Server.Mobiles.BaseAI.DoOrderFollow C# (CSharp) Méthode

DoOrderFollow() public méthode

public DoOrderFollow ( ) : bool
Résultat bool
		public virtual bool DoOrderFollow()
		{
			if (CheckHerding())
			{
				m_Mobile.DebugSay("Praise the shepherd!");
			}
			else if (m_Mobile.ControlTarget != null && !m_Mobile.ControlTarget.Deleted && m_Mobile.ControlTarget != m_Mobile)
			{
				int iCurrDist = (int)m_Mobile.GetDistanceToSqrt(m_Mobile.ControlTarget);

				if (iCurrDist > m_Mobile.RangePerception)
				{
					m_Mobile.DebugSay("I have lost the one to follow. I stay here");

					if (m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive && !m_Mobile.Combatant.IsDeadBondedPet)
					{
						m_Mobile.Warmode = true;
						m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant);
					}
					else
					{
						m_Mobile.Warmode = false;
					}
				}
				else
				{
					m_Mobile.DebugSay("My master told me to follow: {0}", m_Mobile.ControlTarget.Name);

					// Not exactly OSI style, but better than nothing.
					bool bRun = (iCurrDist > 5);

					if (WalkMobileRange(m_Mobile.ControlTarget, 1, bRun, 0, 1))
					{
						if (m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive && !m_Mobile.Combatant.IsDeadBondedPet)
						{
							m_Mobile.Warmode = true;
							m_Mobile.Direction = m_Mobile.GetDirectionTo(m_Mobile.Combatant);
						}
						else
						{
							m_Mobile.Warmode = false;
						}
					}
				}
			}
			else
			{
				m_Mobile.DebugSay("I have nobody to follow");
				m_Mobile.ControlTarget = null;
				m_Mobile.ControlOrder = OrderType.None;
			}

			return true;
		}