Files
abysmal-isle/Scripts/Mobiles/AI/MeleeAI.cs
Unstable Kitsune b918192e4e Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
2023-11-28 23:20:26 -05:00

155 lines
3.5 KiB
C#

#region References
using System;
#endregion
namespace Server.Mobiles
{
public class MeleeAI : BaseAI
{
public MeleeAI(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}, attacking", m_Mobile.FocusMob.Name);
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
var c = m_Mobile.Combatant;
if (c == null || c.Deleted || c.Map != m_Mobile.Map || !c.Alive || (c is Mobile && ((Mobile)c).IsDeadBondedPet))
{
m_Mobile.DebugSay("My combatant is gone, so my guard is up");
Action = ActionType.Guard;
return true;
}
if (!m_Mobile.InRange(c, m_Mobile.RangePerception))
{
// They are somewhat far away, can we find something else?
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
{
m_Mobile.Combatant = m_Mobile.FocusMob;
m_Mobile.FocusMob = null;
}
else if (!m_Mobile.InRange(c, m_Mobile.RangePerception * 3))
{
m_Mobile.Combatant = null;
}
c = m_Mobile.Combatant;
if (c == null)
{
m_Mobile.DebugSay("My combatant has fled, so I am on guard");
Action = ActionType.Guard;
return true;
}
}
if (MoveTo(c, true, m_Mobile.RangeFight))
{
if (!DirectionLocked)
m_Mobile.Direction = m_Mobile.GetDirectionTo(c);
}
else if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
{
m_Mobile.DebugSay("My move is blocked, so I am going to attack {0}", m_Mobile.FocusMob.Name);
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
return true;
}
else if (m_Mobile.GetDistanceToSqrt(c) > m_Mobile.RangePerception + 1)
{
m_Mobile.DebugSay("I cannot find {0}, so my guard is up", c.Name);
Action = ActionType.Guard;
return true;
}
else
{
m_Mobile.DebugSay("I should be closer to {0}", c.Name);
}
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;
}
}
}