/* * PredatorAI, its an animal that can attack * Dont flee but dont attack if not hurt or attacked * */ namespace Server.Mobiles { public class PredatorAI : BaseAI { public PredatorAI(BaseCreature m) : base(m) { } public override bool DoActionWander() { if (m_Mobile.Combatant != null) { m_Mobile.DebugSay("I am hurt or being attacked, I kill him"); Action = ActionType.Combat; } else 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 { base.DoActionWander(); } return true; } public override bool DoActionCombat() { var combatant = m_Mobile.Combatant as Mobile; if (combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map) { m_Mobile.DebugSay("My combatant is gone, so my guard is up"); 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); } return true; } public override bool DoActionBackoff() { if (m_Mobile.IsHurt() || m_Mobile.Combatant != null) { Action = ActionType.Combat; } 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; } } }