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

82 lines
2.2 KiB
C#

namespace Server.Mobiles;
public class BerserkAI : BaseAI
{
public BerserkAI(BaseCreature m) : base(m)
{
}
public override bool DoActionWander()
{
DebugSay("I have no combatant");
if (AcquireFocusMob(Mobile.RangePerception, FightMode.Closest, false, true, true))
{
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name} and I will attack");
Mobile.Combatant = Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
var combatant = Mobile.Combatant;
if (combatant == null || combatant.Deleted || combatant.Map != Mobile.Map || !combatant.Alive ||
combatant.IsDeadBondedPet)
{
DebugSay("My combatant is gone, so my guard is up");
Action = ActionType.Guard;
return true;
}
if (!WalkMobileRange(combatant, 1, true, Mobile.RangeFight, Mobile.RangeFight))
{
this.DebugSayFormatted($"I am still not in range of {combatant.Name}");
if ((int)Mobile.GetDistanceToSqrt(combatant) > Mobile.RangePerception + 1)
{
this.DebugSayFormatted($"I have lost {combatant.Name}");
Action = ActionType.Guard;
return true;
}
}
else if (Core.TickCount - Mobile.LastMoveTime > 400)
{
Mobile.Direction = Mobile.GetDirectionTo(combatant);
}
if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
{
this.DebugSayFormatted($"I used my abilities on {combatant.Name}!");
}
return true;
}
public override bool DoActionGuard()
{
if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, false, true, true))
{
this.DebugSayFormatted($"I have detected {Mobile.FocusMob.Name}, attacking");
Mobile.Combatant = Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionGuard();
}
return true;
}
}