Пример #1
0
        public static bool DoSpellCure(BaseCreature creature, Mobile target)
        {
            Spell spell = new CureSpell(creature, null);

            if (target != null)
            {
                creature.SpellTarget = target;
                spell.Cast();
                return(true);
            }

            else
            {
                return(false);
            }
        }
Пример #2
0
        public override bool DoActionCombat()
        {
            Mobile c = m_Mobile.Combatant;

            m_Mobile.Warmode = true;

            if (c == null || c.Deleted || !c.Alive || !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 (AquireFocusMob(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 (MobileOnDoomShip(m_Mobile))
            {
                if (PlayersOnDoomShip() == 0)
                {
                    if (Utility.RandomMinMax(0, 1) == 0)
                    {
                        m_Mobile.Location = new Point3D(424, 328, -1);
                    }
                    else
                    {
                        m_Mobile.Location = new Point3D(432, 331, -2);
                    }

                    Action = ActionType.Guard;

                    return(true);
                }
            }
            else if (NeedJumpToDoomShip())
            {
                m_Mobile.Location = new Point3D(428, 327, 2);

                Action = ActionType.Guard;

                return(true);
            }

            if (!m_Mobile.InLOS(c))
            {
                if (AquireFocusMob(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 (AquireFocusMob(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 (ChanceToDetectHidden >= Utility.RandomDouble())
            {
                m_Mobile.DebugSay("Detecting hidden...", c.Name);

                DetectHiden();
            }


            if (!m_Mobile.Controled && !m_Mobile.Summoned)
            {
                m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed + m_Mobile.ActiveSpeed * (1 + 1 - (m_Mobile.Hits / m_Mobile.HitsMax));

                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 && 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);
                }
                else if (toDispel != null)                   // Something dispellable is attacking us
                {
                    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 (false && 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);
                    }
                    else
                    {
                        double del = ScaleByMagery(3.0);
                        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);
        }
Пример #3
0
        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 && DateTime.Now > m_NextCastTime && 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 CureSpell(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 = DateTime.Now + GetDelay(spell);
            }
            else if (m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting)
            {
                RunTo(c);
            }

            m_LastTarget    = c;
            m_LastTargetLoc = c.Location;

            return(true);
        }
Пример #4
0
        public override bool DoActionCombat()
        {
            Mobile c = m_Mobile.Combatant;

            m_Mobile.Warmode = true;

            if (m_Mobile.ChangeCombatantChance > Utility.RandomDouble())
            {
                if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
                {
                    if (m_Mobile.Debug)
                    {
                        m_Mobile.DebugSay("Changing my combatant, now I am going to fight {0}", m_Mobile.FocusMob.Name);
                    }

                    m_Mobile.Combatant = c = m_Mobile.FocusMob;
                    m_Mobile.FocusMob  = null;
                }
            }

            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))
            {
                m_Mobile.DebugSay("I can't see my target");

                if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
                {
                    m_Mobile.DebugSay("Nobody else is around");
                    m_Mobile.Combatant = c = m_Mobile.FocusMob;
                    m_Mobile.FocusMob  = null;
                }
            }

            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)
                    {
                        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.UtcNow > 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
                {
                    m_Mobile.DebugSay("I am going to cure myself");

                    spell = new CureSpell(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 (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

                RunTo(c);

                TimeSpan delay = TimeSpan.FromSeconds(m_Mobile.ActiveSpeed);

                if (spell != null)
                {
                    spell.Cast();
                    delay += spell.GetCastRecovery();
                }

                if (m_Mobile.Mana < 20)
                {
                    m_NextCastTime = DateTime.UtcNow + TimeSpan.FromSeconds(10.0);                       // Let mana raise...
                }
                else
                {
                    m_NextCastTime = DateTime.UtcNow + delay;
                }
            }
            else if (m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting)
            {
                RunTo(c);
            }

            return(true);
        }
Пример #5
0
        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);
        }
Пример #6
0
        public override bool DoActionCombat()
        {
            IDamageable c = m_Mobile.Combatant;

            m_Mobile.Warmode = true;

            if (c == null || c.Deleted || !c.Alive || (c is Mobile && ((Mobile)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))
            {
                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 && 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);
                    }
                }
            }

            if (m_Mobile.Spell == null && DateTime.UtcNow > 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
                {
                    m_Mobile.DebugSay("I am going to cure myself");

                    spell = new CureSpell(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 (c is Mobile && (((Mobile)c).Spell is HealSpell || ((Mobile)c).Spell is GreaterHealSpell) && !((Mobile)c).Poisoned) // They have a heal spell out
                {
                    spell = new BloodOathSpell(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 if (c is Mobile)
                {
                    RunTo((Mobile)c);
                }

                if (spell != null)
                {
                    spell.Cast();
                }

                TimeSpan delay;

                if (spell is DispelSpell)
                {
                    delay = TimeSpan.FromSeconds(m_Mobile.ActiveSpeed);
                }
                else
                {
                    delay = GetDelay();
                }

                m_NextCastTime = DateTime.UtcNow + delay;
            }
            else if (c is Mobile && (m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting))
            {
                RunTo((Mobile)c);
            }

            return(true);
        }
Пример #7
0
        public override bool DoActionCombat()
        {
            IDamageable c = this.m_Mobile.Combatant;

            m_Mobile.Warmode = true;

            if (m_Mobile.Target != null)
            {
                ProcessTarget();
            }

            if (c == null || c.Deleted || !c.Alive || (c is Mobile && ((Mobile)c).IsDeadBondedPet) || !this.m_Mobile.CanSee(c) || !this.m_Mobile.CanBeHarmful(c, false) || c.Map != this.m_Mobile.Map)
            {
                // Our combatant is deleted, dead, hidden, or we cannot hurt them
                // Try to find another combatant
                if (this.AcquireFocusMob(this.m_Mobile.RangePerception, this.m_Mobile.FightMode, false, false, true))
                {
                    this.m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", this.m_Mobile.FocusMob.Name);

                    this.m_Mobile.Combatant = c = this.m_Mobile.FocusMob;
                    this.m_Mobile.FocusMob  = null;
                }
                else
                {
                    this.m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard.");
                    this.Action = ActionType.Guard;
                    return(true);
                }
            }

            if (!this.m_Mobile.InLOS(c))
            {
                this.m_Mobile.DebugSay("I can't see my target");

                if (this.AcquireFocusMob(this.m_Mobile.RangePerception, this.m_Mobile.FightMode, false, false, true))
                {
                    this.m_Mobile.DebugSay("I will switch to {0}", this.m_Mobile.FocusMob.Name);
                    this.m_Mobile.Combatant = c = this.m_Mobile.FocusMob;
                    this.m_Mobile.FocusMob  = null;
                }
            }

            if (!Core.AOS && this.SmartAI && !this.m_Mobile.StunReady && this.m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && this.m_Mobile.Skills[SkillName.Anatomy].Value >= 80.0)
            {
                EventSink.InvokeStunRequest(new StunRequestEventArgs(this.m_Mobile));
            }

            if (!this.m_Mobile.InRange(c, this.m_Mobile.RangePerception))
            {
                // They are somewhat far away, can we find something else?
                if (this.AcquireFocusMob(this.m_Mobile.RangePerception, this.m_Mobile.FightMode, false, false, true))
                {
                    this.m_Mobile.Combatant = this.m_Mobile.FocusMob;
                    this.m_Mobile.FocusMob  = null;
                }
                else if (!this.m_Mobile.InRange(c, this.m_Mobile.RangePerception * 3))
                {
                    this.m_Mobile.Combatant = null;
                }

                c = this.m_Mobile.Combatant as Mobile;

                if (c == null)
                {
                    this.m_Mobile.DebugSay("My combatant has fled, so I am on guard");
                    this.Action = ActionType.Guard;

                    return(true);
                }
            }

            if (!this.m_Mobile.Controlled && !this.m_Mobile.Summoned && this.m_Mobile.CanFlee)
            {
                if (this.m_Mobile.Hits < this.m_Mobile.HitsMax * 20 / 100)
                {
                    // We are low on health, should we flee?
                    bool flee = false;

                    if (this.m_Mobile.Hits < c.Hits)
                    {
                        // We are more hurt than them
                        int diff = c.Hits - this.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)
                    {
                        this.m_Mobile.DebugSay("I am going to flee from {0}", c.Name);

                        this.Action = ActionType.Flee;
                        return(true);
                    }
                }
            }

            if (this.m_Mobile.Spell == null && DateTime.UtcNow > this.m_NextCastTime && this.m_Mobile.InRange(c, Core.ML ? 10 : 12))
            {
                // We are ready to cast a spell
                Spell  spell    = null;
                Mobile toDispel = this.FindDispelTarget(true);

                if (this.m_Mobile.Poisoned) // Top cast priority is cure
                {
                    this.m_Mobile.DebugSay("I am going to cure myself");

                    spell = new CureSpell(this.m_Mobile, null);
                }
                else if (toDispel != null) // Something dispellable is attacking us
                {
                    this.m_Mobile.DebugSay("I am going to dispel {0}", toDispel);

                    spell = this.DoDispel(toDispel);
                }
                else if (c is Mobile && this.SmartAI && this.m_Combo != -1) // We are doing a spell combo
                {
                    spell = this.DoCombo((Mobile)c);
                }
                else if (c is Mobile && this.SmartAI && (((Mobile)c).Spell is HealSpell || ((Mobile)c).Spell is GreaterHealSpell) && !((Mobile)c).Poisoned) // They have a heal spell out
                {
                    spell = new PoisonSpell(this.m_Mobile, null);
                }
                else
                {
                    spell = this.ChooseSpell(c);
                }

                // Now we have a spell picked
                // Move first before casting

                TimeSpan ts    = !SmartAI && !(spell is DispelSpell) ? TimeSpan.FromSeconds(1.5) : m_Combo > -1 ? TimeSpan.FromSeconds(.5) : TimeSpan.FromSeconds(1.5);
                TimeSpan delay = spell == null?TimeSpan.FromSeconds(m_Mobile.ActiveSpeed) : spell.GetCastDelay() + spell.GetCastRecovery() + ts;

                RunTo(c);

                if (spell != null)
                {
                    spell.Cast();
                }

                this.m_NextCastTime = DateTime.UtcNow + delay;
            }
            else/* if (this.m_Mobile.Spell == null || !this.m_Mobile.Spell.IsCasting)*/
            {
                this.RunTo(c);
            }

            this.m_LastTarget    = c as Mobile;
            this.m_LastTargetLoc = c.Location;

            return(true);
        }
Пример #8
0
        public override bool DoActionCombat()
        {
            m_Mobile.DebugSay("doing MageAI base DoActionCombat()");
            Mobile c = m_Mobile.Combatant;

            m_Mobile.Warmode = true;

            // if we can reveal and our target just hid and we Recall them, lets try to reveal
            if (c != null && m_Mobile.CanReveal && 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);
                }
            }

            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)
            {
                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.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 (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, 12))
                        {
                            RunTo(toDispel, CanRun);
                        }
                    }
                    else
                    {
                        RunTo(c, CanRun);
                    }

                    if (spell != null && spell.Cast())
                    {
                        TimeSpan delay;

                        if (SmartAI || (spell is DispelSpell))
                        {
                            delay = TimeSpan.FromSeconds(m_Mobile.ActiveSpeed);
                        }
                        else
                        {
                            double del = ScaleByMagery(3.0);
                            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, CanRun);
                }
                return(true);
            }

            return(true);
        }
Пример #9
0
        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);
        }
Пример #10
0
        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 CureSpell(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
                {
                    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);
        }
Пример #11
0
        public bool TryToHeal()
        {
            if (this.m_Mobile.Summoned)
            {
                return(false);
            }
            else if (DateTime.UtcNow < this.m_NextHealTime)
            {
                return(false);
            }

            int diff = this.m_Mobile.HitsMax - this.m_Mobile.Hits;

            diff = ((this.m_Mobile.HitsMax * (100 - diff)) / 100);
            diff = 100 - diff;

            if ((int)(Utility.RandomDouble() * 100.0) > diff)
            {
                return(false);
            }

            Spell spell = null;

            this.m_NextHealTime = DateTime.UtcNow + TimeSpan.FromSeconds(20);

            if (this.m_CanUseMagery)
            {
                if (this.m_Mobile.Poisoned)
                {
                    spell = new CureSpell(this.m_Mobile, null);
                }

                spell = new GreaterHealSpell(this.m_Mobile, null);

                if (spell == null)
                {
                    spell = new HealSpell(this.m_Mobile, null);
                }
            }
            else if (this.m_CanUseNecromancy)
            {
                this.m_Mobile.UseSkill(SkillName.SpiritSpeak);
                this.m_NextHealTime = DateTime.UtcNow + TimeSpan.FromSeconds(10);
            }
            else if (this.m_CanUseChivalry)
            {
                if (this.m_Mobile.Poisoned)
                {
                    spell = new CleanseByFireSpell(this.m_Mobile, null);
                }
                else
                {
                    spell = new CloseWoundsSpell(this.m_Mobile, null);
                }
            }
            else if (this.m_CanUseMystic)
            {
                spell = new CleansingWindsSpell(this.m_Mobile, null);
            }
            else if (this.m_Mobile.Skills[SkillName.Healing].Value > 10.0)
            {
                int delay = (int)(5.0 + (0.5 * ((120 - this.m_Mobile.Dex) / 10)));
                new BandageContext(this.m_Mobile, this.m_Mobile, TimeSpan.FromSeconds(delay), false);
                this.m_NextHealTime = DateTime.UtcNow + TimeSpan.FromSeconds(delay + 1);
                return(true);
            }

            if (spell != null)
            {
                spell.Cast();
            }

            return(true);
        }
Пример #12
0
        public override bool DoActionCombat()
        {
            IDamageable c = m_Mobile.Combatant;

            m_Mobile.Warmode = true;

            if (c == null || c.Deleted || !c.Alive || c is Mobile mobile && mobile.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))
                {
                    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))
                {
                    m_Mobile.Combatant = c = m_Mobile.FocusMob;
                    m_Mobile.FocusMob  = null;
                }
            }

            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))
                {
                    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.CheckCanFlee())
            {
                m_Mobile.DebugSay("I am going to flee from {0}", c.Name);
                Action = ActionType.Flee;
                return(true);
            }

            if (m_Mobile.Spell == null && DateTime.UtcNow > m_NextCastTime && m_Mobile.InRange(c, 12))
            {
                // We are ready to cast a spell
                Spell  spell;
                Mobile toDispel = FindDispelTarget(true);

                if (m_Mobile.Poisoned) // Top cast priority is cure
                {
                    m_Mobile.DebugSay("I am going to cure myself");

                    spell = new CureSpell(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 (c is Mobile hMobile && (hMobile.Spell is HealSpell || hMobile.Spell is GreaterHealSpell) &&
                         !hMobile.Poisoned) // They have a heal spell out
                {
                    spell = new BloodOathSpell(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 if (c is Mobile m)
                {
                    RunTo(m);
                }

                spell?.Cast();

                TimeSpan delay;

                delay = spell is DispelSpell?TimeSpan.FromSeconds(m_Mobile.ActiveSpeed) : GetDelay();

                m_NextCastTime = DateTime.UtcNow + delay;
            }
Пример #13
0
        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);
        }
Пример #14
0
        public override bool Think()
        {
            if (m_Mobile.Deleted)
            {
                return(false);
            }

            if (m_Mobile.Target is AsyncSpellTarget target)
            {
                switch (target.Spell)
                {
                case CureSpell:
                    ProcessTarget(target, ACure);
                    break;

                case GreaterHealSpell:
                    ProcessTarget(target, AgHeal);
                    break;

                case HealSpell:
                    ProcessTarget(target, AlHeal);
                    break;

                default:
                    m_Mobile.Target.Cancel(m_Mobile, TargetCancelType.Canceled);
                    break;
                }
            }
            else
            {
                Mobile toHelp = Find(All);

                if (toHelp != null)
                {
                    if (NeedCure(toHelp))
                    {
                        if (m_Mobile.Debug)
                        {
                            m_Mobile.DebugSay("{0} needs a cure", toHelp.Name);
                        }

                        var spell = new CureSpell(m_Mobile, null);
                        if (spell.CanCast())
                        {
                            spell.Cast();
                        }
                    }
                    else if (NeedGHeal(toHelp))
                    {
                        if (m_Mobile.Debug)
                        {
                            m_Mobile.DebugSay("{0} needs a greater heal", toHelp.Name);
                        }

                        var spell = new GreaterHealSpell(m_Mobile, null);
                        if (spell.CanCast())
                        {
                            spell.Cast();
                        }
                    }
                    else if (NeedLHeal(toHelp))
                    {
                        if (m_Mobile.Debug)
                        {
                            m_Mobile.DebugSay("{0} needs a lesser heal", toHelp.Name);
                        }

                        new HealSpell(m_Mobile, null).Cast();
                    }
                }
                else
                {
                    if (AcquireFocusMob(m_Mobile.RangePerception, FightMode.Weakest, false, true, false))
                    {
                        WalkMobileRange(m_Mobile.FocusMob, 1, false, 4, 7);
                    }
                    else
                    {
                        WalkRandomInHome(3, 2, 1);
                    }
                }
            }

            return(true);
        }
Пример #15
0
        public override bool Think()
        {
            Mobile combatant = m_Guard.Combatant;

            if (combatant == null || combatant.Deleted || !combatant.Alive || combatant.IsDeadBondedPet || !m_Mobile.CanSee(combatant) || !m_Mobile.CanBeHarmful(combatant, false) || combatant.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.Combatant = combatant = m_Mobile.FocusMob;
                    m_Mobile.FocusMob  = null;
                }
                else
                {
                    m_Mobile.Combatant = combatant = null;
                }
            }

            if (combatant != null && (!m_Mobile.InLOS(combatant) || !m_Mobile.InRange(combatant, 12)))
            {
                if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
                {
                    m_Mobile.Combatant = combatant = m_Mobile.FocusMob;
                    m_Mobile.FocusMob  = null;
                }
                else if (!m_Mobile.InRange(combatant, 36))
                {
                    m_Mobile.Combatant = combatant = null;
                }
            }

            Mobile dispelTarget = FindDispelTarget(true);

            if (m_Guard.Target != null && m_ReleaseTarget == DateTime.MinValue)
            {
                m_ReleaseTarget = DateTime.Now + TimeSpan.FromSeconds(10.0);
            }

            if (m_Guard.Target != null && DateTime.Now > m_ReleaseTarget)
            {
                Target targ = m_Guard.Target;

                Mobile toHarm = (dispelTarget == null ? combatant : dispelTarget);

                if ((targ.Flags & TargetFlags.Harmful) != 0 && toHarm != null)
                {
                    if (m_Guard.Map == toHarm.Map && (targ.Range < 0 || m_Guard.InRange(toHarm, targ.Range)) && m_Guard.CanSee(toHarm) && m_Guard.InLOS(toHarm))
                    {
                        targ.Invoke(m_Guard, toHarm);
                    }
                    else if (targ is DispelSpell.InternalTarget)
                    {
                        targ.Cancel(m_Guard, TargetCancelType.Canceled);
                    }
                }
                else if ((targ.Flags & TargetFlags.Beneficial) != 0)
                {
                    targ.Invoke(m_Guard, m_Guard);
                }
                else
                {
                    targ.Cancel(m_Guard, TargetCancelType.Canceled);
                }

                m_ReleaseTarget = DateTime.MinValue;
            }

            if (dispelTarget != null)
            {
                if (Action != ActionType.Combat)
                {
                    Action = ActionType.Combat;
                }

                m_Guard.Warmode = true;

                RunFrom(dispelTarget);
            }
            else if (combatant != null)
            {
                if (Action != ActionType.Combat)
                {
                    Action = ActionType.Combat;
                }

                m_Guard.Warmode = true;

                RunTo(combatant);
            }
            else if (m_Guard.Orders.Movement != MovementType.Stand)
            {
                Mobile toFollow = null;

                if (m_Guard.Town != null && m_Guard.Orders.Movement == MovementType.Follow)
                {
                    toFollow = m_Guard.Orders.Follow;

                    if (toFollow == null)
                    {
                        toFollow = m_Guard.Town.Sheriff;
                    }
                }

                if (toFollow != null && toFollow.Map == m_Guard.Map && toFollow.InRange(m_Guard, m_Guard.RangePerception * 3) && Town.FromRegion(toFollow.Region) == m_Guard.Town)
                {
                    if (Action != ActionType.Combat)
                    {
                        Action = ActionType.Combat;
                    }

                    if (m_Mobile.CurrentSpeed != m_Mobile.ActiveSpeed)
                    {
                        m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
                    }

                    m_Guard.Warmode = true;

                    RunTo(toFollow);
                }
                else
                {
                    if (Action != ActionType.Wander)
                    {
                        Action = ActionType.Wander;
                    }

                    if (m_Mobile.CurrentSpeed != m_Mobile.PassiveSpeed)
                    {
                        m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
                    }

                    m_Guard.Warmode = false;

                    WalkRandomInHome(2, 2, 1);
                }
            }
            else
            {
                if (Action != ActionType.Wander)
                {
                    Action = ActionType.Wander;
                }

                m_Guard.Warmode = false;
            }

            if ((IsDamaged || IsPoisoned) && m_Guard.Skills.Healing.Base > 20.0)
            {
                TimeSpan ts = TimeUntilBandage;

                if (ts == TimeSpan.MaxValue)
                {
                    StartBandage();
                }
            }

            if (m_Mobile.Spell == null && DateTime.Now >= m_Mobile.NextSpellTime)
            {
                Spell spell = null;

                DateTime toRelease = DateTime.MinValue;

                if (IsPoisoned)
                {
                    Poison p = m_Guard.Poison;

                    TimeSpan ts = TimeUntilBandage;

                    if (p != Poison.Lesser || ts == TimeSpan.MaxValue || TimeUntilBandage < TimeSpan.FromSeconds(1.5) || (m_Guard.HitsMax - m_Guard.Hits) > Utility.Random(250))
                    {
                        if (IsAllowed(GuardAI.Bless))
                        {
                            spell = new CureSpell(m_Guard, null);
                        }
                        else
                        {
                            UseItemByType(typeof(BaseCurePotion));
                        }
                    }
                }
                else if (IsDamaged && (m_Guard.HitsMax - m_Guard.Hits) > Utility.Random(200))
                {
                    if (IsAllowed(GuardAI.Magic) && ((m_Guard.Hits * 100) / Math.Max(m_Guard.HitsMax, 1)) < 10 && m_Guard.Home != Point3D.Zero && !m_Guard.InRange(m_Guard.Home, 15) && m_Guard.Mana >= 11)
                    {
                        spell = new RecallSpell(m_Guard, null, new RunebookEntry(m_Guard.Home, m_Guard.Map, "Guard's Home", null, 0), null);
                    }
                    else if (IsAllowed(GuardAI.Bless))
                    {
                        if (m_Guard.Mana >= 11 && (m_Guard.Hits + 30) < m_Guard.HitsMax)
                        {
                            spell = new GreaterHealSpell(m_Guard, null);
                        }
                        else if ((m_Guard.Hits + 10) < m_Guard.HitsMax && (m_Guard.Mana < 11 || (m_Guard.NextCombatTime - DateTime.Now) > TimeSpan.FromSeconds(2.0)))
                        {
                            spell = new HealSpell(m_Guard, null);
                        }
                    }
                    else if (m_Guard.CanBeginAction(typeof(BaseHealPotion)))
                    {
                        UseItemByType(typeof(BaseHealPotion));
                    }
                }
                else if (dispelTarget != null && (IsAllowed(GuardAI.Magic) || IsAllowed(GuardAI.Bless) || IsAllowed(GuardAI.Curse)))
                {
                    if (!dispelTarget.Paralyzed && m_Guard.Mana > (ManaReserve + 20) && 40 > Utility.Random(100))
                    {
                        spell = new ParalyzeSpell(m_Guard, null);
                    }
                    else
                    {
                        spell = new DispelSpell(m_Guard, null);
                    }
                }

                if (combatant != null)
                {
                    if (m_Combo != null)
                    {
                        if (spell == null)
                        {
                            spell = SpellCombo.Process(m_Guard, combatant, ref m_Combo, ref m_ComboIndex, ref toRelease);
                        }
                        else
                        {
                            m_Combo      = null;
                            m_ComboIndex = -1;
                        }
                    }
                    else if (20 > Utility.Random(100) && IsAllowed(GuardAI.Magic))
                    {
                        if (80 > Utility.Random(100))
                        {
                            m_Combo      = (IsAllowed(GuardAI.Smart) ? SpellCombo.Simple : SpellCombo.Strong);
                            m_ComboIndex = -1;

                            if (m_Guard.Mana >= (ManaReserve + m_Combo.Mana))
                            {
                                spell = SpellCombo.Process(m_Guard, combatant, ref m_Combo, ref m_ComboIndex, ref toRelease);
                            }
                            else
                            {
                                m_Combo = null;

                                if (m_Guard.Mana >= (ManaReserve + 40))
                                {
                                    spell = RandomOffenseSpell();
                                }
                            }
                        }
                        else if (m_Guard.Mana >= (ManaReserve + 40))
                        {
                            spell = RandomOffenseSpell();
                        }
                    }

                    if (spell == null && 2 > Utility.Random(100) && m_Guard.Mana >= (ManaReserve + 10))
                    {
                        int strMod = GetStatMod(m_Guard, StatType.Str);
                        int dexMod = GetStatMod(m_Guard, StatType.Dex);
                        int intMod = GetStatMod(m_Guard, StatType.Int);

                        List <Type> types = new List <Type>();

                        if (strMod <= 0)
                        {
                            types.Add(typeof(StrengthSpell));
                        }

                        if (dexMod <= 0 && IsAllowed(GuardAI.Melee))
                        {
                            types.Add(typeof(AgilitySpell));
                        }

                        if (intMod <= 0 && IsAllowed(GuardAI.Magic))
                        {
                            types.Add(typeof(CunningSpell));
                        }

                        if (IsAllowed(GuardAI.Bless))
                        {
                            if (types.Count > 1)
                            {
                                spell = new BlessSpell(m_Guard, null);
                            }
                            else if (types.Count == 1)
                            {
                                spell = (Spell)Activator.CreateInstance(types[0], new object[] { m_Guard, null });
                            }
                        }
                        else if (types.Count > 0)
                        {
                            if (types[0] == typeof(StrengthSpell))
                            {
                                UseItemByType(typeof(BaseStrengthPotion));
                            }
                            else if (types[0] == typeof(AgilitySpell))
                            {
                                UseItemByType(typeof(BaseAgilityPotion));
                            }
                        }
                    }

                    if (spell == null && 2 > Utility.Random(100) && m_Guard.Mana >= (ManaReserve + 10) && IsAllowed(GuardAI.Curse))
                    {
                        if (!combatant.Poisoned && 40 > Utility.Random(100))
                        {
                            spell = new PoisonSpell(m_Guard, null);
                        }
                        else
                        {
                            int strMod = GetStatMod(combatant, StatType.Str);
                            int dexMod = GetStatMod(combatant, StatType.Dex);
                            int intMod = GetStatMod(combatant, StatType.Int);

                            ArrayList types = new ArrayList();

                            if (strMod >= 0)
                            {
                                types.Add(typeof(WeakenSpell));
                            }

                            if (dexMod >= 0 && IsAllowed(GuardAI.Melee))
                            {
                                types.Add(typeof(ClumsySpell));
                            }

                            if (intMod >= 0 && IsAllowed(GuardAI.Magic))
                            {
                                types.Add(typeof(FeeblemindSpell));
                            }

                            if (types.Count > 1)
                            {
                                spell = new CurseSpell(m_Guard, null);
                            }
                            else if (types.Count == 1)
                            {
                                spell = (Spell)Activator.CreateInstance((Type)types[0], new object[] { m_Guard, null });
                            }
                        }
                    }
                }

                if (spell != null && (m_Guard.HitsMax - m_Guard.Hits + 10) > Utility.Random(100))
                {
                    Type type = null;

                    if (spell is GreaterHealSpell)
                    {
                        type = typeof(BaseHealPotion);
                    }
                    else if (spell is CureSpell)
                    {
                        type = typeof(BaseCurePotion);
                    }
                    else if (spell is StrengthSpell)
                    {
                        type = typeof(BaseStrengthPotion);
                    }
                    else if (spell is AgilitySpell)
                    {
                        type = typeof(BaseAgilityPotion);
                    }

                    if (type == typeof(BaseHealPotion) && !m_Guard.CanBeginAction(type))
                    {
                        type = null;
                    }

                    if (type != null && m_Guard.Target == null && UseItemByType(type))
                    {
                        if (spell is GreaterHealSpell)
                        {
                            if ((m_Guard.Hits + 30) > m_Guard.HitsMax && (m_Guard.Hits + 10) < m_Guard.HitsMax)
                            {
                                spell = new HealSpell(m_Guard, null);
                            }
                        }
                        else
                        {
                            spell = null;
                        }
                    }
                }
                else if (spell == null && m_Guard.Stam < (m_Guard.StamMax / 3) && IsAllowed(GuardAI.Melee))
                {
                    UseItemByType(typeof(BaseRefreshPotion));
                }

                if (spell == null || !spell.Cast())
                {
                    EquipWeapon();
                }
            }
            else if (m_Mobile.Spell is Spell && ((Spell)m_Mobile.Spell).State == SpellState.Sequencing)
            {
                EquipWeapon();
            }

            return(true);
        }
Пример #16
0
        public override bool DoActionCombat()
        {
            Mobile c = this.m_Mobile.Combatant;

            this.m_Mobile.Warmode = true;

            if (c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !this.m_Mobile.CanSee(c) || !this.m_Mobile.CanBeHarmful(c, false) || c.Map != this.m_Mobile.Map)
            {
                // Our combatant is deleted, dead, hidden, or we cannot hurt them
                // Try to find another combatant
                if (this.AcquireFocusMob(this.m_Mobile.RangePerception, this.m_Mobile.FightMode, false, false, true))
                {
                    if (this.m_Mobile.Debug)
                    {
                        this.m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", this.m_Mobile.FocusMob.Name);
                    }

                    this.m_Mobile.Combatant = c = this.m_Mobile.FocusMob;
                    this.m_Mobile.FocusMob  = null;
                }
                else
                {
                    this.m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard.");
                    this.Action = ActionType.Guard;
                    return(true);
                }
            }

            if (!this.m_Mobile.InLOS(c))
            {
                if (this.AcquireFocusMob(this.m_Mobile.RangePerception, this.m_Mobile.FightMode, false, false, true))
                {
                    this.m_Mobile.Combatant = c = this.m_Mobile.FocusMob;
                    this.m_Mobile.FocusMob  = null;
                }
            }

            if (!this.m_Mobile.StunReady && this.m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && this.m_Mobile.Skills[SkillName.Anatomy].Value >= 80.0)
            {
                EventSink.InvokeStunRequest(new StunRequestEventArgs(this.m_Mobile));
            }

            if (!this.m_Mobile.InRange(c, this.m_Mobile.RangePerception))
            {
                // They are somewhat far away, can we find something else?
                if (this.AcquireFocusMob(this.m_Mobile.RangePerception, this.m_Mobile.FightMode, false, false, true))
                {
                    this.m_Mobile.Combatant = this.m_Mobile.FocusMob;
                    this.m_Mobile.FocusMob  = null;
                }
                else if (!this.m_Mobile.InRange(c, this.m_Mobile.RangePerception * 3))
                {
                    this.m_Mobile.Combatant = null;
                }

                c = this.m_Mobile.Combatant;

                if (c == null)
                {
                    this.m_Mobile.DebugSay("My combatant has fled, so I am on guard");
                    this.Action = ActionType.Guard;

                    return(true);
                }
            }

            if (!this.m_Mobile.Controlled && !this.m_Mobile.Summoned && !this.m_Mobile.IsParagon)
            {
                if (this.m_Mobile.Hits < this.m_Mobile.HitsMax * 20 / 100)
                {
                    // We are low on health, should we flee?
                    bool flee = false;

                    if (this.m_Mobile.Hits < c.Hits)
                    {
                        // We are more hurt than them
                        int diff = c.Hits - this.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 (this.m_Mobile.Debug)
                        {
                            this.m_Mobile.DebugSay("I am going to flee from {0}", c.Name);
                        }

                        this.Action = ActionType.Flee;
                        return(true);
                    }
                }
            }

            if (this.m_Mobile.Spell == null && DateTime.Now > this.m_NextCastTime && this.m_Mobile.InRange(c, 12))
            {
                // We are ready to cast a spell
                Spell  spell    = null;
                Mobile toDispel = this.FindDispelTarget(true);

                if (this.m_Mobile.Poisoned) // Top cast priority is cure
                {
                    this.m_Mobile.DebugSay("I am going to cure myself");

                    spell = new CureSpell(this.m_Mobile, null);
                }
                else if (toDispel != null) // Something dispellable is attacking us
                {
                    this.m_Mobile.DebugSay("I am going to dispel {0}", toDispel);

                    spell = this.DoDispel(toDispel);
                }
                else if ((c.Spell is HealSpell || c.Spell is GreaterHealSpell) && !c.Poisoned) // They have a heal spell out
                {
                    spell = new BloodOathSpell(this.m_Mobile, null);
                }
                else
                {
                    spell = this.ChooseSpell(c);
                }

                // Now we have a spell picked
                // Move first before casting

                if (toDispel != null)
                {
                    if (this.m_Mobile.InRange(toDispel, 10))
                    {
                        this.RunFrom(toDispel);
                    }
                    else if (!this.m_Mobile.InRange(toDispel, 12))
                    {
                        this.RunTo(toDispel);
                    }
                }
                else
                {
                    this.RunTo(c);
                }

                if (spell != null)
                {
                    spell.Cast();
                }

                TimeSpan delay;

                if (spell is DispelSpell)
                {
                    delay = TimeSpan.FromSeconds(this.m_Mobile.ActiveSpeed);
                }
                else
                {
                    delay = this.GetDelay();
                }

                this.m_NextCastTime = DateTime.Now + delay;
            }
            else if (this.m_Mobile.Spell == null || !this.m_Mobile.Spell.IsCasting)
            {
                this.RunTo(c);
            }

            return(true);
        }
Пример #17
0
        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.Spell == null && DateTime.Now > m_NextCastTime && m_Mobile.InRange(c, 12))
            {
                // We are ready to cast a spell

                Spell spell = null;

                if (m_Mobile.Poisoned)   // Top cast priority is cure
                {
                    spell = new CureSpell(m_Mobile, null);
                }
                else
                {
                    spell = ChooseSpell(c);
                }

                // Now we have a spell picked
                // Move first before casting

                RunTo(c);


                if (spell != null && spell.Cast())
                {
                    TimeSpan delay;

                    if (SmartAI || (spell is DispelSpell))
                    {
                        delay = TimeSpan.FromSeconds(m_Mobile.ActiveSpeed);
                    }
                    else
                    {
                        double del = ScaleByMagery(3.0);
                        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);
        }