/*//////////////////////////////////////////////////////////////////////////////////////////////////// // Script Name: ai_a_ranged ////////////////////////////////////////////////////////////////////////////////////////////////////// ai script for associates to use the ranged ai. OBJECT_SELF is the creature running the ai. Will attempt to use ranged weapons until surrounded. *///////////////////////////////////////////////////////////////////////////////////////////////////// // 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; int nDifficulty = ai_GetDifficulty(oCreature); int nMaxLevel; // Check for moral and get the maximum spell level we should use. if(nDifficulty >= AI_COMBAT_EFFORTLESS) { if(nInMelee && ai_MoralCheck(oCreature)) return; nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty); } // Skill, Class, Offensive AOE's, and Defensive talents. if(nDifficulty >= AI_COMBAT_MODERATE) { //************************** SKILL FEATURES ************************** if(ai_TryAnimalEmpathy(oCreature)) return; // ************************** CLASS FEATURES *************************** // Turning is basically a powerful AOE so treat it like one. if(ai_TryTurningTalent(oCreature)) return; if(ai_TryBarbarianRageFeat(oCreature)) return; if(ai_TryBardSongFeat(oCreature)) return; if(ai_TrySummonAnimalCompanionTalent(oCreature)) return; if(ai_TrySummonFamiliarTalent(oCreature)) return; // *************************** SPELL TALENTS *************************** if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) return; } // Class and Offensive single target talents. if(nDifficulty >= AI_COMBAT_EFFORTLESS) { // ************************** CLASS FEATURES *************************** if(ai_TryTurningTalent(oCreature)) return; // *************************** SPELL TALENTS *************************** if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING)) { 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. object oTarget; // ************************** Ranged feat attacks ************************** if(!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED)) { if(!GetHasFeatEffect(FEAT_BARBARIAN_RAGE, oCreature) && nInMelee < 3) { if(ai_HasRangedWeaponWithAmmo(oCreature)) { // Lets defend master, nearest favored enemy, ranged, sneak, weakest targets. if(!nInMelee) { if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature); if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature); if(oTarget == OBJECT_INVALID) oTarget == ai_GetRangedTarget(oCreature); if(oTarget == OBJECT_INVALID && ai_TryRangedSneakAttack(oCreature, nInMelee)) return; if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(oCreature); } else { if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature); if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE); if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(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, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE); return; } } else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return; } } // ************************** Melee feat attacks ************************* object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST); if(nInMelee) { oTarget = ai_GetEnemyAttackingMe(oCreature); if(oTarget != OBJECT_INVALID) { if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return; if(ai_TrySneakAttack(oCreature, nInMelee)) return; if(ai_TryWhirlwindFeat(oCreature)) return; if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature); if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature); 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); return; } } } if(oNearestEnemy != OBJECT_INVALID) { float fDistance = GetDistanceBetween(oCreature, oNearestEnemy); float fRange = AI_RANGE_LONG; if(GetIsAreaInterior(GetArea(oCreature))) fRange = AI_RANGE_CLOSE; if(GetHasFeat(FEAT_SNEAK_ATTACK, oCreature)) fRange = AI_RANGE_CLOSE; if(fDistance < fRange) { int bRun = ai_CanIMoveInCombat(oCreature); ActionMoveAwayFromObject(oNearestEnemy, bRun, fRange - fDistance + 2.0); } } else ai_SearchForHiddenCreature(oCreature, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE); }