ModernUO/Scripts/Mobiles/AI/ThiefAI.cs

192 lines
No EOL
5.6 KiB
C#

using Server.Items;
//
// This is a first simple AI
//
//
namespace Server.Mobiles
{
public class ThiefAI : BaseAI
{
private Item m_toDisarm;
public ThiefAI(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))
{
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, so my guard is up");
Action = ActionType.Guard;
return true;
}
if (WalkMobileRange(combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight))
{
m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
if (m_toDisarm == null)
m_toDisarm = combatant.FindItemOnLayer(Layer.OneHanded);
if (m_toDisarm == null)
m_toDisarm = combatant.FindItemOnLayer(Layer.TwoHanded);
if (m_toDisarm != null && m_toDisarm.IsChildOf(m_Mobile.Backpack))
{
m_toDisarm = combatant.FindItemOnLayer(Layer.OneHanded);
if (m_toDisarm == null)
m_toDisarm = combatant.FindItemOnLayer(Layer.TwoHanded);
}
if (!Core.AOS && !m_Mobile.DisarmReady && m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 &&
m_Mobile.Skills[SkillName.ArmsLore].Value >= 80.0 && m_toDisarm != null)
EventSink.InvokeDisarmRequest(new DisarmRequestEventArgs(m_Mobile));
if (m_toDisarm != null && m_toDisarm.IsChildOf(combatant.Backpack) &&
Core.TickCount - m_Mobile.NextSkillTime >= 0 && m_toDisarm.LootType != LootType.Blessed &&
m_toDisarm.LootType != LootType.Newbied)
{
m_Mobile.DebugSay("Trying to steal from combatant.");
m_Mobile.UseSkill(SkillName.Stealing);
m_Mobile.Target?.Invoke(m_Mobile, m_toDisarm);
}
else if (m_toDisarm == null && Core.TickCount - m_Mobile.NextSkillTime >= 0)
{
Container cpack = combatant.Backpack;
if (cpack != null)
{
Item steala = cpack.FindItemByType<Bandage>();
if (steala != null)
{
m_Mobile.DebugSay("Trying to steal from combatant.");
m_Mobile.UseSkill(SkillName.Stealing);
m_Mobile.Target?.Invoke(m_Mobile, steala);
}
Item stealb = cpack.FindItemByType<Nightshade>();
if (stealb != null)
{
m_Mobile.DebugSay("Trying to steal from combatant.");
m_Mobile.UseSkill(SkillName.Stealing);
m_Mobile.Target?.Invoke(m_Mobile, stealb);
}
Item stealc = cpack.FindItemByType<BlackPearl>();
if (stealc != null)
{
m_Mobile.DebugSay("Trying to steal from combatant.");
m_Mobile.UseSkill(SkillName.Stealing);
m_Mobile.Target?.Invoke(m_Mobile, stealc);
}
Item steald = cpack.FindItemByType<MandrakeRoot>();
if (steald != null)
{
m_Mobile.DebugSay("Trying to steal from combatant.");
m_Mobile.UseSkill(SkillName.Stealing);
m_Mobile.Target?.Invoke(m_Mobile, steald);
}
else if (steala == null && stealb == null && stealc == null)
{
m_Mobile.DebugSay("I am going to flee from {0}", combatant.Name);
Action = ActionType.Flee;
}
}
}
}
else
{
m_Mobile.DebugSay("I should be closer to {0}", combatant.Name);
}
if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 && m_Mobile.CanFlee)
{
// We are low on health, should we flee?
bool flee = false;
if (m_Mobile.Hits < combatant.Hits)
{
// We are more hurt than them
int diff = combatant.Hits - m_Mobile.Hits;
flee = Utility.Random(0, 100) > 10 + diff; // (10 + diff)% chance to flee
}
else
{
flee = Utility.Random(0, 100) > 10; // 10% chance to flee
}
if (flee)
{
m_Mobile.DebugSay("I am going to flee from {0}", combatant.Name);
Action = ActionType.Flee;
}
}
return true;
}
public override bool DoActionGuard()
{
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
{
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;
}
public override bool DoActionFlee()
{
if (m_Mobile.Hits > m_Mobile.HitsMax / 2)
{
m_Mobile.DebugSay("I am stronger now, so I will continue fighting");
Action = ActionType.Combat;
}
else
{
m_Mobile.FocusMob = m_Mobile.Combatant;
base.DoActionFlee();
}
return true;
}
}
}