20255/17/19 Update
Added PEPS AI. Full compile.
This commit is contained in:
@@ -1,102 +1,136 @@
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//::///////////////////////////////////////////////
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//:: Default On Percieve
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//:: NW_C2_DEFAULT2
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Checks to see if the perceived target is an
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enemy and if so fires the Determine Combat
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Round function
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 16, 2001
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//:://////////////////////////////////////////////
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#include "hench_i0_ai"
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/*//////////////////////////////////////////////////////////////////////////////
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Script: nw_c2_default2
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Monster OnPerception script when not in combat;
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There are 4 types of perception - Heard, Inaudible, Seen, Vanished.
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Only one type will ever be true in an event trigger.
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The order of trigger is Heard/Seen and Inaudible/Vanished.
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There are two states of percepion Heard and Seen.
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These states can be set at the same time thus a heard event can see the creature.
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Fires when ever one of these states changes from TRUE to FALSE or FALSE to TRUE.
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*///////////////////////////////////////////////////////////////////////////////
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#include "0i_associates"
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void main()
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{
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// * if not runnning normal or better Ai then exit for performance reasons
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// * if not runnning normal or better Ai then exit for performance reasons
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if (GetAILevel() == AI_LEVEL_VERY_LOW) return;
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//ExecuteScript("prc_npc_percep", OBJECT_SELF);
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// * if not runnning normal or better AI then exit for performance reasons
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//if (GetAILevel() == AI_LEVEL_VERY_LOW) return;
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object oCreature = OBJECT_SELF;
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ExecuteScript("prc_npc_percep", OBJECT_SELF);
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if(AI_DEBUG) ai_Debug("nw_c2_default2", "19", "AI_ONSPAWN_EVENT: " + IntToString(GetLocalInt(oCreature, AI_ONSPAWN_EVENT)));
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if(!GetLocalInt(oCreature, AI_ONSPAWN_EVENT)) return;
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if(GetLastPerceptionSeen())
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{
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if(AI_DEBUG) ai_Debug("nw_c2_default2", "22", GetName(oCreature) + " sees " +
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GetName(GetLastPerceived()) + " Distance: " +
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FloatToString(GetDistanceBetween(GetLastPerceived(), oCreature), 0, 2) + ".");
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}
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if(GetLastPerceptionHeard())
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{
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if(AI_DEBUG) ai_Debug("nw_c2_default2", "28", GetName(oCreature) + " heard " +
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GetName(GetLastPerceived()) + " Distance: " +
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FloatToString(GetDistanceBetween(GetLastPerceived(), oCreature), 0, 2) + ".");
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}
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if(GetLastPerceptionVanished ())
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{
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if(AI_DEBUG) ai_Debug("nw_c2_default2", "34", GetName(oCreature) + " lost sight of " +
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GetName(GetLastPerceived ()) + ".");
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}
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// We do nothing on Inaudibles so drop out early!
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if(GetLastPerceptionInaudible())
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{
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if(AI_DEBUG) ai_Debug("nw_c2_default2", "41", GetName(oCreature) + " lost sound of " +
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GetName(GetLastPerceived()) + ".");
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return;
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}
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object oLastPerceived = GetLastPerceived();
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if(AI_DEBUG) ai_Debug("nw_c2_default2", "45", "Dead? " + IntToString(GetIsDead(oLastPerceived)) +
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" Enemy? " + IntToString(GetIsEnemy(oLastPerceived, oCreature)));
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if(ai_Disabled(oCreature)) return;
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if(GetIsDead(oLastPerceived)) return;
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int bSeen = GetLastPerceptionSeen();
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//This is the equivalent of a force conversation bubble, should only be used if you want an NPC
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//to say something while he is already engaged in combat.
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if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION) && GetIsPC(oLastPerceived) &&
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bSeen)
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// This will cause all NPC's to speak their one-liner conversation
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// on perception even if they are already in combat.
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if(GetIsPC(oLastPerceived) && bSeen)
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{
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SpeakOneLinerConversation();
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}
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//If the last perception event was hearing based or if someone vanished then go to search mode
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if (GetLastPerceptionVanished() || GetLastPerceptionInaudible())
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{
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// Jug_Debug(GetName(OBJECT_SELF) + " lost perceived " + GetName(oLastPerceived) + " seen " + IntToString(GetObjectSeen(oLastPerceived)) + " heard " + IntToString(GetObjectHeard(oLastPerceived)));
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if (!GetObjectSeen(oLastPerceived) && !GetObjectHeard(oLastPerceived) &&
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!GetIsDead(oLastPerceived) && GetArea(oLastPerceived) == GetArea(OBJECT_SELF) &&
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GetIsEnemy(oLastPerceived) && (!HENCH_MONSTER_DONT_CHECK_HEARD_MONSTER || GetIsPC(GetTopMaster(oLastPerceived))))
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if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION))
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{
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// Jug_Debug(GetName(OBJECT_SELF) + " move to last heard or seen");
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SetEnemyLocation(oLastPerceived);
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// add check if target - prevents creature from following the target
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// due to ActionAttack without actually perceiving them
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if (GetLocalObject(OBJECT_SELF, sHenchLastTarget) == oLastPerceived)
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SpeakOneLinerConversation();
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}
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}
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if(GetIsEnemy(oLastPerceived, oCreature))
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{
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// ************************** ENEMY SEEN *******************************
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if(bSeen)
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{
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// If the creature we are perceiving was our invisible creature then
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// remove that they are invisible.
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if(oLastPerceived == GetLocalObject(oCreature, AI_IS_INVISIBLE))
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{
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DeleteLocalObject(OBJECT_SELF, sHenchLastTarget);
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HenchDetermineCombatRound(oLastPerceived, TRUE);
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DeleteLocalObject(oCreature, AI_IS_INVISIBLE);
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}
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ai_MonsterEvaluateNewThreat(oCreature, oLastPerceived, AI_I_SEE_AN_ENEMY);
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}
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// ************************** ENEMY HEARD ******************************
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else if(GetLastPerceptionHeard())
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{
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ai_MonsterEvaluateNewThreat(oCreature, oLastPerceived, AI_I_HEARD_AN_ENEMY);
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}
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// ************************** ENEMY VANISHED ***************************
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else if(GetLastPerceptionVanished())
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{
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// Lets keep a mental note of the invisible creature.
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SetLocalObject(oCreature, AI_IS_INVISIBLE, oLastPerceived);
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if(AI_DEBUG) ai_Debug("0e_c2_2_percept", "82", " We saw " + GetName(oLastPerceived) + " disappear!");
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if(ai_GetIsBusy(oCreature)) return;
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// If in combat check to see if our target disappeared.
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// If they have and we are not in melee with them then reevaluate combat
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// since we lost our target.
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if(ai_GetIsInCombat(oCreature))
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{
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if(AI_DEBUG) ai_Debug("nw_c2_default2", "89", "Is this our target? " +
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IntToString(ai_GetAttackedTarget(oCreature, TRUE, TRUE) == oLastPerceived));
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if(ai_GetAttackedTarget(oCreature, TRUE, TRUE) == oLastPerceived)
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{
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ai_DoMonsterCombatRound(oCreature);
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}
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}
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// We are not in combat so lets move to that location and check it out.
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else ActionMoveToLocation(GetLocation(oLastPerceived), TRUE);
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// we use to move to the object but thats a bit creepy!
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//else ActionMoveToObject(oLastPerceived, TRUE, AI_RANGE_CLOSE);
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}
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// ************************ ENEMY INAUDIBLE*****************************
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// Not used.
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}
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else
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{
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// ************************ NON_ENEMY SEEN *****************************
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if(bSeen)
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{
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if(ai_GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) ai_DetermineSpecialBehavior(oCreature);
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else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(oLastPerceived))
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{
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ActionStartConversation(oCreature);
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}
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}
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}
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//Do not bother checking the last target seen if already fighting
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else if(bSeen && !GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
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if(!IsInConversation(oCreature))
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{
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// Jug_Debug(GetName(OBJECT_SELF) + " checking perceived " + GetName(oLastPerceived) + " " + IntToString(GetObjectSeen(oLastPerceived)));
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// note : hearing is disabled and is only done in heartbeat. Calling GetIsEnemy with hearing causes
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// a noticeable lag to machine
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
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if(GetIsPostOrWalking())
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{
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HenchDetermineSpecialBehavior();
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WalkWayPoints();
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}
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else if(GetIsEnemy(oLastPerceived) && !GetIsDead(oLastPerceived))
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else if(GetIsPC(oLastPerceived) &&
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(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) ||
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GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN) ||
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GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) ||
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GetIsEncounterCreature()))
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{
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if(!GetHasEffect(EFFECT_TYPE_SLEEP))
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{
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// Jug_Debug(GetName(OBJECT_SELF) + " starting combat round in percep");
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SetFacingPoint(GetPosition(oLastPerceived));
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HenchDetermineCombatRound(oLastPerceived);
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}
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SetAnimationCondition(NW_ANIM_FLAG_IS_ACTIVE);
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}
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//Linked up to the special conversation check to initiate a special one-off conversation
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//to get the PCs attention
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else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(oLastPerceived) && GetObjectSeen(oLastPerceived))
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{
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ActionStartConversation(OBJECT_SELF);
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}
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// TODO is this wanted????
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// activate ambient animations or walk waypoints if appropriate
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/* if (!IsInConversation(OBJECT_SELF)) {
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if (GetIsPostOrWalking()) {
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WalkWayPoints();
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} else if (GetIsPC(oLastPerceived) &&
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(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)
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|| GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)
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|| GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS)
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|| GetIsEncounterCreature()))
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{
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SetAnimationCondition(NW_ANIM_FLAG_IS_ACTIVE);
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}
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} */
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}
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else if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && bSeen)
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{
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HenchDetermineSpecialBehavior();
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}
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// Send the user-defined event if appropriate
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if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && bSeen)
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_PERCEIVE));
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