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

109 lines
2.9 KiB
C#

using System;
using Server.Items;
namespace Server.Mobiles;
public class ArcherAI : BaseAI
{
public ArcherAI(BaseCreature m) : base(m)
{
}
public override bool DoActionWander()
{
DebugSay("I have no combatant");
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, false, true))
{
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name} and I will attack");
Mobile.Combatant = Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
return base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
var combatant = Mobile.Combatant;
if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive ||
combatant.IsDeadBondedPet)
{
DebugSay("My combatant is gone, so my guard is up");
Action = ActionType.Guard;
return true;
}
if (!WalkMobileRange(combatant, 1, false, Mobile.RangeFight, Mobile.Weapon.MaxRange))
{
this.DebugSayFormatted($"I am still not in range of {combatant.Name}");
if ((int)Mobile.GetDistanceToSqrt(combatant) > Mobile.RangePerception + 1)
{
this.DebugSayFormatted($"I have lost {combatant.Name}");
Mobile.Combatant = null;
Action = ActionType.Guard;
return true;
}
}
else if (Core.TickCount - Mobile.LastMoveTime > 400)
{
Mobile.Direction = Mobile.GetDirectionTo(combatant);
}
if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
{
this.DebugSayFormatted($"I used my abilities on {combatant.Name}!");
return true;
}
// When we have no ammo, we flee
var pack = Mobile.Backpack;
if (pack?.FindItemByType<Arrow>() == null)
{
Action = ActionType.Flee;
return true;
}
// At 20% we should check if we must leave
if (Mobile.Combatant != null && Mobile.Hits < Mobile.HitsMax * 20 / 100 && Mobile.CanFlee)
{
// 10% to flee + the diff of hits
var fleeChance = 10 + Math.Max(0, Mobile.Combatant.Hits - Mobile.Hits);
if (Utility.Random(0, 100) > fleeChance)
{
Action = ActionType.Flee;
}
}
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;
}
}