ModernUO/Projects/UOContent/Mobiles/AI/MeleeAI.cs

150 lines
4.2 KiB
C#

using System;
namespace Server.Mobiles;
public class MeleeAI : BaseAI
{
public MeleeAI(BaseCreature m) : base(m)
{
}
public override bool DoActionWander()
{
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
Mobile.Combatant = Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
DebugSay("I am wandering");
Mobile.Warmode = false;
base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
var combatant = Mobile.Combatant;
if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive ||
combatant.IsDeadBondedPet)
{
DebugSay("My combatant is gone, so my guard is up");
Action = ActionType.Guard;
return true;
}
if (!Mobile.InRange(combatant, Mobile.RangePerception))
{
// They are somewhat far away, can we find something else?
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
Mobile.Combatant = Mobile.FocusMob;
Mobile.FocusMob = null;
}
else if (!Mobile.InRange(combatant, Mobile.RangePerception * 3))
{
Mobile.Combatant = null;
}
combatant = Mobile.Combatant;
if (combatant == null)
{
DebugSay("My combatant has fled, so I am on guard");
Action = ActionType.Guard;
return true;
}
}
if (!MoveTo(combatant, false, Mobile.RangeFight))
{
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
this.DebugSayFormatted($"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($"I cannot find {combatant.Name}, so my guard is up");
Action = ActionType.Guard;
return true;
}
this.DebugSayFormatted($"I cannot find {combatant.Name}, so my guard is up");
}
else if (Core.TickCount - Mobile.LastMoveTime > 200)
{
Mobile.Direction = Mobile.GetDirectionTo(combatant);
}
// We are low on health, should we flee?
if (!Mobile.Controlled && !Mobile.Summoned && Mobile.CanFlee && Mobile.Hits < Mobile.HitsMax * 20 / 100)
{
var fleeChance = 10 + Math.Max(0, combatant.Hits - Mobile.Hits); // (10 + diff)% chance to flee;
if (Utility.Random(0, 100) < fleeChance)
{
this.DebugSayFormatted($"I am going to flee from {combatant.Name}");
Action = ActionType.Flee;
return true;
}
}
if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
{
DebugSay("I used my abilities!");
}
return true;
}
public override bool DoActionGuard()
{
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
this.DebugSayFormatted($"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 / 2)
{
DebugSay("I am stronger now, so I will continue fighting");
Action = ActionType.Combat;
}
else
{
Mobile.FocusMob = Mobile.Combatant;
base.DoActionFlee();
}
return true;
}
}