MMD_PRC8/_module/nss/ai_a_atk_warrior.nss
Jaysyn904 d77404f157 2025/07/15 Update
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.
2025-07-15 22:19:46 -04:00

160 lines
8.6 KiB
Plaintext

/*////////////////////////////////////////////////////////////////////////////////////////////////////
// Script Name: ai_a_atk_warrior
//////////////////////////////////////////////////////////////////////////////////////////////////////
ai script for associates to the nearest casting creatures.
OBJECT_SELF is the creature running the ai.
Our actions.
1 - Get nearest enemy.
2 - Check for healing and curing first.
3 - Check moral if wounded and this is a simple+ battle.
4 - Check for a magical ranged attack if not in melee and a difficult+ battle.
5 - Check for a buff or summons if this is a difficult+ battle.
6 - Check for a Class ability and an offensive spell if this is a simple+ battle.
7 - Check for a physical attack.
*/////////////////////////////////////////////////////////////////////////////////////////////////////
// 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 ***************************
// ******************* OFFENSIVE AOE TALENTS ***********************
// Check the battlefield for a group of enemies to shoot a big spell at!
// We are checking here since these opportunities are rare and we need
// to take advantage of them as often as possible.
if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
{
if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
}
if(!ai_GetMagicMode(oCreature, AI_MAGIC_OFFENSIVE_CASTING))
{
// ********** PROTECTION/ENHANCEMENT/SUMMON TALENTS ************
// Does our master want to be buffed first?
object oTarget = OBJECT_INVALID;
if(ai_GetMagicMode(oCreature, AI_MAGIC_BUFF_MASTER)) oTarget = GetMaster(oCreature);
if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, 0, oTarget)) return;
if(ai_TryDivineShieldFeat(oCreature, nInMelee)) return;
if(ai_TryDivineMightFeat(oCreature, nInMelee)) 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)
{
// ************************** 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;
int bAlwaysAtk = !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK);
if(AI_DEBUG) ai_Debug("0i_actions", "496", "Check for ranged attack on nearest casting enemy!");
// ************************** Ranged feat attacks **************************
if(!GetHasFeatEffect(FEAT_BARBARIAN_RAGE, oCreature) &&
!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) &&
ai_CanIUseRangedWeapon(oCreature, nInMelee))
{
if(ai_HasRangedWeaponWithAmmo(oCreature))
{
if(ai_TryRangedSneakAttack(oCreature, nInMelee)) return;
// Lets pick off the nearest targets first.
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) ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_WARRIOR);
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) ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_WARRIOR, 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;
if(AI_DEBUG) ai_Debug("0i_actions", "519", "Do ranged attack against nearest: " + GetName(oTarget) + "!");
ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
return;
}
else
{
ai_SearchForHiddenCreature(oCreature, TRUE);
return;
}
}
else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
}
if(AI_DEBUG) ai_Debug("ai_a_atk_warrior", "119", "Check for melee attack on nearest enemy!");
// ************************** Melee feat attacks *************************
if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
if(ai_TryWhirlwindFeat(oCreature)) return;
if(ai_TrySneakAttack(oCreature, nInMelee, bAlwaysAtk)) return;
if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_PERCEPTION, bAlwaysAtk);
if(oTarget == OBJECT_INVALID)
{
object oPCTarget = GetLocalObject(oCreature, AI_PC_LOCKED_TARGET);
if(oPCTarget == OBJECT_INVALID)
{
// Are we in melee? If so try to get the nearest enemy in melee.
if(nInMelee > 0)
{
oTarget = ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_WARRIOR, AI_RANGE_MELEE, AI_ENEMY, bAlwaysAtk);
// If we didn't get a target then get any target within range.
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE, AI_ENEMY, bAlwaysAtk);
}
// If not then lets go find someone to attack!
else
{
// Get the nearest enemy.
oTarget = ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_WARRIOR, AI_RANGE_PERCEPTION, AI_ENEMY, bAlwaysAtk);
// If we didn't get a target then get any target within range.
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_PERCEPTION, AI_ENEMY, bAlwaysAtk);
}
}
}
// We might not have a target this is fine as sometimes we don't want to attack!
if(AI_DEBUG) ai_Debug("ai_a_atk_warrior", "149", GetName(oTarget) + " is the nearest target for melee combat!");
// If we don't find a target then we don't want to fight anyone!
if(oTarget != OBJECT_INVALID)
{
if(ai_TryMeleeTalents(oCreature, oTarget)) return;
if(AI_DEBUG) ai_Debug("ai_a_atk_warrior", "154", "Do melee attack against (caster/nearest): " + GetName(oTarget) + "!");
ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
}
else ai_SearchForHiddenCreature(oCreature, TRUE);
}