ModernUO/Projects/UOContent/Mobiles/AI/ArcherAI.cs
2022-06-20 19:32:16 -07:00

126 lines
No EOL
3.3 KiB
C#

using System;
using Server.Items;
namespace Server.Mobiles;
public class ArcherAI : BaseAI
{
public ArcherAI(BaseCreature m) : base(m)
{
}
public override bool DoActionWander()
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay("I have no combatant");
}
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay($"I have detected {m_Mobile.FocusMob.Name} and I will attack");
}
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
return base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
if (m_Mobile.Combatant?.Deleted != false || !m_Mobile.Combatant.Alive ||
m_Mobile.Combatant.IsDeadBondedPet)
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay("My combatant is deleted");
}
Action = ActionType.Guard;
return true;
}
if (Core.TickCount - m_Mobile.LastMoveTime > 1000)
{
if (
m_Mobile.Combatant != null &&
!WalkMobileRange(
m_Mobile.Combatant,
1,
true,
m_Mobile.RangeFight,
m_Mobile.Weapon.MaxRange
)
)
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay($"I am still not in range of {m_Mobile.Combatant.Name}");
}
if ((int)m_Mobile.GetDistanceToSqrt(m_Mobile.Combatant) > m_Mobile.RangePerception + 1)
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay($"I have lost {m_Mobile.Combatant.Name}");
}
m_Mobile.Combatant = null;
Action = ActionType.Guard;
return true;
}
}
}
// When we have no ammo, we flee
var pack = m_Mobile.Backpack;
if (pack?.FindItemByType<Arrow>() == null)
{
Action = ActionType.Flee;
return true;
}
// At 20% we should check if we must leave
if (m_Mobile.Combatant != null && m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 && m_Mobile.CanFlee)
{
// 10% to flee + the diff of hits
var fleeChance = 10 + Math.Max(0, m_Mobile.Combatant.Hits - m_Mobile.Hits);
if (Utility.Random(0, 100) > fleeChance)
{
Action = ActionType.Flee;
}
}
return true;
}
public override bool DoActionGuard()
{
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
{
if (m_Mobile.Debug)
{
m_Mobile.DebugSay($"I have detected {m_Mobile.FocusMob.Name}, attacking");
}
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionGuard();
}
return true;
}
}