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

@@ -1,65 +1,42 @@
//::///////////////////////////////////////////////
//:: Default: On Spell Cast At
//:: NW_C2_DEFAULTB
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This determines if the spell just cast at the
target is harmful or not.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Dec 6, 2001
//:://////////////////////////////////////////////
#include "hench_i0_ai"
/*//////////////////////////////////////////////////////////////////////////////
Script: nw_c2_defaultb
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monster OnSpellCastAt event script;
Fires when oCreature becomes the target of a spell via SignalEvent.
Fires when a healing kit is used on a creature.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_associates"
void main()
{
//ExecuteScript("prc_npc_spellat", OBJECT_SELF);
object oCreature = OBJECT_SELF;
object oCaster = GetLastSpellCaster();
if(GetLastSpellHarmful())
{
SetCommandable(TRUE);
if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
{ // set variables on target for mounted combat
DeleteLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL");
} // set variables on target for mounted combat
// ------------------------------------------------------------------
// If I was hurt by someone in my own faction
// Then clear any hostile feelings I have against them
// After all, we're all just trying to do our job here
// if we singe some eyebrow hair, oh well.
// ------------------------------------------------------------------
if (GetFactionEqual(oCaster, OBJECT_SELF))
{
ClearPersonalReputation(oCaster, OBJECT_SELF);
// Send the user-defined event as appropriate
if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT));
}
return;
}
CheckRemoveStealth();
if(!GetIsFighting(OBJECT_SELF))
{
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
{
HenchDetermineSpecialBehavior(oCaster);
}
else
{
HenchDetermineCombatRound(oCaster);
}
}
}
SetLocalObject(oCaster, AI_ATTACKED_SPELL, oCreature);
if(ai_Disabled(oCreature)) return;
ExecuteScript("prc_npc_spellat", OBJECT_SELF);
if(!GetLastSpellHarmful()) return;
// Send the user-defined event as appropriate
if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT));
}
// If the spell came from an ally, we don't want to hold it against them.
if(GetFactionEqual(oCaster, oCreature)) ClearPersonalReputation(oCaster, oCreature);
// Lets see what kind of area of effect this is and select an appropriate action.
int nSpell = GetLastSpell();
if(AI_DEBUG) ai_Debug("nw_c2_defaultb", "26", GetName(oCreature) + " has been hit by a harmful spell(" +
Get2DAString("spells", "Label", nSpell) + ")!");
if(ai_GetInAOEReaction(oCreature, oCaster, nSpell) &&
ai_IsInADangerousAOE(oCreature, AI_RANGE_BATTLEFIELD, TRUE)) return;
if(ai_GetIsBusy(oCreature)) return;
if(ai_CheckForCombat(oCreature, TRUE)) return;
// We have been attacked out of combat, so let our allies know.
SetLocalObject(oCreature, AI_MY_TARGET, oCaster);
SpeakString(AI_ATKED_BY_SPELL, TALKVOLUME_SILENT_TALK);
if(GetDistanceBetween(oCreature, oCaster) < AI_RANGE_CLOSE)
{
if(ai_GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) ai_DetermineSpecialBehavior(oCreature);
else ai_DoMonsterCombatRound(oCreature);
}
else ActionMoveToObject(oCaster, TRUE, AI_RANGE_CLOSE);
}