ModernUO/Scripts/Mobiles/AI/AnimalAI.cs
eos a0e13d5007 - Future ML craftables added to the special repair list until the craft system is updated.
- Items can now be repaired while wearing them.
- Items can now be fortified while wearing them.
- Fixed repair deed messages not sending.
- Sound effect added to powder of fortifying.
- Map issue for fishing and SOSs fixed, where it would not allow fishing in empty resource banks when not on the target SOS map.
- Added proximity spawner.
- Improved spawner mouseover menu, now also shows types set on the spawner which are not yet spawned.
- Fixed spawners only deleting half of their spawned objects when deleted.
- Added the ability to set TextDefinition objects in the props gump.
- WaitTeleporters now round delays to nearest in the remaining time messages.
- Updated TextDefinition to be more usable; made it parsable from string and added safe serialization/deserialization methods.
- Improved checking whether a mobile can flee.
- Monsters that give ML minor artifacts will no longer flee when low on hits (like paragons).
- Monsters that give ML minor artifacts will no longer spawn as paragon.
- Fixed issue with pets not eating certain foods.
- AI and targeting fixes for Red Death, Pyre and Swoop.
- Fame and karma added to Rend.
- Swoop corrected to have 0 karma.
- Stat and skill tweaks for Putrefier.
- Changelings will no longer show their fame title when morphed.
- Added travel restrictions for ML dungeons.
- Fixed issue of travel restriction message displaying twice.
- Monster teleporting is no longer affected by region travel restrictions.
2012-03-07 18:59:52 +00:00

157 lines
No EOL
3.8 KiB
C#

using System;
using System.Collections;
using Server.Targeting;
using Server.Network;
// Ideas
// When you run on animals the panic
// When if ( distance < 8 && Utility.RandomDouble() * Math.Sqrt( (8 - distance) / 6 ) >= incoming.Skills[SkillName.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()
{
// Old:
#if false
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, true, false, true))
{
m_Mobile.DebugSay( "There is something near, I go away" );
Action = ActionType.Backoff;
}
else if ( m_Mobile.IsHurt() || m_Mobile.Combatant != null )
{
m_Mobile.DebugSay( "I am hurt or being attacked, I flee" );
Action = ActionType.Flee;
}
else
{
base.DoActionWander();
}
return true;
#endif
// New, only flee @ 10%
double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee ) // Less than 10% health
{
m_Mobile.DebugSay( "I am low on health!" );
Action = ActionType.Flee;
}
else 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()
{
Mobile combatant = m_Mobile.Combatant;
if ( combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map )
{
m_Mobile.DebugSay( "My combatant is gone.." );
Action = ActionType.Wander;
return true;
}
if ( WalkMobileRange( combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight ) )
{
m_Mobile.Direction = m_Mobile.GetDirectionTo( combatant );
}
else
{
if ( m_Mobile.GetDistanceToSqrt( combatant ) > m_Mobile.RangePerception + 1 )
{
if ( m_Mobile.Debug )
m_Mobile.DebugSay( "I cannot find {0}", combatant.Name );
Action = ActionType.Wander;
return true;
}
else
{
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 )
{
double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
if ( hitPercent < 0.1 )
{
m_Mobile.DebugSay( "I am low on health!" );
Action = ActionType.Flee;
}
}
return true;
}
public override bool DoActionBackoff()
{
double hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
if ( !m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee ) // Less than 10% health
{
Action = ActionType.Flee;
}
else
{
if (AcquireFocusMob(m_Mobile.RangePerception * 2, FightMode.Closest, true, false , true))
{
if ( WalkMobileRange(m_Mobile.FocusMob, 1, false, m_Mobile.RangePerception, m_Mobile.RangePerception * 2) )
{
m_Mobile.DebugSay( "Well, here I am safe" );
Action = ActionType.Wander;
}
}
else
{
m_Mobile.DebugSay( "I have lost my focus, lets relax" );
Action = ActionType.Wander;
}
}
return true;
}
public override bool DoActionFlee()
{
AcquireFocusMob(m_Mobile.RangePerception * 2, m_Mobile.FightMode, true, false, true);
if ( m_Mobile.FocusMob == null )
m_Mobile.FocusMob = m_Mobile.Combatant;
return base.DoActionFlee();
}
}
}