157 lines
4.2 KiB
C#
157 lines
4.2 KiB
C#
namespace Server.Mobiles;
|
|
|
|
public class MeleeAI : BaseAI
|
|
{
|
|
public MeleeAI(BaseCreature m) : base(m)
|
|
{
|
|
}
|
|
|
|
public override double FleeHealthThreshold => 0.2; // 20% is default
|
|
public override double FleeChance => 0.1; // 10% is default
|
|
|
|
public override bool DoActionWander()
|
|
{
|
|
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
|
|
{
|
|
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
|
|
Mobile.Combatant = Mobile.FocusMob;
|
|
Action = ActionType.Combat;
|
|
}
|
|
else
|
|
{
|
|
DebugSay("I am wandering");
|
|
Mobile.Warmode = false;
|
|
base.DoActionWander();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool DoActionCombat()
|
|
{
|
|
var combatant = Mobile.Combatant;
|
|
|
|
if (!IsValidCombatant(combatant))
|
|
{
|
|
DebugSay("My combatant is gone, so my guard is up");
|
|
Action = ActionType.Guard;
|
|
return true;
|
|
}
|
|
|
|
if (!Mobile.InRange(combatant, Mobile.RangePerception))
|
|
{
|
|
if (!HandleOutOfRangeCombatant(combatant))
|
|
{
|
|
return true;
|
|
}
|
|
combatant = Mobile.Combatant;
|
|
}
|
|
|
|
if (!AttemptMoveToCombatant(combatant))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (Core.TickCount - Mobile.LastMoveTime > 400)
|
|
{
|
|
Mobile.Direction = Mobile.GetDirectionTo(combatant);
|
|
}
|
|
|
|
if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
|
|
{
|
|
DebugSay("I used my abilities!");
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool IsValidCombatant(Mobile combatant)
|
|
{
|
|
return combatant?.Deleted == false
|
|
&& combatant.Map == Mobile.Map
|
|
&& combatant.Alive
|
|
&& !combatant.IsDeadBondedPet;
|
|
}
|
|
|
|
private bool HandleOutOfRangeCombatant(Mobile combatant)
|
|
{
|
|
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
|
|
{
|
|
Mobile.Combatant = Mobile.FocusMob;
|
|
Mobile.FocusMob = null;
|
|
return true;
|
|
}
|
|
|
|
if (!Mobile.InRange(combatant, Mobile.ChaseLeashRange))
|
|
{
|
|
Mobile.Combatant = null;
|
|
}
|
|
|
|
if (Mobile.Combatant == null)
|
|
{
|
|
DebugSay("My combatant has fled, so I am on guard.");
|
|
Action = ActionType.Guard;
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool AttemptMoveToCombatant(Mobile combatant)
|
|
{
|
|
if (MoveTo(combatant, false, Mobile.RangeFight))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
|
|
{
|
|
this.DebugSayFormatted($"My move is blocked, so I am going to attack {Mobile.FocusMob.Name}.");
|
|
Mobile.Combatant = Mobile.FocusMob;
|
|
Action = ActionType.Combat;
|
|
return true;
|
|
}
|
|
|
|
if (Mobile.GetDistanceToSqrt(combatant) > Mobile.RangePerception + 1)
|
|
{
|
|
this.DebugSayFormatted($"I cannot find {combatant.Name}, so my guard is up.");
|
|
Action = ActionType.Guard;
|
|
return false;
|
|
}
|
|
|
|
this.DebugSayFormatted($"I cannot reach {combatant.Name} but continuing to try.");
|
|
return true;
|
|
}
|
|
|
|
public override bool DoActionGuard()
|
|
{
|
|
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
|
|
{
|
|
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking.");
|
|
Mobile.Combatant = Mobile.FocusMob;
|
|
Action = ActionType.Combat;
|
|
}
|
|
else
|
|
{
|
|
base.DoActionGuard();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool DoActionFlee()
|
|
{
|
|
if (Mobile.Hits > Mobile.HitsMax * FleeHealthThreshold)
|
|
{
|
|
DebugSay("I am stronger now, so I will continue fighting.");
|
|
Action = ActionType.Combat;
|
|
}
|
|
else
|
|
{
|
|
Mobile.FocusMob = Mobile.Combatant;
|
|
base.DoActionFlee();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|