Amon_PRC8/_module/nss/nw_c2_default2.nss

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2025-04-03 19:00:46 -04:00
//::///////////////////////////////////////////////
//:: Default On Percieve
//:: NW_C2_DEFAULT2
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Checks to see if the perceived target is an
enemy and if so fires the Determine Combat
Round function
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2001
//:://////////////////////////////////////////////
#include "hench_i0_ai"
void main()
{
// * if not runnning normal or better Ai then exit for performance reasons
// * if not runnning normal or better Ai then exit for performance reasons
if (GetAILevel() == AI_LEVEL_VERY_LOW) return;
//ExecuteScript("prc_npc_percep", OBJECT_SELF);
object oLastPerceived = GetLastPerceived();
int bSeen = GetLastPerceptionSeen();
//This is the equivalent of a force conversation bubble, should only be used if you want an NPC
//to say something while he is already engaged in combat.
if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION) && GetIsPC(oLastPerceived) &&
bSeen)
{
SpeakOneLinerConversation();
}
//If the last perception event was hearing based or if someone vanished then go to search mode
if (GetLastPerceptionVanished() || GetLastPerceptionInaudible())
{
// Jug_Debug(GetName(OBJECT_SELF) + " lost perceived " + GetName(oLastPerceived) + " seen " + IntToString(GetObjectSeen(oLastPerceived)) + " heard " + IntToString(GetObjectHeard(oLastPerceived)));
if (!GetObjectSeen(oLastPerceived) && !GetObjectHeard(oLastPerceived) &&
!GetIsDead(oLastPerceived) && GetArea(oLastPerceived) == GetArea(OBJECT_SELF) &&
GetIsEnemy(oLastPerceived) && (!HENCH_MONSTER_DONT_CHECK_HEARD_MONSTER || GetIsPC(GetTopMaster(oLastPerceived))))
{
// Jug_Debug(GetName(OBJECT_SELF) + " move to last heard or seen");
SetEnemyLocation(oLastPerceived);
// add check if target - prevents creature from following the target
// due to ActionAttack without actually perceiving them
if (GetLocalObject(OBJECT_SELF, sHenchLastTarget) == oLastPerceived)
{
DeleteLocalObject(OBJECT_SELF, sHenchLastTarget);
HenchDetermineCombatRound(oLastPerceived, TRUE);
}
}
}
//Do not bother checking the last target seen if already fighting
else if(bSeen && !GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
{
// Jug_Debug(GetName(OBJECT_SELF) + " checking perceived " + GetName(oLastPerceived) + " " + IntToString(GetObjectSeen(oLastPerceived)));
// note : hearing is disabled and is only done in heartbeat. Calling GetIsEnemy with hearing causes
// a noticeable lag to machine
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
{
HenchDetermineSpecialBehavior();
}
else if(GetIsEnemy(oLastPerceived) && !GetIsDead(oLastPerceived))
{
if(!GetHasEffect(EFFECT_TYPE_SLEEP))
{
// Jug_Debug(GetName(OBJECT_SELF) + " starting combat round in percep");
SetFacingPoint(GetPosition(oLastPerceived));
HenchDetermineCombatRound(oLastPerceived);
}
}
//Linked up to the special conversation check to initiate a special one-off conversation
//to get the PCs attention
else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(oLastPerceived) && GetObjectSeen(oLastPerceived))
{
ActionStartConversation(OBJECT_SELF);
}
// TODO is this wanted????
// activate ambient animations or walk waypoints if appropriate
/* if (!IsInConversation(OBJECT_SELF)) {
if (GetIsPostOrWalking()) {
WalkWayPoints();
} else if (GetIsPC(oLastPerceived) &&
(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)
|| GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)
|| GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS)
|| GetIsEncounterCreature()))
{
SetAnimationCondition(NW_ANIM_FLAG_IS_ACTIVE);
}
} */
}
else if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && bSeen)
{
HenchDetermineSpecialBehavior();
}
if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && bSeen)
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_PERCEIVE));
}
}