20255/17/19 Update

Added PEPS AI.
Full compile.
This commit is contained in:
Jaysyn904
2025-07-19 18:27:32 -04:00
parent dd3496e400
commit d2a9c50615
2533 changed files with 136137 additions and 13984 deletions

View File

@@ -1,73 +1,37 @@
//::///////////////////////////////////////////////
//:: Default On Attacked
//:: NW_C2_DEFAULT5
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
If already fighting then ignore, else determine
combat round
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2001
//:://////////////////////////////////////////////
#include "hench_i0_ai"
/*//////////////////////////////////////////////////////////////////////////////
Script: nw_c2_default5
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monster OnPhysicalAttacked event script;
Fires for all physical attacks, claws, weapons, fists, bow, etc.
Fires for taunt skill, animal empathy skill.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_actions"
void main()
{
//ExecuteScript("prc_npc_physatt", OBJECT_SELF);
if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
{ // set variables on target for mounted combat
SetLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL",TRUE);
SetLocalInt(OBJECT_SELF,"nX3_HP_BEFORE",GetCurrentHitPoints(OBJECT_SELF));
} // set variables on target for mounted combat
if(GetFleeToExit())
object oCreature = OBJECT_SELF;
ExecuteScript("prc_npc_physatt", OBJECT_SELF);
object oAttacker = GetLastAttacker(oCreature);
if(AI_DEBUG) ai_Debug("nw_c2_default5", "14", GetName(oCreature) + " was attacked by " +
GetName(oAttacker) + ".");
SetLocalObject(oAttacker, AI_ATTACKED_PHYSICAL, oCreature);
// Run away!
if(ai_GetFleeToExit(oCreature))
{
ActivateFleeToExit();
}
else if (GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
{
// We give an attacker one warning before we attack
// This is not fully implemented yet
SetSpawnInCondition(NW_FLAG_SET_WARNINGS, FALSE);
//Put a check in to see if this attacker was the last attacker
//Possibly change the GetNPCWarning function to make the check
}
else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
{
object oAttacker = GetLastAttacker();
if (!GetIsObjectValid(oAttacker))
{
// Don't do anything, invalid attacker
}
else if (!GetIsFighting(OBJECT_SELF))
{
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
{
if(GetArea(GetLastAttacker()) == GetArea(OBJECT_SELF))
{
CheckRemoveStealth();
}
SetSummonHelpIfAttacked();
HenchDetermineSpecialBehavior(GetLastAttacker());
}
else if(GetArea(GetLastAttacker()) == GetArea(OBJECT_SELF))
{
CheckRemoveStealth();
SetSummonHelpIfAttacked();
HenchDetermineCombatRound(GetLastAttacker());
}
}
ai_ActivateFleeToExit(oCreature);
return;
}
if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_ATTACKED));
SignalEvent(oCreature, EventUserDefined(EVENT_ATTACKED));
}
if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature)) return;
if(ai_GetIsInCombat(oCreature)) return;
// We only inform others if attacked when not busy, not disabled & not in combat.
if(AI_DEBUG) ai_Debug("nw_c2_default5", "30", "Tell my allies I've been attacked!");
SetLocalObject (oCreature, AI_MY_TARGET, oAttacker);
SpeakString(AI_ATKED_BY_WEAPON, TALKVOLUME_SILENT_TALK);
// Now move towards the attack in the hopes we can see them.
if(GetDistanceBetween(oCreature, oAttacker) < AI_RANGE_CLOSE) ai_DoMonsterCombatRound(oCreature);
else ActionMoveToObject(oAttacker, TRUE, AI_RANGE_CLOSE);
}