ModernUO/Scripts/Mobiles/AI/MeleeAI.cs
eos a0e13d5007 - Future ML craftables added to the special repair list until the craft system is updated.
- Items can now be repaired while wearing them.
- Items can now be fortified while wearing them.
- Fixed repair deed messages not sending.
- Sound effect added to powder of fortifying.
- Map issue for fishing and SOSs fixed, where it would not allow fishing in empty resource banks when not on the target SOS map.
- Added proximity spawner.
- Improved spawner mouseover menu, now also shows types set on the spawner which are not yet spawned.
- Fixed spawners only deleting half of their spawned objects when deleted.
- Added the ability to set TextDefinition objects in the props gump.
- WaitTeleporters now round delays to nearest in the remaining time messages.
- Updated TextDefinition to be more usable; made it parsable from string and added safe serialization/deserialization methods.
- Improved checking whether a mobile can flee.
- Monsters that give ML minor artifacts will no longer flee when low on hits (like paragons).
- Monsters that give ML minor artifacts will no longer spawn as paragon.
- Fixed issue with pets not eating certain foods.
- AI and targeting fixes for Red Death, Pyre and Swoop.
- Fame and karma added to Rend.
- Swoop corrected to have 0 karma.
- Stat and skill tweaks for Putrefier.
- Changelings will no longer show their fame title when morphed.
- Added travel restrictions for ML dungeons.
- Fixed issue of travel restriction message displaying twice.
- Monster teleporting is no longer affected by region travel restrictions.
2012-03-07 18:59:52 +00:00

183 lines
No EOL
4.3 KiB
C#

using System;
using System.Collections;
using Server.Targeting;
using Server.Network;
//
// This is a first simple AI
//
//
namespace Server.Mobiles
{
public class MeleeAI : BaseAI
{
public MeleeAI(BaseCreature m) : base (m)
{
}
public override bool DoActionWander()
{
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 {0}, attacking", m_Mobile.FocusMob.Name );
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
Mobile combatant = m_Mobile.Combatant;
if ( combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map || !combatant.Alive || combatant.IsDeadBondedPet )
{
m_Mobile.DebugSay( "My combatant is gone, so my guard is up" );
Action = ActionType.Guard;
return true;
}
if ( !m_Mobile.InRange( combatant, m_Mobile.RangePerception ) )
{
// They are somewhat far away, can we find something else?
if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
{
m_Mobile.Combatant = m_Mobile.FocusMob;
m_Mobile.FocusMob = null;
}
else if ( !m_Mobile.InRange( combatant, m_Mobile.RangePerception * 3 ) )
{
m_Mobile.Combatant = null;
}
combatant = m_Mobile.Combatant;
if ( combatant == null )
{
m_Mobile.DebugSay( "My combatant has fled, so I am on guard" );
Action = ActionType.Guard;
return true;
}
}
/*if ( !m_Mobile.InLOS( combatant ) )
{
if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
{
m_Mobile.Combatant = combatant = m_Mobile.FocusMob;
m_Mobile.FocusMob = null;
}
}*/
if ( MoveTo( combatant, true, m_Mobile.RangeFight ) )
{
m_Mobile.Direction = m_Mobile.GetDirectionTo( combatant );
}
else if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
{
if ( m_Mobile.Debug )
m_Mobile.DebugSay( "My move is blocked, so I am going to attack {0}", m_Mobile.FocusMob.Name );
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
return true;
}
else if ( m_Mobile.GetDistanceToSqrt( combatant ) > m_Mobile.RangePerception + 1 )
{
if ( m_Mobile.Debug )
m_Mobile.DebugSay( "I cannot find {0}, so my guard is up", combatant.Name );
Action = ActionType.Guard;
return true;
}
else
{
if ( m_Mobile.Debug )
m_Mobile.DebugSay( "I should be closer to {0}", combatant.Name );
}
if ( !m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee )
{
if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 )
{
// We are low on health, should we flee?
bool flee = false;
if ( m_Mobile.Hits < combatant.Hits )
{
// We are more hurt than them
int diff = combatant.Hits - m_Mobile.Hits;
flee = ( Utility.Random( 0, 100 ) < (10 + diff) ); // (10 + diff)% chance to flee
}
else
{
flee = Utility.Random( 0, 100 ) < 10; // 10% chance to flee
}
if ( flee )
{
if ( m_Mobile.Debug )
m_Mobile.DebugSay( "I am going to flee from {0}", combatant.Name );
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 {0}, attacking", m_Mobile.FocusMob.Name );
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionGuard();
}
return true;
}
public override bool DoActionFlee()
{
if ( m_Mobile.Hits > m_Mobile.HitsMax/2 )
{
m_Mobile.DebugSay( "I am stronger now, so I will continue fighting" );
Action = ActionType.Combat;
}
else
{
m_Mobile.FocusMob = m_Mobile.Combatant;
base.DoActionFlee();
}
return true;
}
}
}