/*//////////////////////////////////////////////////////////////////////////////////////////////////// // Script Name: ai_a_flanker ////////////////////////////////////////////////////////////////////////////////////////////////////// ai script for associates to flank the enemy and not charge into combat. 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; 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) { // *************************** SPELL TALENTS *************************** if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) return; //************************** SKILL FEATURES ************************** if(ai_TryAnimalEmpathy(oCreature)) return; // ************************** CLASS FEATURES *************************** if(ai_TryBarbarianRageFeat(oCreature)) return; if(ai_TryBardSongFeat(oCreature)) return; if(ai_TrySummonAnimalCompanionTalent(oCreature)) return; if(ai_TrySummonFamiliarTalent(oCreature)) return; } // Class and Offensive single target talents. if(nDifficulty >= AI_COMBAT_EFFORTLESS) { // *************************** 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; oTarget = GetLocalObject(oCreature, AI_PC_LOCKED_TARGET); // ************************** Melee feat attacks ************************* if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature); // Lets get the nearest target that is attacking someone besides me. We want to flank! if(oTarget == OBJECT_INVALID) { if(!nInMelee) oTarget = ai_GetFlankTarget(oCreature); // If there are few enemies then we can safely move around. else if(nInMelee < 3 || ai_CanIMoveInCombat(oCreature)) { oTarget = ai_GetFlankTarget(oCreature, AI_RANGE_MELEE); } // Ok we are in a serious fight so lets not give attack of opportunities. else oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE); } // If there are no enemies being attacked then lets stay back. if(oTarget == OBJECT_INVALID) { if(nInMelee) { if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return; // Lets get the strongest melee opponent in melee with us. object oTarget = ai_GetHighestCRTargetForMeleeCombat(oCreature, nInMelee); if(oTarget != OBJECT_INVALID) { ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget); return; } } // ************************** Ranged feat attacks ************************** else if(!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) && ai_CanIUseRangedWeapon(oCreature, nInMelee)) { if(ai_HasRangedWeaponWithAmmo(oCreature)) { if(ai_TryRangedSneakAttack(oCreature, nInMelee)) return; oTarget = ai_GetLowestCRTarget(oCreature); if(oTarget != OBJECT_INVALID) { if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return; ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE); return; } } else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return; else { ai_SearchForHiddenCreature(oCreature, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE); return; } } } if(oTarget != OBJECT_INVALID) { if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return; if(ai_TryMeleeTalents(oCreature, oTarget)) return; ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget); return; } // Are we too far from our master? object oMaster = GetMaster(); if(GetDistanceBetween(oMaster, oCreature) > AI_RANGE_LONG) { ActionMoveToObject(oMaster, TRUE, AI_RANGE_CLOSE); return; } ai_SearchForHiddenCreature(oCreature, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE); }