public override bool DoActionCombat()
{
if ( m_Mobile.Combatant == null || m_Mobile.Combatant.Deleted || !m_Mobile.Combatant.Alive || m_Mobile.Combatant.IsDeadBondedPet )
{
m_Mobile.DebugSay("My combatant is deleted");
Action = ActionType.Guard;
return true;
}
if ( (m_Mobile.LastMoveTime + TimeSpan.FromSeconds( 1.0 )) < DateTime.Now )
{
if (WalkMobileRange(m_Mobile.Combatant, 1, true, m_Mobile.RangeFight, m_Mobile.Weapon.MaxRange))
{
// Be sure to face the combatant
m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant.Location);
}
else
{
if ( m_Mobile.Combatant != null )
{
if ( m_Mobile.Debug )
m_Mobile.DebugSay( "I am still not in range of {0}", m_Mobile.Combatant.Name);
if ( (int) m_Mobile.GetDistanceToSqrt( m_Mobile.Combatant ) > m_Mobile.RangePerception + 1 )
{
if ( m_Mobile.Debug )
m_Mobile.DebugSay( "I have lost {0}", m_Mobile.Combatant.Name);
m_Mobile.Combatant = null;
Action = ActionType.Guard;
return true;
}
}
}
}
// When we have no ammo, we flee
Container pack = m_Mobile.Backpack;
if ( pack == null || pack.FindItemByType( typeof( Arrow ) ) == null )
{
Action = ActionType.Flee;
return true;
}
// At 20% we should check if we must leave
if ( m_Mobile.Hits < m_Mobile.HitsMax*20/100 && m_Mobile.CanFlee )
{
bool bFlee = false;
// if my current hits are more than my opponent, i don't care
if ( m_Mobile.Combatant != null && m_Mobile.Hits < m_Mobile.Combatant.Hits)
{
int iDiff = m_Mobile.Combatant.Hits - m_Mobile.Hits;
if ( Utility.Random(0, 100) > 10 + iDiff) // 10% to flee + the diff of hits
{
bFlee = true;
}
}
else if ( m_Mobile.Combatant != null && m_Mobile.Hits >= m_Mobile.Combatant.Hits)
{
if ( Utility.Random(0, 100) > 10 ) // 10% to flee
{
bFlee = true;
}
}
if (bFlee)
{
Action = ActionType.Flee;
}
}
return true;
}