126 lines
No EOL
3.3 KiB
C#
126 lines
No EOL
3.3 KiB
C#
using System;
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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 bool DoActionWander()
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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 no combatant");
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}
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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} and I will attack");
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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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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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if (m_Mobile.Combatant?.Deleted != false || !m_Mobile.Combatant.Alive ||
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m_Mobile.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 deleted");
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}
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Action = ActionType.Guard;
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return true;
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}
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if (Core.TickCount - m_Mobile.LastMoveTime > 1000)
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{
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if (
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m_Mobile.Combatant != null &&
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!WalkMobileRange(
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m_Mobile.Combatant,
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1,
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true,
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m_Mobile.RangeFight,
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m_Mobile.Weapon.MaxRange
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)
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)
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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 still not in range of {m_Mobile.Combatant.Name}");
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}
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if ((int)m_Mobile.GetDistanceToSqrt(m_Mobile.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 have lost {m_Mobile.Combatant.Name}");
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}
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m_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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}
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// When we have no ammo, we flee
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var pack = m_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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// At 20% we should check if we must leave
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if (m_Mobile.Combatant != null && m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 && m_Mobile.CanFlee)
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{
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// 10% to flee + the diff of hits
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var fleeChance = 10 + Math.Max(0, m_Mobile.Combatant.Hits - m_Mobile.Hits);
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if (Utility.Random(0, 100) > fleeChance)
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{
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Action = ActionType.Flee;
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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 DoActionGuard()
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{
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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.DoActionGuard();
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}
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return true;
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}
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} |