public override bool DoActionCombat() { Mobile c = m_Mobile.Combatant; m_Mobile.Warmode = true; if (c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee(c) || !m_Mobile.CanBeHarmful(c, false) || c.Map != m_Mobile.Map) { // Our combatant is deleted, dead, hidden, or we cannot hurt them // Try to find another combatant if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name); } m_Mobile.Combatant = c = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } else { m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard."); Action = ActionType.Guard; return(true); } } if (!m_Mobile.InLOS(c)) { if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { m_Mobile.Combatant = c = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } } if (SmartAI && !m_Mobile.StunReady && m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && m_Mobile.Skills[SkillName.Anatomy].Value >= 80.0) { EventSink.InvokeStunRequest(new StunRequestEventArgs(m_Mobile)); } 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 (!m_Mobile.Controlled && !m_Mobile.Summoned) { if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100) { // We are low on health, should we flee? bool flee = false; if (m_Mobile.Hits < c.Hits) { // We are more hurt than them int diff = c.Hits - m_Mobile.Hits; flee = (Utility.Random(0, 100) > (10 + diff)); // (10 + diff)% chance to flee } else { flee = Utility.Random(0, 100) > 10; // 10% chance to flee } if (flee) { if (m_Mobile.Debug) { m_Mobile.DebugSay("I am going to flee from {0}", c.Name); } Action = ActionType.Flee; return(true); } } } if (m_Mobile.Spell == null && DateTime.Now > m_NextCastTime && m_Mobile.InRange(c, 12)) { // We are ready to cast a spell Spell spell = null; Mobile toDispel = FindDispelTarget(true); if (m_Mobile.Poisoned) // Top cast priority is cure { spell = new CureSpell(m_Mobile, null); try { if ((((m_Mobile.Skills[SkillName.Magery].Value / (m_Mobile.Poison.Level + 1)) - 20) * 7.5) > 50) { spell = new CureSpell(m_Mobile, null); } else { spell = new ArchCureSpell(m_Mobile, null); } } catch { spell = new CureSpell(m_Mobile, null); } } else if (toDispel != null) // Something dispellable is attacking us { spell = DoDispel(toDispel); } else if (m_Combo != -1) // We are doing a spell combo { spell = DoCombo(c); } else if ((c.Spell is HealSpell || c.Spell is GreaterHealSpell) && !c.Poisoned) // They have a heal spell out { spell = new PoisonSpell(m_Mobile, null); } else { spell = ChooseSpell(c); } // Now we have a spell picked // Move first before casting if (SmartAI && toDispel != null) { if (m_Mobile.InRange(toDispel, 10)) { RunFrom(toDispel); } else if (!m_Mobile.InRange(toDispel, 12)) { RunTo(toDispel); } } else { RunTo(c); } if (spell != null && spell.Cast()) { TimeSpan delay; if (SmartAI || (spell is DispelSpell)) { delay = TimeSpan.FromSeconds(m_Mobile.ActiveSpeed); } if (spell is HarmSpell) { delay = TimeSpan.FromSeconds(m_Mobile.ActiveSpeed); } else { double del = ScaleByMagery(4.3); double min = 6.0 - (del * 0.75); double max = 6.0 - (del * 1.25); delay = TimeSpan.FromSeconds(min + ((max - min) * Utility.RandomDouble())); } m_NextCastTime = DateTime.Now + delay; } } else if (m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting) { RunTo(c); } return(true); }
public override bool DoActionWander() { if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay("I am going to attack {0}", m_Mobile.FocusMob.Name); } m_Mobile.Combatant = m_Mobile.FocusMob; Action = ActionType.Combat; m_NextCastTime = DateTime.Now; } else if (SmartAI && m_Mobile.Mana < m_Mobile.ManaMax) { m_Mobile.DebugSay("I am going to meditate"); m_Mobile.UseSkill(SkillName.Meditation); } else { m_Mobile.DebugSay("I am wandering"); m_Mobile.Warmode = false; base.DoActionWander(); if (m_Mobile.Poisoned) { if (m_Mobile.Poison != null) { Spell curespell; if ((((m_Mobile.Skills[SkillName.Magery].Value / (m_Mobile.Poison.Level + 1)) - 20) * 7.5) > 50) { curespell = new CureSpell(m_Mobile, null); } else { curespell = new ArchCureSpell(m_Mobile, null); } curespell.Cast(); } else { new CureSpell(m_Mobile, null).Cast(); } } else if (!m_Mobile.Summoned && (SmartAI || (ScaleByMagery(HealChance) > Utility.RandomDouble()))) { if (m_Mobile.Hits < (m_Mobile.HitsMax - 50)) { if (!new GreaterHealSpell(m_Mobile, null).Cast()) { new HealSpell(m_Mobile, null).Cast(); } } else if (m_Mobile.Hits < (m_Mobile.HitsMax - 10)) { new HealSpell(m_Mobile, null).Cast(); } } } return(true); }
public override bool DoActionCombat() { Mobile c = m_Mobile.Combatant; m_Mobile.Warmode = true; if (c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee(c) || !m_Mobile.CanBeHarmful(c, false) || c.Map != m_Mobile.Map) { // Our combatant is deleted, dead, hidden, or we cannot hurt them // Try to find another combatant if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name); } m_Mobile.Combatant = c = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } else { m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard."); Action = ActionType.Guard; return(true); } } if (!m_Mobile.InLOS(c)) { if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { m_Mobile.Combatant = c = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } } if (!m_Mobile.StunReady && m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && m_Mobile.Skills[SkillName.Anatomy].Value >= 80.0) { EventSink.InvokeStunRequest(new StunRequestEventArgs(m_Mobile)); } 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 (!m_Mobile.Controlled && !m_Mobile.Summoned) { if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100) { // We are low on health, should we flee? bool flee = false; if (m_Mobile.Hits < c.Hits) { // We are more hurt than them int diff = c.Hits - m_Mobile.Hits; flee = (Utility.Random(0, 100) > (10 + diff)); // (10 + diff)% chance to flee } else { flee = Utility.Random(0, 100) > 10; // 10% chance to flee } if (flee) { if (m_Mobile.Debug) { m_Mobile.DebugSay("I am going to flee from {0}", c.Name); } Action = ActionType.Flee; return(true); } } } if (m_Mobile.Spell == null && DateTime.Now > m_NextCastTime && m_Mobile.InRange(c, 12)) { // We are ready to cast a spell Spell spell = null; Mobile toDispel = FindDispelTarget(true); if (m_Mobile.Poisoned) // Top cast priority is cure { IPooledEnumerable eable = (IPooledEnumerable)m_Mobile.Map.GetItemsInRange(m_Mobile.Location, 1); foreach (object o in eable) { if (o is PoisonFieldSpell.InternalItem) { m_Mobile.Move(m_Mobile.Direction); break; } } spell = new ArchCureSpell(m_Mobile, null); } else if (toDispel != null && Utility.RandomDouble() < DispelChance) // Something dispellable is attacking us { spell = DoDispel(toDispel); } else if (m_Combo != -1) // We are doing a spell combo { spell = DoCombo(c); } else if ((c.Spell is HealSpell || c.Spell is GreaterHealSpell) && !c.Poisoned && (!(c is BaseCreature) || (((BaseCreature)c).PoisonImmune != null && ((BaseCreature)m_Mobile).HitPoison != null && ((BaseCreature)c).PoisonImmune.Level < ((BaseCreature)m_Mobile).HitPoison.Level) || ((BaseCreature)c).PoisonImmune == null)) // They have a heal spell out and can be poisoned { spell = new PoisonSpell(m_Mobile, null); } else { spell = ChooseSpell(c); } // Now we have a spell picked // Move first before casting /* * if ( toDispel != null ) * { * if ( m_Mobile.InRange( toDispel, 10 ) ) * RunFrom( toDispel ); * else if ( !m_Mobile.InRange( toDispel, 12 ) ) * RunTo( toDispel ); * } * else */ { RunTo(c); } if (spell != null && spell.Cast()) { TimeSpan delay; delay = spell.GetCastDelay(); m_NextCastTime = DateTime.Now + delay; m_Mobile.DebugSay("Spell Delay is " + delay); } } else if (m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting) { RunTo(c); } return(true); }
public override bool DoActionCombat() { Mobile c = m_Mobile.Combatant; m_Mobile.Warmode = true; if (c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee(c) || !m_Mobile.CanBeHarmful(c, false) || c.Map != m_Mobile.Map) { // Our combatant is deleted, dead, hidden, or we cannot hurt them // Try to find another combatant if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name); } m_Mobile.Combatant = c = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } else { m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard."); Action = ActionType.Guard; return(true); } } if (!m_Mobile.InLOS(c)) { if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { m_Mobile.Combatant = c = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } } if (SmartAI && (c.Spell is MagicTrapSpell || c.Spell is MagicArrowSpell)) { EnemyCountersPara = true; } if (m_Mobile.Paralyzed) { UseTrapPouch(m_Mobile); } TrapPouch(m_Mobile); if (SmartAI && !m_Mobile.StunReady && m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && m_Mobile.Skills[SkillName.Anatomy].Value >= 80.0) { EventSink.InvokeStunRequest(new StunRequestEventArgs(m_Mobile)); } 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 (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100) { // We are low on health, should we flee? bool flee = false; if (m_Mobile.Hits < c.Hits) { // We are more hurt than them int diff = c.Hits - m_Mobile.Hits; flee = (Utility.Random(0, 100) > (10 + diff)); // (10 + diff)% chance to flee } else { flee = Utility.Random(0, 100) > 10; // 10% chance to flee } if (flee) { if (m_Mobile.Debug) { m_Mobile.DebugSay("I am going to flee from {0}", c.Name); } Action = ActionType.Flee; return(true); } } if (m_Mobile.Spell == null && DateTime.Now > m_NextCastTime && m_Mobile.InRange(c, 12)) { // We are ready to cast a spell Spell spell = null; Mobile toDispel = FindDispelTarget(true); Mobile toParalyze = FindParalyzeTarget(true); //try an cure with a pot first if the poison is serious or where in the middle of dumping if (UsesPotions && (m_Mobile.Poisoned && m_Mobile.Poison.Level >= 3) || m_Mobile.Poisoned && Combo != -1) { DrinkCure(m_Mobile); } if (m_Mobile.Poisoned) // Top cast priority is cure { spell = new CureSpell(m_Mobile, null); try { if ((((m_Mobile.Skills[SkillName.Magery].Value / (m_Mobile.Poison.Level + 1)) - 20) * 7.5) > 50) { spell = new CureSpell(m_Mobile, null); } else { spell = new ArchCureSpell(m_Mobile, null); } } catch { spell = new CureSpell(m_Mobile, null); } } else if (toDispel != null) // Something dispellable is attacking us { spell = DoDispel(toDispel); } else if (toParalyze != null) // Something dispellable is attacking us { spell = DoParalyze(toParalyze); } //take down reflect on are enemy if its up else if (c.MagicDamageAbsorb > 5) { m_Mobile.DebugSay("Takeing Down Reflect"); spell = new LightningSpell(m_Mobile, null); } else if (Combo != -1 && !m_Mobile.Paralyzed) // We are doing a spell combo { spell = DoCombo(c); } else { spell = ChooseSpell(c); } if (SmartAI && toDispel != null) { if (m_Mobile.InRange(toDispel, 10)) { RunFrom(toDispel); } else if (!m_Mobile.InRange(toDispel, 12)) { RunTo(toDispel, CanRun); } } if (toParalyze != null) { if (m_Mobile.InRange((BaseCreature)toParalyze, 10)) { RunFrom(toParalyze); } else if (!m_Mobile.InRange((BaseCreature)toParalyze, 12)) { RunTo(toParalyze, CanRun); } } else { if (RegainingMana == false) { RunTo(c, CanRun); } } if (spell != null && spell.Cast()) { TimeSpan delay; //spell cast time is equal to the delay for the spells. delay = spell.GetCastDelay() + spell.GetCastRecovery(); m_NextCastTime = DateTime.Now + delay; } } else if ((m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting) && RegainingMana == false) { RunTo(c, CanRun); } return(true); }
public override bool DoActionCombat() { m_Mobile.DebugSay("doing DoActionCombat"); Mobile c = m_Mobile.Combatant; m_Mobile.Warmode = true; // check to see if our attack priority has changed Mobile newTarget = null; if (PriorityTarget(c, out newTarget) == true) { m_Mobile.DebugSay("Higher priority target found switching targets"); m_Mobile.Combatant = c = newTarget; m_Mobile.FocusMob = null; } if (m_Mobile.CanReveal) { if (c == null) { // If we can Recall() a player via FindHiddenTarget, make them our new Combatant. // Keep in mind, CombatTimer.OnTick() will set the Combatant to null if it sees that the mobile is hidden, // for this reason, we make this check in DoActionGuard and again in DoActionCombat if the Combatant is null. Mobile mx = FindHiddenTarget(); if (mx != null) { m_Mobile.DebugSay("C: Ah, I remembered {0}!", mx.Name); c = m_Mobile.Combatant = mx; } } // if we can reveal and our target just hid and we Recall them, lets try to reveal if (c != null && c.Hidden && ShortTermMemory.Recall(c) && c.Alive && !c.IsDeadBondedPet && m_Mobile.CanBeHarmful(c, false) && !m_Mobile.Controlled) { // we will keep retrying the reveal if (DoProcessReveal(c)) { return(true); } else { m_Mobile.DebugSay("Failed reveal attempt"); } } } if (c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee(c) || !m_Mobile.CanBeHarmful(c, false) || c.Map != m_Mobile.Map) { // Our combatant is deleted, dead, hidden, or we cannot hurt them // Try to find another combatant if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { if (m_Mobile.Debug) { m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name); } m_Mobile.Combatant = c = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } else { m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard."); 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 (!m_Mobile.InLOS(c)) { if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { m_Mobile.Combatant = c = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } } if (c != null) { int strMod = GetStatMod(c, StatType.Str); Mobile toDispel = null; //dont worry about creatures/pets useing these spells, only players. if (c is PlayerMobile && SmartAI && (c.Spell is MagicTrapSpell || c.Spell is MagicArrowSpell)) { EnemyCountersPara = true; } if (UsesPotions && RefreshPotCount >= 1 && m_Mobile.Stam < 20) { DrinkRefresh(m_Mobile); } if (m_Mobile.Paralyzed) { UseTrapPouch(m_Mobile); } TrapPouch(m_Mobile); if ((c.Paralyzed || c.Frozen) && PreferMagic() == true) { if (m_Mobile.InRange(c, 3)) { RunAround(c); } } if (PreferMagic() == true) { if (SmartAI && !m_Mobile.StunReady && m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && m_Mobile.Skills[SkillName.Anatomy].Value >= 80.0) { EventSink.InvokeStunRequest(new StunRequestEventArgs(m_Mobile)); } } if (UsesBandages && (IsDamaged || IsPoisoned) && m_Mobile.Skills.Healing.Base > 20.0) { TimeSpan ts = TimeUntilBandage; if (ts == TimeSpan.MaxValue) { StartBandage(m_Mobile, m_Mobile); } } if (IsPoisoned && UsesPotions && CurePotCount >= 1) { if (m_Mobile.Poison.Level >= 3 || Combo != -1 || m_Mobile.Mana < 30) { DrinkCure(m_Mobile); } } if (IsDamaged && UsesPotions && HealPotCount >= 1) { if (Utility.Random(0, 4 + (m_Mobile.Hits == 0 ? m_Mobile.HitsMax : (m_Mobile.HitsMax / m_Mobile.Hits))) >= 3) { if (m_Mobile.Hits < (m_Mobile.HitsMax * .25) || m_Mobile.Mana < (m_Mobile.ManaMax * .25)) { DrinkHeal(m_Mobile); } } } if (m_Mobile.Skills[SkillName.Magery].Value >= 50.0 && m_Mobile.Spell == null && DateTime.Now >= m_Mobile.NextSpellTime) { m_Mobile.DebugSay("Doing spell selection"); // We are ready to cast a spell Spell spell = null; toDispel = FindDispelTarget(true); //woot weaken block up to lightening! ISpell i = c.Spell; if (i != null && i.IsCasting) { Spell s = (Spell)i; if (m_Mobile.Hits <= 40 && (s.MaxDamage >= 12 || (s is PoisonSpell && !IsPoisoned && CurePotCount == 0))) { m_Mobile.DebugSay("Damage is {0}", s.MaxDamage); spell = new WeakenSpell(m_Mobile, null); } } // Top cast priority is cure - may override the previous assignment else if (IsPoisoned) { spell = new CureSpell(m_Mobile, null); int level = (m_Mobile.Poison.Level + 1); if (level > 0 && (((m_Mobile.Skills[SkillName.Magery].Value / level) - 20) * 7.5) > 50) { spell = new CureSpell(m_Mobile, null); } else { spell = new ArchCureSpell(m_Mobile, null); } } //were hurt they have atleast half life and were to low on mana to finish them start healing else if (m_Mobile.Hits < 70 && c.Hits > 50 && m_Mobile.Mana < 30) { spell = new HealSpell(m_Mobile, null); } // Something dispellable is attacking us else if (toDispel != null) { if (Utility.Random(0, 4 + (m_Mobile.Hits == 0 ? m_Mobile.HitsMax : (m_Mobile.HitsMax / m_Mobile.Hits))) >= 3) { if (UsesPotions && HealPotCount >= 1 && m_Mobile.Hits < (m_Mobile.HitsMax - 20)) { DrinkHeal(m_Mobile); } else if (m_Mobile.Hits < (m_Mobile.HitsMax - 20)) { spell = new HealSpell(m_Mobile, null); } } spell = DoDispel(toDispel); } // a friend needs healed else if (CrossHeals && FindHealTarget(true) != null) { spell = new GreaterHealSpell(m_Mobile, null); } //target has reflect up hit is with ManaDrain till down else if (c.MagicDamageAbsorb > 5) { spell = new ManaDrainSpell(m_Mobile, null); } // We are doing a spell combo else if (Combo != -1) { spell = DoCombo(c); } //keep them weakened. else if (m_Mobile.Mana >= 40 && strMod >= 0 && !c.Paralyzed) { spell = new WeakenSpell(m_Mobile, null); } else { spell = ChooseSpell(c); } if (spell != null && m_Mobile.InRange(c, 12)) { spell.Cast(); } } if (SmartAI && toDispel != null) { if (m_Mobile.InRange(toDispel, 8) && !toDispel.Paralyzed) { RunFrom(toDispel); } } else if (HoldingWeapon() == true && PreferMagic() == false) { m_Mobile.DebugSay("I will prefer my weapon over magic"); RunTo(c, CanRun); } else { if (c is BaseCreature && ((BaseCreature)c).Controlled && !((BaseCreature)c).Summoned && !c.Paralyzed && m_Mobile.InRange(c, 6)) { RunFrom(c); } if (c is BaseCreature && (((BaseCreature)c).Controlled && !((BaseCreature)c).Summoned) && !m_Mobile.InRange(c, 10)) { RunTo(c, CanRun); } if (RegainingMana == false) { if (c is PlayerMobile || (c is BaseCreature && !((BaseCreature)c).Controlled && !((BaseCreature)c).Summoned)) { RunTo(c, CanRun); } } else { if (c is PlayerMobile || (c is BaseCreature && !((BaseCreature)c).Controlled && !((BaseCreature)c).Summoned)) { if (m_Mobile.InRange(c, 4)) { RunAround(c); } if (!m_Mobile.InRange(c, 6)) { RunTo(c, CanRun); } } m_Mobile.UseSkill(SkillName.Meditation); } } return(true); } return(true); }
public override bool DoActionCombat() { Mobile c = m_Mobile.Combatant; m_Mobile.Warmode = true; if (c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee(c) || !m_Mobile.CanBeHarmful(c, false) || c.Map != m_Mobile.Map) { // Our combatant is deleted, dead, hidden, or we cannot hurt them // Try to find another combatant if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name); m_Mobile.Combatant = c = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } else { m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard."); Action = ActionType.Guard; return(true); } } if (!m_Mobile.InLOS(c)) { m_Mobile.DebugSay("I can't see my target"); if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true)) { m_Mobile.DebugSay("I will switch to {0}", m_Mobile.FocusMob.Name); m_Mobile.Combatant = c = m_Mobile.FocusMob; m_Mobile.FocusMob = null; } } if (!Core.AOS && SmartAI && !m_Mobile.StunReady && m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && m_Mobile.Skills[SkillName.Anatomy].Value >= 80.0) { EventSink.InvokeStunRequest(new StunRequestEventArgs(m_Mobile)); } 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 (!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? bool flee = false; if (m_Mobile.Hits < c.Hits) { // We are more hurt than them int diff = c.Hits - m_Mobile.Hits; flee = (Utility.Random(0, 100) > (10 + diff)); // (10 + diff)% chance to flee } else { flee = Utility.Random(0, 100) > 10; // 10% chance to flee } if (flee) { m_Mobile.DebugSay("I am going to flee from {0}", c.Name); Action = ActionType.Flee; return(true); } } } if (m_Mobile.Spell == null && Core.TickCount - m_NextCastTime >= 0 && m_Mobile.InRange(c, Core.ML ? 10 : 12)) { // We are ready to cast a spell Spell spell = null; Mobile toDispel = FindDispelTarget(true); if (m_Mobile.Poisoned) // Top cast priority is cure { m_Mobile.DebugSay("I am going to cure myself"); spell = new ArchCureSpell(m_Mobile, null); } else if (toDispel != null) // Something dispellable is attacking us { m_Mobile.DebugSay("I am going to dispel {0}", toDispel); spell = DoDispel(toDispel); } else if (SmartAI && m_Combo != -1) // We are doing a spell combo { spell = DoCombo(c); } else if (SmartAI && (c.Spell is HealSpell || c.Spell is GreaterHealSpell) && !c.Poisoned) // They have a heal spell out { spell = new PoisonSpell(m_Mobile, null); } else { spell = ChooseSpell(c); } // Now we have a spell picked // Move first before casting if (SmartAI && toDispel != null) { if (m_Mobile.InRange(toDispel, 10)) { RunFrom(toDispel); } else if (!m_Mobile.InRange(toDispel, Core.ML ? 10 : 12)) { RunTo(toDispel); } } else { RunTo(c); } if (spell != null) { spell.Cast(); } m_NextCastTime = Core.TickCount + (int)GetDelay(spell).TotalMilliseconds; } else if (m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting) { RunTo(c); } m_LastTarget = c; m_LastTargetLoc = c.Location; return(true); }