100 lines
2.6 KiB
C#
100 lines
2.6 KiB
C#
using Server.Items;
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namespace Server.Mobiles;
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public class ArcherAI : BaseAI
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{
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public ArcherAI(BaseCreature m) : base(m)
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{
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}
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public override double FleeHealthThreshold => 0.2; // 20% is default
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public override double FleeChance => 0.1; // 10% is default
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public override bool DoActionWander()
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{
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DebugSay("I have no combatant");
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if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
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{
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this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name} and I will attack");
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Mobile.Combatant = Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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return base.DoActionWander();
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}
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return true;
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}
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public override bool DoActionCombat()
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{
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var combatant = Mobile.Combatant;
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if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive ||
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combatant.IsDeadBondedPet)
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{
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DebugSay("My combatant is gone, so my guard is up");
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Action = ActionType.Guard;
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return true;
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}
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if (!WalkMobileRange(combatant, 1, false, Mobile.RangeFight, Mobile.Weapon.MaxRange))
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{
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this.DebugSayFormatted($"I am still not in range of {combatant.Name}");
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if (!Mobile.InRange(combatant, Mobile.ChaseLeashRange))
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{
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this.DebugSayFormatted($"I have lost {combatant.Name}");
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Mobile.Combatant = null;
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Action = ActionType.Guard;
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return true;
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}
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}
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else if (Core.TickCount - Mobile.LastMoveTime > 400)
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{
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Mobile.Direction = Mobile.GetDirectionTo(combatant);
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}
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if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
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{
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this.DebugSayFormatted($"I used my abilities on {combatant.Name}!");
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return true;
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}
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// When we have no ammo, we flee
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var pack = Mobile.Backpack;
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if (pack?.FindItemByType<Arrow>() == null)
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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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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, false, true))
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{
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this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
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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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