ModernUO/Scripts/Mobiles/AI/ArcherAI.cs

120 lines
No EOL
3.3 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 == null || m_Mobile.Combatant.Deleted || !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 (WalkMobileRange(m_Mobile.Combatant, 1, true, m_Mobile.RangeFight, m_Mobile.Weapon.MaxRange))
{
// Be sure to face the combatant
m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant.Location);
}
else
{
if (m_Mobile.Combatant != null)
{
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
Container 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)
{
bool 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)
{
int 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;
}
}
}