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

89 lines
2.3 KiB
C#

namespace Server.Mobiles;
public class PredatorAI : BaseAI
{
public PredatorAI(BaseCreature m) : base(m)
{
}
public override bool DoActionWander()
{
if (Mobile.Combatant != null)
{
DebugSay("I am hurt or being attacked, I kill him");
Action = ActionType.Combat;
}
else if (AcquireFocusMob(Mobile.RangePerception, Mobile.FightMode, true, false, true))
{
DebugSay("There is something near, I go away");
Action = ActionType.Backoff;
}
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))
{
if (Mobile.GetDistanceToSqrt(combatant) > Mobile.RangePerception + 1)
{
this.DebugSayFormatted($"I cannot find {combatant.Name}");
Action = ActionType.Wander;
return true;
}
this.DebugSayFormatted($"I should be closer to {combatant.Name}");
}
if (Mobile.TriggerAbility(MonsterAbilityTrigger.CombatAction, combatant))
{
this.DebugSayFormatted($"I used my abilities on {combatant.Name}!");
}
return true;
}
public override bool DoActionBackoff()
{
if (Mobile.IsHurt() || Mobile.Combatant != null)
{
Action = ActionType.Combat;
}
else if (AcquireFocusMob(Mobile.RangePerception * 2, FightMode.Closest, true, false, true))
{
if (WalkMobileRange(Mobile.FocusMob, 1, false, Mobile.RangePerception, Mobile.RangePerception * 2))
{
DebugSay("Well, here I am safe");
Action = ActionType.Wander;
}
}
else
{
DebugSay("I have lost my focus, lets relax");
Action = ActionType.Wander;
}
return true;
}
}