### Summary - Fixes crash bugs with combatant checks in AI - Fixes mobs not facing each other while in combat. (Old RunUO bug) - Fixes predators not actually going into guard when their combatant dies. - Adds missing checks for combatant in various AI. Note: Much easier to understand changes if whitespace is off - https://github.com/modernuo/ModernUO/pull/1644/files?diff=split&w=1
155 lines
4.2 KiB
C#
155 lines
4.2 KiB
C#
// Ideas
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// When you run on animals the panic
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// When if (distance < 8 && Utility.RandomDouble() * Math.Sqrt( (8 - distance) / 6 ) >= incoming.Skills.AnimalTaming.Value)
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// More your close, the more it can panic
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/*
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* AnimalHunterAI, AnimalHidingAI, AnimalDomesticAI...
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*
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*/
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namespace Server.Mobiles;
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public class AnimalAI : BaseAI
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{
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public AnimalAI(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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// New, only flee @ 10%
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var hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if (!m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee) // Less than 10% health
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I am low on health!");
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}
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Action = ActionType.Flee;
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}
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else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay($"I have detected {m_Mobile.FocusMob.Name}, attacking");
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}
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m_Mobile.Combatant = m_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 = m_Mobile.Combatant;
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if (combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map || !combatant.Alive ||
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combatant.IsDeadBondedPet)
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("My combatant is gone!");
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}
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Action = ActionType.Wander;
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return true;
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}
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if (!WalkMobileRange(combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight))
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{
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if (m_Mobile.GetDistanceToSqrt(combatant) > m_Mobile.RangePerception + 1)
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay($"I cannot find {combatant.Name}");
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}
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Action = ActionType.Wander;
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return true;
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}
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay($"I should be closer to {combatant.Name}");
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}
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}
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if (!m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee)
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{
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var hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if (hitPercent <= 0.1)
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I am low on health!");
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}
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Action = ActionType.Flee;
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return true;
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}
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}
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m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
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if (m_Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay($"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 DoActionBackoff()
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{
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var hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
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if (!m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee) // Less than 10% health
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{
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Action = ActionType.Flee;
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}
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else if (AcquireFocusMob(m_Mobile.RangePerception * 2, FightMode.Closest, true, false, true))
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{
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if (WalkMobileRange(m_Mobile.FocusMob, 1, false, m_Mobile.RangePerception, m_Mobile.RangePerception * 2))
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("Well, here I am safe");
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}
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Action = ActionType.Wander;
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}
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}
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else
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{
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if (m_Mobile.Debug)
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{
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m_Mobile.DebugSay("I have lost my focus, lets relax");
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}
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Action = ActionType.Wander;
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}
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return true;
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}
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public override bool DoActionFlee()
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{
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AcquireFocusMob(m_Mobile.RangePerception * 2, m_Mobile.FightMode, true, false, true);
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m_Mobile.FocusMob ??= m_Mobile.Combatant;
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return base.DoActionFlee();
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}
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}
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