Added PEPS AI. Updated module name. Set all henchmen to have a random race &/or class based name using a custom version of Markshire's Nomeclature scripts, as well as appearance. Set Constructs, Undead, Outsiders & Elementals to not require food or drink. Full compile.
160 lines
8.6 KiB
Plaintext
160 lines
8.6 KiB
Plaintext
/*////////////////////////////////////////////////////////////////////////////////////////////////////
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// Script Name: ai_a_atk_warrior
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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ai script for associates to the nearest casting creatures.
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OBJECT_SELF is the creature running the ai.
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Our actions.
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1 - Get nearest enemy.
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2 - Check for healing and curing first.
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3 - Check moral if wounded and this is a simple+ battle.
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4 - Check for a magical ranged attack if not in melee and a difficult+ battle.
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5 - Check for a buff or summons if this is a difficult+ battle.
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6 - Check for a Class ability and an offensive spell if this is a simple+ battle.
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7 - Check for a physical attack.
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*/////////////////////////////////////////////////////////////////////////////////////////////////////
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// Programmer: Philos
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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#include "0i_actions"
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void main()
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{
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object oCreature = OBJECT_SELF;
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// Get the number of enemies that we are in melee combat with.
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int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
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//*************************** HEALING & CURES ****************************
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if(ai_TryHealingTalent(oCreature, nInMelee)) return;
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if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
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int nDifficulty = ai_GetDifficulty(oCreature);
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int nMaxLevel;
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// Check for moral and get the maximum spell level we should use.
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if(nDifficulty >= AI_COMBAT_EFFORTLESS)
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{
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if(nInMelee && ai_MoralCheck(oCreature)) return;
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nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty);
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}
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// Skill, Class, Offensive AOE's, and Defensive talents.
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if(nDifficulty >= AI_COMBAT_MODERATE)
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{
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// *************************** SPELL TALENTS ***************************
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// ******************* OFFENSIVE AOE TALENTS ***********************
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// Check the battlefield for a group of enemies to shoot a big spell at!
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// We are checking here since these opportunities are rare and we need
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// to take advantage of them as often as possible.
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if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
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{
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if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
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if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
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}
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if(!ai_GetMagicMode(oCreature, AI_MAGIC_OFFENSIVE_CASTING))
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{
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// ********** PROTECTION/ENHANCEMENT/SUMMON TALENTS ************
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// Does our master want to be buffed first?
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object oTarget = OBJECT_INVALID;
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if(ai_GetMagicMode(oCreature, AI_MAGIC_BUFF_MASTER)) oTarget = GetMaster(oCreature);
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if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, 0, oTarget)) return;
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if(ai_TryDivineShieldFeat(oCreature, nInMelee)) return;
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if(ai_TryDivineMightFeat(oCreature, nInMelee)) return;
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}
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//************************** SKILL FEATURES **************************
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if(ai_TryAnimalEmpathy(oCreature)) return;
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// ************************** CLASS FEATURES ***************************
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if(ai_TryBarbarianRageFeat(oCreature)) return;
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if(ai_TryBardSongFeat(oCreature)) return;
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if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
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if(ai_TrySummonFamiliarTalent(oCreature)) return;
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}
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// Class and Offensive single target talents.
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if(nDifficulty >= AI_COMBAT_EFFORTLESS)
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{
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// ************************** CLASS FEATURES ***************************
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if(ai_TryTurningTalent(oCreature)) return;
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// *************************** SPELL TALENTS ***************************
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if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
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{
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if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
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if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
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}
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}
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// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
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object oTarget;
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int bAlwaysAtk = !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK);
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if(AI_DEBUG) ai_Debug("0i_actions", "496", "Check for ranged attack on nearest casting enemy!");
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// ************************** Ranged feat attacks **************************
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if(!GetHasFeatEffect(FEAT_BARBARIAN_RAGE, oCreature) &&
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!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) &&
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ai_CanIUseRangedWeapon(oCreature, nInMelee))
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{
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if(ai_HasRangedWeaponWithAmmo(oCreature))
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{
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if(ai_TryRangedSneakAttack(oCreature, nInMelee)) return;
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// Lets pick off the nearest targets first.
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if(!nInMelee)
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{
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if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
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if(oTarget == OBJECT_INVALID) ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_WARRIOR);
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(oCreature);
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}
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else
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{
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if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE);
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if(oTarget == OBJECT_INVALID) ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_WARRIOR, AI_RANGE_MELEE);
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(oCreature, AI_RANGE_MELEE);
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}
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if(oTarget != OBJECT_INVALID)
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{
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if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return;
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if(AI_DEBUG) ai_Debug("0i_actions", "519", "Do ranged attack against nearest: " + GetName(oTarget) + "!");
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ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
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return;
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}
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else
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{
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ai_SearchForHiddenCreature(oCreature, TRUE);
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return;
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}
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}
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else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
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}
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if(AI_DEBUG) ai_Debug("ai_a_atk_warrior", "119", "Check for melee attack on nearest enemy!");
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// ************************** Melee feat attacks *************************
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if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
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if(ai_TryWhirlwindFeat(oCreature)) return;
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if(ai_TrySneakAttack(oCreature, nInMelee, bAlwaysAtk)) return;
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if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_PERCEPTION, bAlwaysAtk);
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if(oTarget == OBJECT_INVALID)
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{
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object oPCTarget = GetLocalObject(oCreature, AI_PC_LOCKED_TARGET);
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if(oPCTarget == OBJECT_INVALID)
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{
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// Are we in melee? If so try to get the nearest enemy in melee.
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if(nInMelee > 0)
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{
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oTarget = ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_WARRIOR, AI_RANGE_MELEE, AI_ENEMY, bAlwaysAtk);
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// If we didn't get a target then get any target within range.
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE, AI_ENEMY, bAlwaysAtk);
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}
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// If not then lets go find someone to attack!
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else
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{
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// Get the nearest enemy.
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oTarget = ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_WARRIOR, AI_RANGE_PERCEPTION, AI_ENEMY, bAlwaysAtk);
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// If we didn't get a target then get any target within range.
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_PERCEPTION, AI_ENEMY, bAlwaysAtk);
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}
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}
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}
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// We might not have a target this is fine as sometimes we don't want to attack!
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if(AI_DEBUG) ai_Debug("ai_a_atk_warrior", "149", GetName(oTarget) + " is the nearest target for melee combat!");
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// If we don't find a target then we don't want to fight anyone!
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if(oTarget != OBJECT_INVALID)
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{
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if(ai_TryMeleeTalents(oCreature, oTarget)) return;
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if(AI_DEBUG) ai_Debug("ai_a_atk_warrior", "154", "Do melee attack against (caster/nearest): " + GetName(oTarget) + "!");
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ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
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}
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else ai_SearchForHiddenCreature(oCreature, TRUE);
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}
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