using System; namespace Server.Mobiles { public class ArcherAI : BaseAI { public ArcherAI(BaseCreature m) : base(m) { } public override bool DoActionWander() { m_Mobile.DebugSay("I have no combatant"); if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { m_Mobile.DebugSay("I have detected {0} and I will attack", m_Mobile.FocusMob.Name); m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; } else { return base.DoActionWander(); } return true; } public override bool DoActionCombat() { var c = m_Mobile.Combatant; if (c == null || c.Deleted || !c.Alive || (c is Mobile && ((Mobile)c).IsDeadBondedPet)) { m_Mobile.DebugSay("My combatant is deleted"); Action = ActionType.Guard; return true; } if (Core.TickCount - m_Mobile.LastMoveTime > 1000) { if (WalkMobileRange(c, 1, true, m_Mobile.RangeFight, m_Mobile.Weapon.MaxRange)) { if (!DirectionLocked) m_Mobile.Direction = m_Mobile.GetDirectionTo(c.Location); } else if (c != null) { m_Mobile.DebugSay("I am still not in range of {0}", c.Name); if ((int)m_Mobile.GetDistanceToSqrt(c) > m_Mobile.RangePerception + 1) { m_Mobile.DebugSay("I have lost {0}", c.Name); Action = ActionType.Guard; return true; } } } if (!m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee) { if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100) { // We are low on health, should we flee? if (Utility.Random(100) <= Math.Max(10, 10 + c.Hits - m_Mobile.Hits)) { m_Mobile.DebugSay("I am going to flee from {0}", c.Name); Action = ActionType.Flee; } } } return true; } public override bool DoActionGuard() { 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.DoActionGuard(); } return true; } public override bool DoActionFlee() { var c = m_Mobile.Combatant as Mobile; if ( m_Mobile.Hits > (m_Mobile.HitsMax / 2)) { // If I have a target, go back and fight them if (c != null && m_Mobile.GetDistanceToSqrt(c) <= m_Mobile.RangePerception * 2) { m_Mobile.DebugSay("I am stronger now, reengaging {0}", c.Name); Action = ActionType.Combat; } else { m_Mobile.DebugSay("I am stronger now, my guard is up"); Action = ActionType.Guard; } } else { base.DoActionFlee(); } return true; } } }