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 +1,53 @@
//::///////////////////////////////////////////////
//:: Default On Blocked
//:: NW_C2_DEFAULTE
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This will cause blocked creatures to open
or smash down doors depending on int and
str.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Nov 23, 2001
//:://////////////////////////////////////////////
#include "hench_i0_generic"
/*//////////////////////////////////////////////////////////////////////////////
Script: nw_c2_defaulte
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monsters OnBlocked event script;
Can be blocked by a creature or door.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_associates"
void main()
{
//ExecuteScript("prc_npc_blocked", OBJECT_SELF);
object oDoor = GetBlockingDoor();
// Jug_Debug(GetName(OBJECT_SELF) + " is blocked by " + GetName(oDoor));
if (GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) < 5)
object oCreature = OBJECT_SELF;
// This actually gets either a Creature or Door that is blocking OBJECT_SELF.
object oObject = GetBlockingDoor();
if(AI_DEBUG) ai_Debug("nw_c2_defaulte", "14", GetName(oCreature) + " is being blocked by " + GetName(oObject));
int nObjectType = GetObjectType(oObject);
if(nObjectType == OBJECT_TYPE_CREATURE)
{
return; // too stupid to follow (out of sight, out of mind)
// TODO add wisdom check?
}
int iAggPursue = GetLocalInt(OBJECT_SELF,"ScoutMode") != 1;
if (!iAggPursue)
{
if (GetPlotFlag(oDoor))
if(GetIsEnemy(oObject, oCreature))
{
return;
}
if (GetIsTrapped(oDoor))
{
return;
if(ai_CanIAttack(oCreature) && ai_GetIsInCombat(oCreature))
{
ai_DoMonsterCombatRound(oCreature);
return;
}
if(ai_CheckForCombat(oCreature, TRUE)) return;
}
}
int nSel;
if (iAggPursue)
{
nSel = 0xffff;
}
else
// Anything below blocking us is a door.
if(nObjectType != OBJECT_TYPE_DOOR) return;
// Only open the door if the player has turned door opening on.
if(!GetLocalInt(GetModule(), AI_RULE_OPEN_DOORS)) return;
//if(GetLockKeyTag(oObject) != "") return;
else if(GetIsDoorActionPossible(oObject, DOOR_ACTION_OPEN) &&
GetAbilityScore(oCreature, ABILITY_INTELLIGENCE) >= 5)
{
nSel = GetMonsterOptions(HENCH_MONAI_UNLOCK | HENCH_MONAI_OPEN);
if(AI_DEBUG) ai_Debug("nw_c2_defaulte", "33", GetName(oCreature) + " is opening " + GetName(oObject));
DoDoorAction(oObject, DOOR_ACTION_OPEN);
return;
}
if((HENCH_MONAI_OPEN & nSel) && GetIsDoorActionPossible(oDoor, DOOR_ACTION_OPEN) &&
GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 7 &&
GetCreatureUseItems(OBJECT_SELF))
// If we are in combat we should ignore doors that do not easily open.
if(GetIsDoorActionPossible(oObject, DOOR_ACTION_BASH) &&
ai_GetWeaponDamage(oCreature, 3, TRUE) > GetHardness(oObject) &&
GetLockKeyTag(oObject) == "")
{
DoDoorAction(oDoor, DOOR_ACTION_OPEN);
if (!iAggPursue)
{
SetLocalInt(OBJECT_SELF,"OpenedDoor", TRUE);
}
}
else if ((HENCH_MONAI_UNLOCK & nSel) && GetIsDoorActionPossible(oDoor, DOOR_ACTION_UNLOCK))
{
DoDoorAction(oDoor, DOOR_ACTION_UNLOCK);
}
else if((HENCH_MONAI_UNLOCK & nSel) && GetIsDoorActionPossible(oDoor, DOOR_ACTION_BASH))
{
DoDoorAction(oDoor, DOOR_ACTION_BASH);
ActionWait(1.0);
ActionAttack(oObject);
// Give them 3 rounds to break through a door.
DelayCommand(18.0, ai_ClearCreatureActions(TRUE));
return;
}
}