109 lines
2.9 KiB
C#
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;
|
|
}
|
|
}
|