// 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; } } }