/*////////////////////////////////////////////////////////////////////////////// Script: nw_c2_default2 Programmer: Philos //////////////////////////////////////////////////////////////////////////////// Monster OnPerception script when not in combat; There are 4 types of perception - Heard, Inaudible, Seen, Vanished. Only one type will ever be true in an event trigger. The order of trigger is Heard/Seen and Inaudible/Vanished. There are two states of percepion Heard and Seen. These states can be set at the same time thus a heard event can see the creature. Fires when ever one of these states changes from TRUE to FALSE or FALSE to TRUE. */////////////////////////////////////////////////////////////////////////////// #include "0i_associates" void main() { // * if not runnning normal or better AI then exit for performance reasons //if (GetAILevel() == AI_LEVEL_VERY_LOW) return; object oCreature = OBJECT_SELF; ExecuteScript("prc_npc_percep", OBJECT_SELF); if(AI_DEBUG) ai_Debug("nw_c2_default2", "19", "AI_ONSPAWN_EVENT: " + IntToString(GetLocalInt(oCreature, AI_ONSPAWN_EVENT))); if(!GetLocalInt(oCreature, AI_ONSPAWN_EVENT)) return; if(GetLastPerceptionSeen()) { if(AI_DEBUG) ai_Debug("nw_c2_default2", "22", GetName(oCreature) + " sees " + GetName(GetLastPerceived()) + " Distance: " + FloatToString(GetDistanceBetween(GetLastPerceived(), oCreature), 0, 2) + "."); } if(GetLastPerceptionHeard()) { if(AI_DEBUG) ai_Debug("nw_c2_default2", "28", GetName(oCreature) + " heard " + GetName(GetLastPerceived()) + " Distance: " + FloatToString(GetDistanceBetween(GetLastPerceived(), oCreature), 0, 2) + "."); } if(GetLastPerceptionVanished ()) { if(AI_DEBUG) ai_Debug("nw_c2_default2", "34", GetName(oCreature) + " lost sight of " + GetName(GetLastPerceived ()) + "."); } // We do nothing on Inaudibles so drop out early! if(GetLastPerceptionInaudible()) { if(AI_DEBUG) ai_Debug("nw_c2_default2", "41", GetName(oCreature) + " lost sound of " + GetName(GetLastPerceived()) + "."); return; } object oLastPerceived = GetLastPerceived(); if(AI_DEBUG) ai_Debug("nw_c2_default2", "45", "Dead? " + IntToString(GetIsDead(oLastPerceived)) + " Enemy? " + IntToString(GetIsEnemy(oLastPerceived, oCreature))); if(ai_Disabled(oCreature)) return; if(GetIsDead(oLastPerceived)) return; int bSeen = GetLastPerceptionSeen(); // This will cause all NPC's to speak their one-liner conversation // on perception even if they are already in combat. if(GetIsPC(oLastPerceived) && bSeen) { if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION)) { SpeakOneLinerConversation(); } } if(GetIsEnemy(oLastPerceived, oCreature)) { // ************************** ENEMY SEEN ******************************* if(bSeen) { // If the creature we are perceiving was our invisible creature then // remove that they are invisible. if(oLastPerceived == GetLocalObject(oCreature, AI_IS_INVISIBLE)) { DeleteLocalObject(oCreature, AI_IS_INVISIBLE); } ai_MonsterEvaluateNewThreat(oCreature, oLastPerceived, AI_I_SEE_AN_ENEMY); } // ************************** ENEMY HEARD ****************************** else if(GetLastPerceptionHeard()) { ai_MonsterEvaluateNewThreat(oCreature, oLastPerceived, AI_I_HEARD_AN_ENEMY); } // ************************** ENEMY VANISHED *************************** else if(GetLastPerceptionVanished()) { // Lets keep a mental note of the invisible creature. SetLocalObject(oCreature, AI_IS_INVISIBLE, oLastPerceived); if(AI_DEBUG) ai_Debug("0e_c2_2_percept", "82", " We saw " + GetName(oLastPerceived) + " disappear!"); if(ai_GetIsBusy(oCreature)) return; // If in combat check to see if our target disappeared. // If they have and we are not in melee with them then reevaluate combat // since we lost our target. if(ai_GetIsInCombat(oCreature)) { if(AI_DEBUG) ai_Debug("nw_c2_default2", "89", "Is this our target? " + IntToString(ai_GetAttackedTarget(oCreature, TRUE, TRUE) == oLastPerceived)); if(ai_GetAttackedTarget(oCreature, TRUE, TRUE) == oLastPerceived) { ai_DoMonsterCombatRound(oCreature); } } // We are not in combat so lets move to that location and check it out. else ActionMoveToLocation(GetLocation(oLastPerceived), TRUE); // we use to move to the object but thats a bit creepy! //else ActionMoveToObject(oLastPerceived, TRUE, AI_RANGE_CLOSE); } // ************************ ENEMY INAUDIBLE***************************** // Not used. } else { // ************************ NON_ENEMY SEEN ***************************** if(bSeen) { if(ai_GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) ai_DetermineSpecialBehavior(oCreature); else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(oLastPerceived)) { ActionStartConversation(oCreature); } } } if(!IsInConversation(oCreature)) { if(GetIsPostOrWalking()) { WalkWayPoints(); } else if(GetIsPC(oLastPerceived) && (GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN) || GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) || GetIsEncounterCreature())) { SetAnimationCondition(NW_ANIM_FLAG_IS_ACTIVE); } } // Send the user-defined event if appropriate if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && bSeen) { SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_PERCEIVE)); } }