Пример #1
0
        public override void OnTick()
        {
            if (From.DebugSniffer != null)
            {
                From.DebugSniffer.SendMessage("PredatorAI::OnTick");
            }
            if (From.AIState == AIStates.Attack && From.AttackTarget != null)
            {
                if (From.Distance(From.AttackTarget) > 30 * 30 * 2)
                {
                    From.AIState      = AIStates.LookingForPrey;
                    From.AttackTarget = null;
                    return;
                }
            }            /*
                          * if ( From.AttackTarget == null || From.AttackTarget.Dead )
                          *     foreach( Character c in World.allConnectedChars )
                          *     {
                          *             if ( From.CanSee( c ) && c.Visible && !c.Dead && From.Distance( c ) < 30 * 30 * 2 )
                          *             {
                          *                     From.AIState = AIStates.BeingAttacked;
                          *                     From.AttackTarget = (Mobile)c;
                          *                     if ( From.DebugSniffer != null )
                          *                             From.DebugSniffer.SendMessage( "PredatorAI::OnTick::SeePrey" );
                          *                     return;
                          *             }
                          *     }*/
            if (From.AttackTarget == null || From.AttackTarget.Dead)
            {
                ArrayList mobs = From.KnownObjects();

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

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

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

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

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

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

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

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

            case AIStates.Pause3:
                AIState = AIStates.LookingForPrey;
                break;
            }
        }
Пример #3
0
        public override void OnTick()
        {
            if (From.DebugSniffer != null)
            {
                From.DebugSniffer.SendMessage("PredatorAI::OnTick");
            }
            if (From.AIState == AIStates.Attack && From.AttackTarget != null)
            {
                if (From.Distance(From.AttackTarget) > 35 * 35 * 2)
                {
                    From.AIState      = AIStates.LookingForPrey;
                    From.AttackTarget = null;
                    return;
                }
            }
            if (From.AttackTarget == null || From.AttackTarget.Dead)
            {
                ArrayList mobs = From.KnownObjects();

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

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

            case AIStates.Speaking:
                From.Running = false;
                TimeSpan ts = DateTime.Now.Subtract(From.SpeakingFrom);
                if (ts.TotalSeconds > 15)
                {
                    AIState = AIStates.LookingForPrey;
                }
                break;
            }
        }
Пример #4
0
        public override void OnTick()
        {
            if (From.DebugSniffer != null)
            {
                From.DebugSniffer.SendMessage("SummonedAI::OnTick");
            }

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

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

            case AIStates.Pause1:
                break;

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

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

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

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

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

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

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