//:://///////////////////////////////////////////// //:: Custom Beholder AI //:: x2_ai_behold //:: Copyright (c) 2003 Bioware Corp. //::////////////////////////////////////////////// /* This is the Hordes of the Underdark campaign Mini AI run on the beholders. It does not use any spells assigned to the beholder, if you want to make a custom beholder you need to deactivate this AI by removing the approriate variable from your beholder creature in the toolset Short overview: Beholder will always use its eyes, unless a) If threatened in melee, it will try to move away or float away to the nearest waypoint tagged X2_WP_BEHOLDER_TUNNEL b) If threatened in melee and below 1/5 hp it will always try to float b) If affected by antimagic itself, it melee attack c) If target is affected by petrification, it will melee attack Logic for eye ray usage are in the appropriate spellscripts setting X2_BEHOLDER_AI_NOJUMP to 1 will prevent the beholders from jumping, even if there are jump points nearby */ //::////////////////////////////////////////////// //:: Created By: Georg Zoeller //:: Created On: 2003-08-21 //::////////////////////////////////////////////// #include "x2_inc_behai" void BehClearFleeState() { DeleteLocalInt(OBJECT_SELF,"X2_BEHOLDER_AI_FLEEING"); } void BehClearState() { ClearAllActions(); } // leviate (jump) either closer to or away from oTargetFrom int TryToLevitateAway(object oTargetFrom, int bCloseIn = FALSE) { if (GetLocalInt(OBJECT_SELF,"X2_BEHOLDER_AI_NOJUMP")) { return FALSE; } object oExit; if (bCloseIn) { oExit = GetNearestObjectByTag("X2_WP_BEHOLDER_TUNNEL",oTargetFrom); } else { oExit = GetNearestObjectByTag("X2_WP_BEHOLDER_TUNNEL"); } if (!GetIsObjectValid(oExit)) { return FALSE; } float fDist = GetDistanceBetween(oExit,oTargetFrom); int bJump; if (bCloseIn) { if ((fDist >= 8.0f) && (fDist <= 20.0f)) { bJump = TRUE; } } else { if ((fDist >= 10.0f) && (fDist <= 40.0f)) { bJump = TRUE; } } if (!bJump) { if (bCloseIn) { oExit = GetNearestObjectByTag("X2_WP_BEHOLDER_TUNNEL",oTargetFrom,2); } else { oExit = GetNearestObjectByTag("X2_WP_BEHOLDER_TUNNEL",OBJECT_SELF,2); } if (!GetIsObjectValid(oExit)) { return FALSE; } else { fDist = GetDistanceBetween(oExit,oTargetFrom); if (bCloseIn) { if ((fDist >= 6.0f) && (fDist <= 15.0f)) { bJump = TRUE; } } else { if ((fDist >= 8.0f) && (fDist <= 50.0f)) { bJump = TRUE; } } } } if (bJump) { if (!GetIsDead(OBJECT_SELF)) { int bImmortal = GetImmortal(OBJECT_SELF); int nAni = GetLocalInt(oExit,"X2_L_BEH_USE_ANI"); if (nAni ==0) { nAni = 1; } effect eAppear = EffectDisappearAppear(GetLocation(oExit), nAni) ; eAppear = SupernaturalEffect(eAppear); object oSelf = OBJECT_SELF; ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eAppear,oSelf,4.0f); // make the beholder enter combat again DelayCommand(4.1f, ActionCastSpellAtObject(736,oTargetFrom,METAMAGIC_ANY,TRUE,0,PROJECTILE_PATH_TYPE_DEFAULT,TRUE)); } return TRUE; } else { return FALSE; } return TRUE; } const int BEHOLDER_TACTIC_ATTACK = 0; const int BEHOLDER_TACTIC_FLEE = 1; const int BEHOLDER_TACTIC_LEVITATE_AWAY = 2; const int BEHOLDER_TACTIC_LEVITATE_CLOSE = 3; const int BEHOLDER_TACTIC_DO_NOTHING = 5; // returns AI tactic for this round int GetBeholderTactic(object oTarget, int bStartOfRound) { int nRet = BEHOLDER_TACTIC_ATTACK; int nCurHP = GetCurrentHitPoints(OBJECT_SELF); int nMaxHP = GetMaxHitPoints(OBJECT_SELF); if (GetIsMeleeAttacker(oTarget)) { // some attack randomization if (nCurHP < nMaxHP / 3) { nRet = BEHOLDER_TACTIC_LEVITATE_AWAY; } else if (nCurHP < nMaxHP / 2) { nRet = BEHOLDER_TACTIC_FLEE; } } else if ((GetDistanceBetween(oTarget, OBJECT_SELF) > 25.0) && (nCurHP > nMaxHP / 2)) { nRet = BEHOLDER_TACTIC_LEVITATE_CLOSE; } if(GetIsRangedAttacker(oTarget) && (nCurHP < nMaxHP / 3)) { if (d2()==1) { nRet = BEHOLDER_TACTIC_LEVITATE_AWAY; } else { nRet = BEHOLDER_TACTIC_FLEE; } } if (!bStartOfRound) { if (nRet == BEHOLDER_TACTIC_LEVITATE_AWAY) { nRet = BEHOLDER_TACTIC_FLEE; } else if (nRet == BEHOLDER_TACTIC_LEVITATE_CLOSE) { nRet = BEHOLDER_TACTIC_ATTACK; } } return nRet; } void main() { // Jug_Debug(GetName(OBJECT_SELF) + " run beholder ai script " + IntToString(GetTimeSecond())); int testBeholderSpellLevel = GetLocalInt(OBJECT_SELF, "beholder_spell_level"); if (!testBeholderSpellLevel) { switch (GetAppearanceType(OBJECT_SELF)) { case APPEARANCE_TYPE_BEHOLDER_MOTHER: SetLocalInt(OBJECT_SELF, "beholder_spell_level", 20); SetLocalInt(OBJECT_SELF, "beholder_rays_per_quad", 6); SetLocalInt(OBJECT_SELF, "beholder_ray_types", BEHOLDER_RAY_TYPES_HIVE_MOTHER); break; case 299 /* Beholder_GZhorb */: SetLocalInt(OBJECT_SELF, "beholder_spell_level", 13); SetLocalInt(OBJECT_SELF, "beholder_rays_per_quad", 3); SetLocalInt(OBJECT_SELF, "beholder_ray_types", BEHOLDER_RAY_TYPES_STANDARD); SetLocalInt(OBJECT_SELF, "beholder_agile_tyrant", TRUE); break; case APPEARANCE_TYPE_BEHOLDER_MAGE: SetLocalInt(OBJECT_SELF, "beholder_spell_level", 13); SetLocalInt(OBJECT_SELF, "beholder_rays_per_quad", 3); SetLocalInt(OBJECT_SELF, "beholder_ray_types", BEHOLDER_RAY_TYPES_BEHOLDER_MAGE); SetLocalInt(OBJECT_SELF, "beholder_main_eye", BEHOLDER_MAIN_EYE_NONE); break; /* Gauth : SetLocalInt(OBJECT_SELF, "beholder_spell_level", 8); SetLocalInt(OBJECT_SELF, "beholder_rays_per_quad", 2); SetLocalInt(OBJECT_SELF, "beholder_ray_types", BEHOLDER_RAY_TYPES_GAUTH); SetLocalInt(OBJECT_SELF, "beholder_main_eye", BEHOLDER_MAIN_EYE_STUN); break; */ /* Eyeball : SetLocalInt(OBJECT_SELF, "beholder_spell_level", 1); SetLocalInt(OBJECT_SELF, "beholder_rays_per_quad", 3); SetLocalInt(OBJECT_SELF, "beholder_ray_types", BEHOLDER_RAY_TYPES_EYEBALL); SetLocalInt(OBJECT_SELF, "beholder_main_eye", BEHOLDER_MAIN_EYE_NONE); SetLocalInt(OBJECT_SELF, "beholder_one_ray", TRUE); break; */ default /* APPEARANCE_TYPE_BEHOLDER */: SetLocalInt(OBJECT_SELF, "beholder_spell_level", 13); SetLocalInt(OBJECT_SELF, "beholder_rays_per_quad", 3); SetLocalInt(OBJECT_SELF, "beholder_ray_types", BEHOLDER_RAY_TYPES_STANDARD); break; } } //The following two lines should not be touched object oIntruder = GetCreatureOverrideAIScriptTarget(); ClearCreatureOverrideAIScriptTarget(); SetCreatureOverrideAIScriptFinished(); /*if (GetLocalString(OBJECT_SELF,"UID") =="") { SetLocalString(OBJECT_SELF,"UID",RandomName()); } string UID = GetLocalString(OBJECT_SELF,"UID"); if (GetLocalInt(GetModule(),"TEST")>0 ) { if (GetLocalInt(GetModule(),"TEST") ==2) { if (!GetLocalInt (OBJECT_SELF,"IN_DEBUG") ==0) { return; } } SetLocalInt(GetModule(),"TEST",2); SpawnScriptDebugger(); SetLocalInt (OBJECT_SELF,"IN_DEBUG",TRUE); } */ // ********************* Start of custom AI script **************************** // Here you can write your own AI to run in place of DetermineCombatRound. // The minimalistic approach would be something like // // TalentFlee(oTarget); // flee on any combat activity if(GetAssociateState(NW_ASC_IS_BUSY)) { return; } if (BashDoorCheck(oIntruder)) {return;} // * BK: stop fighting if something bizarre that shouldn't happen, happens if (bkEvaluationSanityCheck(oIntruder, GetFollowDistance())) { oIntruder = OBJECT_INVALID; } if (!GetIsObjectValid(oIntruder)) { oIntruder = bkAcquireTarget(); } if (!GetIsObjectValid(oIntruder)) { oIntruder = GetNearestSeenOrHeardEnemy(); } if (!GetIsObjectValid(oIntruder)) { oIntruder = GetLastAttacker(); } if (GetIsObjectValid(oIntruder) && GetIsDead(oIntruder)) { DeleteLocalInt(OBJECT_SELF, beholderLastCombatTime); return; } int newCombatRound = CheckIfNewCombatRound(); object oAntiMagicTarget; int combatTactic = GetBeholderTactic(oIntruder, newCombatRound); // Jug_Debug(GetName(OBJECT_SELF) + " combat tactic " + IntToString(combatTactic)); if (newCombatRound) { if (combatTactic == BEHOLDER_TACTIC_LEVITATE_AWAY) { if (TryToLevitateAway(oIntruder)) { return; // nothing more to do // combatTactic = BEHOLDER_TACTIC_DO_NOTHING; } else { combatTactic = BEHOLDER_TACTIC_FLEE; } } else if (combatTactic == BEHOLDER_TACTIC_LEVITATE_CLOSE) { if (TryToLevitateAway(oIntruder, TRUE)) { return; // nothing more to do // combatTactic = BEHOLDER_TACTIC_DO_NOTHING; } else { combatTactic = BEHOLDER_TACTIC_ATTACK; } } oAntiMagicTarget = RunBeholderEyeAttacks(oIntruder, FALSE); } if (__InCombatRound()) { return; } if (GetIsObjectValid(oAntiMagicTarget)) { // Jug_Debug(GetName(OBJECT_SELF) + " beholder eye open attack"); // check for stun since that uses a standard action if (!GetLocalInt(OBJECT_SELF, BEHOLDER_AI_ACTION_IN_ROUND_USED)) { DelayCommand(0.5, ActionAttack(oAntiMagicTarget, GetDistanceToObject(oAntiMagicTarget) >= 5.0)); /* // unable to back away { vector vTarget = GetPosition(oAntiMagicTarget); vector vSource = GetPosition(OBJECT_SELF); vector vDirection = vTarget - vSource; // DelayCommand(0.5, SetFacing(VectorToAngle(vDirection), TRUE)); DelayCommand(0.5, ActionMoveAwayFromObject(oAntiMagicTarget, TRUE, 13.0f)); } */ } combatTactic = BEHOLDER_TACTIC_DO_NOTHING; } else if (GetLocalInt(OBJECT_SELF, BEHOLDER_EYE_IS_OPEN)) { // Jug_Debug(GetName(OBJECT_SELF) + " beholder eye open, do nothing " + GetName(oIntruder)); combatTactic = BEHOLDER_TACTIC_DO_NOTHING; } else if (GetLocalInt(OBJECT_SELF, BEHOLDER_AI_ACTION_IN_ROUND_USED)) { // Jug_Debug(GetName(OBJECT_SELF) + " beholder action used, do nothing " + GetName(oIntruder)); // ClearAllActions(); combatTactic = BEHOLDER_TACTIC_DO_NOTHING; } if (combatTactic == BEHOLDER_TACTIC_DO_NOTHING) { __TurnCombatRoundOn(TRUE); __TurnCombatRoundOn(FALSE); return; } if (combatTactic == BEHOLDER_TACTIC_FLEE) { if (GetDistanceToObject(oIntruder) <= 13.0f) { // Jug_Debug(GetName(OBJECT_SELF) + " beholder move away from " + GetName(oIntruder)); __TurnCombatRoundOn(TRUE); ClearAllActions(); ActionMoveAwayFromObject(oIntruder,TRUE, 13.0f); __TurnCombatRoundOn(FALSE); return; } // make a coward or ambusher? } else { // unmake a coward or ambusher? } // allow default AI to do something SetLocalInt(OBJECT_SELF, "X2_SPECIAL_COMBAT_AI_SCRIPT_OK", FALSE); }