Files
abysmal-isle/Scripts/Mobiles/AI/AnimalAI.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

136 lines
3.2 KiB
C#

// 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;
}
}
}