActionFlee();
}
return true;
}
}
}