103 lines
2.6 KiB
C#
103 lines
2.6 KiB
C#
namespace Server.Mobiles;
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public class BerserkAI : BaseAI
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{
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public BerserkAI(BaseCreature m) : base(m)
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{
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}
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public override bool DoActionWander()
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{
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if (Mobile.Debug)
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{
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Mobile.DebugSay("I have no combatant");
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}
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if (AcquireFocusMob(Mobile.RangePerception, FightMode.Closest, false, true, true))
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{
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if (Mobile.Debug)
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{
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Mobile.DebugSay($"I have detected {Mobile.FocusMob.Name} and I will attack");
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}
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Mobile.Combatant = Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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base.DoActionWander();
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}
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return true;
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}
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public override bool DoActionCombat()
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{
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var combatant = Mobile.Combatant;
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if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive ||
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combatant.IsDeadBondedPet)
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{
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if (Mobile.Debug)
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{
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Mobile.DebugSay("My combatant is gone, so my guard is up");
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}
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Action = ActionType.Guard;
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return true;
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}
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if (!WalkMobileRange(combatant, 1, true, Mobile.RangeFight, Mobile.RangeFight))
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{
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if (Mobile.Debug)
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{
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Mobile.DebugSay($"I am still not in range of {combatant.Name}");
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}
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if ((int)Mobile.GetDistanceToSqrt(combatant) > Mobile.RangePerception + 1)
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{
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if (Mobile.Debug)
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{
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Mobile.DebugSay($"I have lost {combatant.Name}");
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}
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Action = ActionType.Guard;
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return true;
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}
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}
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else if (Core.TickCount - Mobile.LastMoveTime > 400)
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{
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Mobile.Direction = Mobile.GetDirectionTo(combatant);
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}
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if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
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{
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if (Mobile.Debug)
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{
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Mobile.DebugSay($"I used my abilities on {combatant.Name}!");
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}
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}
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return true;
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}
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public override bool DoActionGuard()
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{
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if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, true, true))
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{
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if (Mobile.Debug)
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{
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Mobile.DebugSay($"I have detected {Mobile.FocusMob.Name}, attacking");
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}
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Mobile.Combatant = Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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base.DoActionGuard();
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}
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return true;
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}
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}
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