public override void OnTick()
        {
            if (From.AIState == AIStates.Attack && From.AttackTarget != null)
            {
                if (From.Distance(From.AttackTarget) > 30 * 30 * 2)
                {
                    From.AIState      = AIStates.Explore;
                    From.AttackTarget = null;
                    return;
                }
            }

            switch (AIState)
            {
            case AIStates.DoingNothing:
                //	retour a l'ai par defaut
                AIState = AIStates.Explore;
                break;

            case AIStates.Explore:
                AIState = AIStates.Pause1;
                break;

            case AIStates.Pause1:
                break;
            }
        }
Example #2
0
        public override void OnTick()
        {
            if (From.DebugSniffer != null)
            {
                From.DebugSniffer.SendMessage("PredatorAI::OnTick");
            }
            if (From.AIState == AIStates.Attack && From.AttackTarget != null)
            {
                if (From.Distance(From.AttackTarget) > 35 * 35 * 2)
                {
                    From.AIState      = AIStates.LookingForPrey;
                    From.AttackTarget = null;
                    return;
                }
            }
            switch (AIState)
            {
            case AIStates.DoingNothing:
                //	retour a l'ai par defaut
                AIState      = AIStates.LookingForPrey;
                From.Running = false;
                break;

            case AIStates.LookingForPrey:
                From.Running = false;
                break;
            }
        }
Example #3
0
        //=================================================================//
        public Mobile ChooseAttackTarget(float AttackDistance, float HateLimit)
        {
            HateUnit AttackTarget = new HateUnit(null, 0);

            foreach (HateUnit unit in this.From.HateList)
            {
                if (AttackTarget.HatedMobile != null)
                {
                    if (From.Distance(unit.HatedMobile) < AttackDistance & !unit.HatedMobile.Dead)
                    {
                        if (this.From.Distance(unit.HatedMobile) < this.From.Distance(AttackTarget.HatedMobile) && unit.Hate > AttackTarget.Hate |
                            this.From.Distance(unit.HatedMobile) == this.From.Distance(AttackTarget.HatedMobile) && unit.Hate > AttackTarget.Hate)
                        {
                            if (AttackTarget.Hate < unit.Hate && unit.Hate > this.HateLimit && unit.HatedMobile.Level + 8 > this.From.Level)
                            {
                                //if (( From.Reputation( From.attackTarget ) < 0.5f )) From.BeginCombatWith( From.attackTarget );
                                AttackTarget.HatedMobile = unit.HatedMobile;
                            }
                        }
                    }
                }
                else
                {
                    if (unit.Hate > this.HateLimit && unit.HatedMobile.Level + 8 > this.From.Level)
                    {
                        AttackTarget.HatedMobile = unit.HatedMobile;
                    }
                }
            }
            return(AttackTarget.HatedMobile);
        }
        public override void OnTick()
        {
            if (From.DebugSniffer != null)
            {
                From.DebugSniffer.SendMessage("PredatorAI::OnTick");
            }
            if (From.AIState == AIStates.Attack && From.AttackTarget != null)
            {
                if (From.Distance(From.AttackTarget) > 35 * 35 * 2)
                {
                    From.AIState      = AIStates.LookingForPrey;
                    From.AttackTarget = null;
                    return;
                }
            }
            if (From.AttackTarget == null || From.AttackTarget.Dead)
            {
                ArrayList mobs = From.KnownObjects();

                foreach (Object o in mobs)
                {
                    if (o is Mobile)
                    {
                        Mobile mob = o as Mobile;
                        if (From.Distance(mob) < MaxViewDistance && Utility.Random4() == 0 && From.IsHostile(mob) && From.CanSee(mob) &&
                            !mob.Dead)
                        {
                            OnBeginFight(mob);
                            From.AIState      = AIStates.BeingAttacked;
                            From.AttackTarget = mob;
                            return;
                        }
                    }
                }
            }
            switch (AIState)
            {
            case AIStates.DoingNothing:
                //	retour a l'ai par defaut
                AIState      = AIStates.LookingForPrey;
                From.Running = false;
                break;

            case AIStates.LookingForPrey:
                From.Running = false;
                break;

            case AIStates.Speaking:
                From.Running = false;
                TimeSpan ts = DateTime.Now.Subtract(From.SpeakingFrom);
                if (ts.TotalSeconds > 15)
                {
                    AIState = AIStates.LookingForPrey;
                }
                break;
            }
        }
 public float ArrivalTime(Obj_AI_Base target)
 {
     try
     {
         if (target is Obj_AI_Hero && target.IsMoving)
         {
             var predTarget = Prediction.GetPrediction(
                 target, Delay + From.Distance(target.ServerPosition) / Speed + Game.Ping / 2000f + 0.1f);
             return(Delay + From.Distance(predTarget.UnitPosition) / Speed + Game.Ping / 2000f + 0.1f);
         }
         return(Delay + From.Distance(target.ServerPosition) / Speed + Game.Ping / 2000f + 0.1f);
     }
     catch (Exception ex)
     {
         Global.Logger.AddItem(new LogItem(ex));
     }
     return(0);
 }
Example #6
0
        /// <summary>
        /// Casts the targetted spell on the unit.
        /// </summary>
        /// <param name="unit">The unit.</param>
        /// <param name="packetCast">if set to <c>true</c> [packet cast].</param>
        /// <returns><c>true</c> if XXXX, <c>false</c> otherwise.</returns>
        public bool CastOnUnit(Obj_AI_Base unit, bool packetCast = false)
        {
            if (!Slot.IsReady() || From.Distance(unit.ServerPosition, true) > RangeSqr || (CommonMenu.Config.Item("LimitCastingAttempts").GetValue <bool>() && Utils.TickCount - LastCastAttemptT < (70 + Math.Min(60, Game.Ping))))
            {
                return(false);
            }

            LastCastAttemptT = Utils.TickCount;

            if (packetCast)
            {
                return(ObjectManager.Player.Spellbook.CastSpell(Slot, unit, false));
            }
            else
            {
                return(ObjectManager.Player.Spellbook.CastSpell(Slot, unit));
            }
        }
Example #7
0
        /// <summary>
        ///     Casts the targetted spell on the unit.
        /// </summary>
        public void CastOnUnit(Obj_AI_Base unit, bool packetCast = false)
        {
            if (!Slot.IsReady() || From.Distance(unit.ServerPosition) > Range)
            {
                return;
            }

            LastCastAttemptT = Environment.TickCount;

            if (packetCast)
            {
                ObjectManager.Player.Spellbook.CastSpell(Slot, unit, false);
            }
            else
            {
                ObjectManager.Player.Spellbook.CastSpell(Slot, unit);
            }
        }
Example #8
0
        /// <summary>
        /// Casts the targetted spell on the unit.
        /// </summary>
        public void CastOnUnit(Obj_AI_Base unit, bool packetCast = false)
        {
            if (!IsReady() || From.Distance(unit.ServerPosition) > Range)
            {
                return;
            }

            LastCastAttemptT = Environment.TickCount;

            if (packetCast)
            {
                Packet.C2S.Cast.Encoded(new Packet.C2S.Cast.Struct(unit.NetworkId, Slot)).Send();
            }
            else
            {
                ObjectManager.Player.Spellbook.CastSpell(Slot, unit);
            }
        }
Example #9
0
        /// <summary>
        ///     Casts the targetted spell on the unit.
        /// </summary>
        public bool CastOnUnit(Obj_AI_Base unit, bool packetCast = false)
        {
            if (!Slot.IsReady() || From.Distance(unit.ServerPosition, true) > RangeSqr)
            {
                return(false);
            }

            LastCastAttemptT = Utils.TickCount;

            if (packetCast)
            {
                return(ObjectManager.Player.Spellbook.CastSpell(Slot, unit, false));
            }
            else
            {
                return(ObjectManager.Player.Spellbook.CastSpell(Slot, unit));
            }
        }
Example #10
0
        /// <summary>
        /// Returns the unit health when the spell hits the unit.
        /// </summary>
        /// <param name="unit">The unit.</param>
        /// <returns>System.Single.</returns>
        public float GetHealthPrediction(Obj_AI_Base unit)
        {
            var time = (int)(Delay * 1000 + From.Distance(unit.ServerPosition) / Speed - 100);

            return(HealthPrediction.GetHealthPrediction(unit, time));
        }
 public override string ToString()
 {
     return($"{nameof(Id)}: {Id}, {nameof(From)}: {From}, {nameof(To)}: {To}, {nameof(Start)}: {Start}, {nameof(Finish)}: {Finish}, Distance: {From.Distance(To)}");
 }
Example #12
0
        public override void OnTick()
        {
            if (From.DebugSniffer != null)
            {
                From.DebugSniffer.SendMessage("PredatorAI::OnTick");
            }
            if (From.AIState == AIStates.Attack && From.AttackTarget != null)
            {
                if (From.Distance(From.AttackTarget) > 30 * 30 * 2)
                {
                    From.AIState      = AIStates.LookingForPrey;
                    From.AttackTarget = null;
                    return;
                }
            }            /*
                          * if ( From.AttackTarget == null || From.AttackTarget.Dead )
                          *     foreach( Character c in World.allConnectedChars )
                          *     {
                          *             if ( From.CanSee( c ) && c.Visible && !c.Dead && From.Distance( c ) < 30 * 30 * 2 )
                          *             {
                          *                     From.AIState = AIStates.BeingAttacked;
                          *                     From.AttackTarget = (Mobile)c;
                          *                     if ( From.DebugSniffer != null )
                          *                             From.DebugSniffer.SendMessage( "PredatorAI::OnTick::SeePrey" );
                          *                     return;
                          *             }
                          *     }*/
            if (From.AttackTarget == null || From.AttackTarget.Dead)
            {
                ArrayList mobs = From.KnownObjects();

                foreach (Object o in mobs)
                {
                    if (o is Mobile)
                    {
                        Mobile mob = o as Mobile;
                        if (From.Distance(mob) < MaxViewDistance && Utility.Random4() == 0 && From.IsHostile(mob) && From.CanSee(mob) &&
                            !mob.Dead)
                        {
                            From.AIState      = AIStates.BeingAttacked;
                            From.AttackTarget = mob;
                            return;
                        }
                    }
                }
            }
            switch (AIState)
            {
            case AIStates.DoingNothing:
                //	retour a l'ai par defaut
                AIState      = AIStates.LookingForPrey;
                From.Running = false;
                break;

            case AIStates.LookingForPrey:
                From.Running = false;
                if (Utility.Random16() < 1)
                {
                    AIState = AIStates.Pause1;
                }
                break;

            case AIStates.Pause1:
                AIState = AIStates.Pause2;
                break;

            case AIStates.Pause2:
                AIState = AIStates.Pause3;
                break;

            case AIStates.Pause3:
                AIState = AIStates.LookingForPrey;
                break;
            }
        }
Example #13
0
        public override void OnTick()
        {
            if (From.DebugSniffer != null)
            {
                From.DebugSniffer.SendMessage("PredatorAI::OnTick");
            }
            if (From.AIState == AIStates.Attack && From.AttackTarget != null)
            {
                if (From.Distance(From.AttackTarget) > 30 * 30 * 2)
                {
                    From.AIState      = AIStates.LookingForPrey;
                    From.AttackTarget = null;
                    return;
                }
            }
            if (From.AttackTarget == null || From.AttackTarget.Dead)
            {
                foreach (Character c in World.allConnectedChars)
                {
                    if (From.Distance(c) < MaxViewDistance && Utility.Random4() == 0 && From.IsHostile(c) && From.CanSee(c) &&
                        !c.Dead)
                    {
                        OnBeginFight(c);
                        From.AIState      = AIStates.BeingAttacked;
                        From.AttackTarget = (Mobile)c;
                        if (From.DebugSniffer != null)
                        {
                            From.DebugSniffer.SendMessage("PredatorAI::OnTick::SeePrey");
                        }
                        return;
                    }
                }
            }
            switch (AIState)
            {
            case AIStates.DoingNothing:
                //	retour a l'ai par defaut
                AIState      = AIStates.LookingForPrey;
                From.Running = false;
                break;

            case AIStates.LookingForPrey:
                From.Running = false;
                if (Utility.Random16() < 1)
                {
                    AIState = AIStates.Pause1;
                }
                break;

            case AIStates.Pause1:
                AIState = AIStates.Pause2;
                break;

            case AIStates.Pause2:
                AIState = AIStates.Pause3;
                break;

            case AIStates.Pause3:
                AIState = AIStates.LookingForPrey;
                break;
            }
        }
Example #14
0
        public override void OnTick()
        {
            if (From.AIState == AIStates.Attack && From.AttackTarget != null)
            {
                if (From.Distance(From.AttackTarget) > 30 * 30 * 2)
                {
                    From.AIState      = AIStates.Explore;
                    From.AttackTarget = null;
                    return;
                }
            }            /*
                          * if ( From.AIState == AIStates.BeingAttacked && ( From.AttackTarget == null || From.AttackTarget.Dead ) )
                          * {
                          *     ArrayList mobs = From.KnownObjects();
                          *     foreach( Object o in mobs )
                          *     {
                          *             if ( o is Mobile )
                          *             {
                          *                     Mobile mob = o as Mobile;
                          *                     if ( From.IsHostile( mob ) && From.CanSee( mob ) &&
                          *                             !mob.Dead && From.Distance( mob ) < 30 * 30 * 2 )
                          *                     {
                          *                             From.AIState = AIStates.BeingAttacked;
                          *                             From.AttackTarget = mob;
                          *                             return;
                          *                     }
                          *             }
                          *     }
                          * }*/
            switch (AIState)
            {
            case AIStates.DoingNothing:
                //	retour a l'ai par defaut
                AIState = AIStates.Explore;
                break;

            case AIStates.Explore:
                if (Utility.Random16() < 2)
                {
                    AIState = AIStates.Pause1;
                }
                else
                if (Utility.Random16() < 4)
                {
                    AIState = AIStates.Pause2;
                }
                break;

            case AIStates.Pause1:
                AIState = AIStates.Pause2;
                break;

            case AIStates.Pause2:
                AIState = AIStates.Pause3;
                break;

            case AIStates.Pause3:
                AIState = AIStates.Explore;
                break;
            }
        }
Example #15
0
        public override void OnTick()
        {
            if (From.DebugSniffer != null)
            {
                From.DebugSniffer.SendMessage("SummonedAI::OnTick");
            }

            if (From.AIState == AIStates.Attack && From.AttackTarget != null)
            {
                if (From.Distance(From.AttackTarget) > 30 * 30 * 2)
                {
                    From.AIState      = AIStates.Follow;
                    From.AttackTarget = null;
                    return;
                }
            }
            if ((From.AttackTarget == null || From.AttackTarget.Dead) && From.AIStance != AIStances.Passive)
            {
                if (summonedFrom == null)
                {
                    Console.WriteLine("Stage summonedFrom NULL");
                    return;
                }
                if ((summonedFrom as Character).Player == null)
                {
                    From.X     = -2000f;
                    From.Y     = -2000f;
                    From.Z     = 1000f;
                    From.MapId = 2;
                    return;
                }
                foreach (Object o in (summonedFrom as Character).Player.KnownObjects)
                {
                    if (o is Mobile)
                    {
                        Mobile c = o as Mobile;
                        if (c != summonedFrom && From.AIStance == AIStances.Agressive)
                        {
                            if ((summonedFrom as Mobile).Reputation(c) < 0.3f && From.CanSee(c) && !c.Dead && From.Distance(c) < MaxViewDistance)
                            {
                                OnBeginFight(c);
                                From.AIState      = AIStates.BeingAttacked;
                                From.AttackTarget = (Mobile)c;
                                if (From.DebugSniffer != null)
                                {
                                    From.DebugSniffer.SendMessage("SummonedAI::OnTick::SeePrey");
                                }
                                return;
                            }
                        }

                        /*else
                         *      if ( From.Faction != c.Faction && From.CanSee( c ) && c.Visible && !c.Dead && From.Distance( c ) < 30 * 30 * 2 )
                         * {
                         *      From.AIState = AIStates.BeingAttacked;
                         *      From.AttackTarget = (Mobile)c;
                         *      if ( From.DebugSniffer != null )
                         *              From.DebugSniffer.SendMessage( "SummonedAI::OnTick::SeePrey" );
                         *      return;
                         * }*/
                    }
                }
            }
            switch (AIState)
            {
            case AIStates.DoingNothing:
                From.AIState = AIStates.Follow;
                break;

            case AIStates.Pause1:
                break;

            case AIStates.Follow:
                float dist  = summonedFrom.Distance(From);
                float ndist = (From.CombatReach + summonedFrom.CombatReach);
                if (dist > 5)
                {
                    if (dist > ndist)
                    {
                        From.Running = true;
                    }
                    else
                    {
                        From.Running = false;
                    }
                    double angle = (float)Math.Atan2(summonedFrom.Y - From.Y, summonedFrom.X - From.X);
                    angle += Math.PI;
                    From.MoveTo((float)(summonedFrom.X + Math.Cos(angle) * ndist * 1.5), (float)(summonedFrom.Y + Math.Sin(angle) * ndist * 1.5), (float)(summonedFrom.Z));
                }
                break;
            }
        }
        public override void OnTick()
        {
            if (From.AIState == AIStates.Attack && From.AttackTarget != null)
            {
                if (From.Distance(From.AttackTarget) > 25 * 25)
                {
                    From.AIState      = AIStates.Explore;
                    From.AttackTarget = null;
                    return;
                }
            }
            if (From.AttackTarget == null || From.AttackTarget.Dead)
            {
                ArrayList mobs = From.KnownObjects();
                int       dist = 10 + 4 * (256 - Utility.Random16() * Utility.Random16());
                foreach (Object o in mobs)
                {
                    if (o is Mobile)
                    {
                        Mobile mob = o as Mobile;
                        if (From.Distance(mob) < MaxViewDistance && Utility.Random4() == 0 && From.IsHostile(mob) && From.CanSee(mob) &&
                            !mob.Dead)
                        {
                            OnBeginFight(mob);
                            From.AIState      = AIStates.BeingAttacked;
                            From.AttackTarget = mob;
                            return;
                        }
                    }
                }
            }
            switch (AIState)
            {
            case AIStates.DoingNothing:
                //	return to the default AI
                AIState = AIStates.Explore;
                break;

            case AIStates.Explore:
                if (Utility.Random16() < 2)
                {
                    AIState = AIStates.Pause1;
                }
                else
                if (Utility.Random16() < 4)
                {
                    AIState = AIStates.Pause4;
                }
                break;

            case AIStates.Pause1:                    //	make a pause
                AIState = AIStates.Pause2;
                break;

            case AIStates.Pause2:                    //	make a pause
                AIState = AIStates.Pause3;
                break;

            case AIStates.Pause3:                    //	make a pause
                AIState = AIStates.Pause4;
                break;

            case AIStates.Pause4:                    //	make a pause
                AIState = AIStates.Pause5;
                break;

            case AIStates.Pause5:                    //	make a pause
                AIState = AIStates.Explore;
                break;
            }
        }