ModernUO/Projects/UOContent/Mobiles/AI/AnimalAI.cs

72 lines
1.9 KiB
C#

namespace Server.Mobiles;
public class AnimalAI : BaseAI
{
public AnimalAI(BaseCreature m) : base(m)
{
}
public override double FleeHealthThreshold => 0.1; // 10% is default
public override double FleeChance => 0.1; // 10% is default
public override double BackoffChance => 0.5; // 50% is default
public override bool DoActionWander()
{
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
Mobile.Combatant = Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
var combatant = Mobile.Combatant;
if (!IsValidCombatant(combatant))
{
DebugSay("My combatant is gone!");
Action = ActionType.Wander;
return true;
}
if (!WalkMobileRange(combatant, 1, false, Mobile.RangeFight, Mobile.RangeFight))
{
if (Mobile.GetDistanceToSqrt(combatant) > Mobile.RangePerception + 1)
{
this.DebugSayFormatted($"I cannot find {combatant.Name}");
Action = ActionType.Wander;
return true;
}
}
else if (Core.TickCount - Mobile.LastMoveTime > 400)
{
Mobile.Direction = Mobile.GetDirectionTo(combatant);
}
if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
{
this.DebugSayFormatted($"I used my abilities on {combatant.Name}!");
}
return true;
}
public override bool DoActionFlee()
{
AcquireFocusMob(Mobile.RangePerception * 2, Mobile.FightMode, true, false, true);
Mobile.FocusMob ??= Mobile.Combatant;
return base.DoActionFlee();
}
}