ModernUO/Projects/UOContent/Mobiles/AI/ArcherAI.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

135 lines
4.1 KiB
C#

using Server.Items;
namespace Server.Mobiles
{
public class ArcherAI : BaseAI
{
public ArcherAI(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} and I will attack", m_Mobile.FocusMob.Name);
}
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
return base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
if (m_Mobile.Combatant?.Deleted != false || !m_Mobile.Combatant.Alive ||
m_Mobile.Combatant.IsDeadBondedPet)
{
m_Mobile.DebugSay("My combatant is deleted");
Action = ActionType.Guard;
return true;
}
if (Core.TickCount - m_Mobile.LastMoveTime > 1000)
{
if (
m_Mobile.Combatant != null &&
!WalkMobileRange(
m_Mobile.Combatant,
1,
true,
m_Mobile.RangeFight,
m_Mobile.Weapon.MaxRange
)
)
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay("I am still not in range of {0}", m_Mobile.Combatant.Name);
}
if ((int)m_Mobile.GetDistanceToSqrt(m_Mobile.Combatant) > m_Mobile.RangePerception + 1)
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay("I have lost {0}", m_Mobile.Combatant.Name);
}
m_Mobile.Combatant = null;
Action = ActionType.Guard;
return true;
}
}
}
// When we have no ammo, we flee
var pack = m_Mobile.Backpack;
if (pack?.FindItemByType<Arrow>() == null)
{
Action = ActionType.Flee;
return true;
}
// At 20% we should check if we must leave
if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 && m_Mobile.CanFlee)
{
var bFlee = false;
// if my current hits are more than my opponent, i don't care
if (m_Mobile.Combatant != null && m_Mobile.Hits < m_Mobile.Combatant.Hits)
{
var iDiff = m_Mobile.Combatant.Hits - m_Mobile.Hits;
if (Utility.Random(0, 100) > 10 + iDiff) // 10% to flee + the diff of hits
{
bFlee = true;
}
}
else if (m_Mobile.Combatant != null && m_Mobile.Hits >= m_Mobile.Combatant.Hits)
{
if (Utility.Random(0, 100) > 10) // 10% to flee
{
bFlee = true;
}
}
if (bFlee)
{
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;
}
}
}