Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
This commit is contained in:
136
Scripts/Mobiles/AI/AnimalAI.cs
Normal file
136
Scripts/Mobiles/AI/AnimalAI.cs
Normal file
@@ -0,0 +1,136 @@
|
||||
|
||||
|
||||
// Ideas
|
||||
// When you run on animals the panic
|
||||
// When if ( distance < 8 && Utility.RandomDouble() * Math.Sqrt( (8 - distance) / 6 ) >= incoming.Skills[SkillName.AnimalTaming].Value )
|
||||
// More your close, the more it can panic
|
||||
/*
|
||||
* AnimalHunterAI, AnimalHidingAI, AnimalDomesticAI...
|
||||
*
|
||||
*/
|
||||
|
||||
namespace Server.Mobiles
|
||||
{
|
||||
public class AnimalAI : BaseAI
|
||||
{
|
||||
public AnimalAI(BaseCreature m)
|
||||
: base(m)
|
||||
{ }
|
||||
|
||||
public override bool DoActionWander()
|
||||
{
|
||||
// Old:
|
||||
#if false
|
||||
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, true, false, true))
|
||||
{
|
||||
m_Mobile.DebugSay( "There is something near, I go away" );
|
||||
Action = ActionType.Backoff;
|
||||
}
|
||||
else if ( m_Mobile.IsHurt() || m_Mobile.Combatant != null )
|
||||
{
|
||||
m_Mobile.DebugSay( "I am hurt or being attacked, I flee" );
|
||||
Action = ActionType.Flee;
|
||||
}
|
||||
else
|
||||
{
|
||||
base.DoActionWander();
|
||||
}
|
||||
return true;
|
||||
#endif
|
||||
// New, only flee @ 10%
|
||||
var hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
|
||||
|
||||
if (!m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee) // Less than 10% health
|
||||
{
|
||||
m_Mobile.DebugSay("I am low on health!");
|
||||
Action = ActionType.Flee;
|
||||
}
|
||||
else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
|
||||
{
|
||||
m_Mobile.DebugSay("I have detected {0}, attacking", m_Mobile.FocusMob.Name);
|
||||
|
||||
m_Mobile.Combatant = m_Mobile.FocusMob;
|
||||
Action = ActionType.Combat;
|
||||
}
|
||||
else
|
||||
{
|
||||
base.DoActionWander();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool DoActionCombat()
|
||||
{
|
||||
var combatant = m_Mobile.Combatant;
|
||||
|
||||
if (combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map)
|
||||
{
|
||||
m_Mobile.DebugSay("My combatant is gone..");
|
||||
|
||||
Action = ActionType.Wander;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (WalkMobileRange(combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight))
|
||||
{
|
||||
if (!DirectionLocked)
|
||||
m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_Mobile.GetDistanceToSqrt(combatant) > m_Mobile.RangePerception + 1)
|
||||
{
|
||||
m_Mobile.DebugSay("I cannot find {0}", combatant.Name);
|
||||
|
||||
Action = ActionType.Wander;
|
||||
|
||||
return true;
|
||||
}
|
||||
m_Mobile.DebugSay("I should be closer to {0}", combatant.Name);
|
||||
}
|
||||
|
||||
if (!m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee)
|
||||
{
|
||||
var hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
|
||||
|
||||
if (hitPercent < 0.1)
|
||||
{
|
||||
m_Mobile.DebugSay("I am low on health!");
|
||||
Action = ActionType.Flee;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool DoActionBackoff()
|
||||
{
|
||||
var hitPercent = (double)m_Mobile.Hits / m_Mobile.HitsMax;
|
||||
|
||||
if (!m_Mobile.Summoned && !m_Mobile.Controlled && hitPercent < 0.1 && m_Mobile.CanFlee) // Less than 10% health
|
||||
{
|
||||
Action = ActionType.Flee;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (AcquireFocusMob(m_Mobile.RangePerception * 2, FightMode.Closest, true, false, true))
|
||||
{
|
||||
if (WalkMobileRange(m_Mobile.FocusMob, 1, false, m_Mobile.RangePerception, m_Mobile.RangePerception * 2))
|
||||
{
|
||||
m_Mobile.DebugSay("Well, here I am safe");
|
||||
Action = ActionType.Wander;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Mobile.DebugSay("I have lost my focus, lets relax");
|
||||
Action = ActionType.Wander;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user