MMD_PRC8/_module/nss/ai_ranger.nss

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/*////////////////////////////////////////////////////////////////////////////////////////////////////
// Script Name: ai_ranger
//////////////////////////////////////////////////////////////////////////////////////////////////////
ai script for creatures using the class Ranger.
Need to add ---> Rangers will take out favored enemies first!
OBJECT_SELF is the creature running the ai.
*/////////////////////////////////////////////////////////////////////////////////////////////////////
// Programmer: Philos
//////////////////////////////////////////////////////////////////////////////////////////////////////
#include "0i_actions"
void main()
{
object oCreature = OBJECT_SELF;
// Get the number of enemies that we are in melee combat with.
int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
//*************************** HEALING & CURES ****************************
if(ai_TryHealingTalent(oCreature, nInMelee)) return;
if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
if(nInMelee && ai_MoralCheck(oCreature)) return;
int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature);
//******************* OFFENSIVE AREA OF EFFECT TALENTS *******************
// Check the battlefield for a group of enemies to shoot a big talent at!
// We are checking here since these opportunities are rare and we need
// to take advantage of them as often as possible.
if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
//**************************** SKILL FEATURES ****************************
if(ai_TryAnimalEmpathy(oCreature)) return;
//**************************** CLASS FEATURES ****************************
if(GetLocalInt(GetModule(), AI_RULE_SUMMON_COMPANIONS) && ai_TrySummonAnimalCompanionTalent(oCreature)) return;
//************************** DEFENSIVE TALENTS ***************************
int nRound = ai_GetCurrentRound(oCreature);
if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, nRound)) return;
//********************** OFFENSIVE TARGETED TALENTS **********************
// Look for a touch attack since we are in melee.
if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
// ************************ RANGED ATTACKS *******************************
object oTarget;
if(ai_CanIUseRangedWeapon(oCreature, nInMelee))
{
if(ai_HasRangedWeaponWithAmmo(oCreature))
{
if(!nInMelee)
{
oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature);
}
else
{
oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE);
}
if(oTarget != OBJECT_INVALID)
{
if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return;
ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
return;
}
else
{
ai_SearchForHiddenCreature(oCreature, TRUE);
return;
}
}
else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
}
// ************************* MELEE ATTACKS *******************************
if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee);
if(oTarget != OBJECT_INVALID)
{
if(ai_TryMeleeTalents(oCreature, oTarget)) return;
ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
}
else ai_SearchForHiddenCreature(oCreature, TRUE);
}