Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
This commit is contained in:
155
Scripts/Mobiles/AI/MeleeAI.cs
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155
Scripts/Mobiles/AI/MeleeAI.cs
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#region References
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using System;
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#endregion
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namespace Server.Mobiles
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{
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public class MeleeAI : BaseAI
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{
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public MeleeAI(BaseCreature m)
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: base(m)
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{ }
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public override bool DoActionWander()
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{
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m_Mobile.DebugSay("I have no combatant");
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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m_Mobile.DebugSay("I have detected {0}, attacking", m_Mobile.FocusMob.Name);
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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base.DoActionWander();
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}
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return true;
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}
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public override bool DoActionCombat()
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{
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var c = m_Mobile.Combatant;
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if (c == null || c.Deleted || c.Map != m_Mobile.Map || !c.Alive || (c is Mobile && ((Mobile)c).IsDeadBondedPet))
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{
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m_Mobile.DebugSay("My combatant is gone, so my guard is up");
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Action = ActionType.Guard;
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return true;
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}
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if (!m_Mobile.InRange(c, m_Mobile.RangePerception))
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{
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// They are somewhat far away, can we find something else?
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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m_Mobile.Combatant = m_Mobile.FocusMob;
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m_Mobile.FocusMob = null;
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}
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else if (!m_Mobile.InRange(c, m_Mobile.RangePerception * 3))
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{
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m_Mobile.Combatant = null;
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}
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c = m_Mobile.Combatant;
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if (c == null)
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{
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m_Mobile.DebugSay("My combatant has fled, so I am on guard");
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Action = ActionType.Guard;
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return true;
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}
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}
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if (MoveTo(c, true, m_Mobile.RangeFight))
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{
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if (!DirectionLocked)
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m_Mobile.Direction = m_Mobile.GetDirectionTo(c);
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}
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else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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m_Mobile.DebugSay("My move is blocked, so I am going to attack {0}", m_Mobile.FocusMob.Name);
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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return true;
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}
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else if (m_Mobile.GetDistanceToSqrt(c) > m_Mobile.RangePerception + 1)
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{
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m_Mobile.DebugSay("I cannot find {0}, so my guard is up", c.Name);
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Action = ActionType.Guard;
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return true;
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}
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else
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{
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m_Mobile.DebugSay("I should be closer to {0}", c.Name);
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}
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if (!m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee)
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{
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if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100)
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{
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// We are low on health, should we flee?
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if (Utility.Random(100) <= Math.Max(10, 10 + c.Hits - m_Mobile.Hits))
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{
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m_Mobile.DebugSay("I am going to flee from {0}", c.Name);
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Action = ActionType.Flee;
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}
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}
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}
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return true;
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}
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public override bool DoActionGuard()
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{
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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m_Mobile.DebugSay("I have detected {0}, attacking", m_Mobile.FocusMob.Name);
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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base.DoActionGuard();
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}
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return true;
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}
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public override bool DoActionFlee()
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{
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var c = m_Mobile.Combatant as Mobile;
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if (m_Mobile.Hits > (m_Mobile.HitsMax / 2))
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{
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// If I have a target, go back and fight them
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if (c != null && m_Mobile.GetDistanceToSqrt(c) <= m_Mobile.RangePerception * 2)
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{
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m_Mobile.DebugSay("I am stronger now, reengaging {0}", c.Name);
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Action = ActionType.Combat;
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}
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else
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{
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m_Mobile.DebugSay("I am stronger now, my guard is up");
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Action = ActionType.Guard;
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}
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}
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else
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{
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base.DoActionFlee();
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}
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return true;
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}
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}
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}
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