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.
130 lines
6.3 KiB
Plaintext
130 lines
6.3 KiB
Plaintext
/*////////////////////////////////////////////////////////////////////////////////////////////////////
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// Script Name: ai_a_ranged
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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ai script for associates to use the ranged ai.
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OBJECT_SELF is the creature running the ai.
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Will attempt to use ranged weapons until surrounded.
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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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//************************** SKILL FEATURES **************************
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if(ai_TryAnimalEmpathy(oCreature)) return;
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// ************************** CLASS FEATURES ***************************
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// Turning is basically a powerful AOE so treat it like one.
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if(ai_TryTurningTalent(oCreature)) return;
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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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// *************************** SPELL TALENTS ***************************
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if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) 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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// ************************** Ranged feat attacks **************************
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if(!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED))
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{
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if(!GetHasFeatEffect(FEAT_BARBARIAN_RAGE, oCreature) &&
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nInMelee < 3)
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{
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if(ai_HasRangedWeaponWithAmmo(oCreature))
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{
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// Lets defend master, nearest favored enemy, ranged, sneak, weakest targets.
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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) oTarget == ai_GetRangedTarget(oCreature);
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if(oTarget == OBJECT_INVALID && ai_TryRangedSneakAttack(oCreature, nInMelee)) return;
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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) 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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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, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE);
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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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}
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// ************************** Melee feat attacks *************************
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object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST);
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if(nInMelee)
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{
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oTarget = ai_GetEnemyAttackingMe(oCreature);
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if(oTarget != OBJECT_INVALID)
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{
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if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
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if(ai_TrySneakAttack(oCreature, nInMelee)) return;
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if(ai_TryWhirlwindFeat(oCreature)) 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);
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee);
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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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ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
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return;
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}
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}
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}
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if(oNearestEnemy != OBJECT_INVALID)
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{
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float fDistance = GetDistanceBetween(oCreature, oNearestEnemy);
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float fRange = AI_RANGE_LONG;
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if(GetIsAreaInterior(GetArea(oCreature))) fRange = AI_RANGE_CLOSE;
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if(GetHasFeat(FEAT_SNEAK_ATTACK, oCreature)) fRange = AI_RANGE_CLOSE;
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if(fDistance < fRange)
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{
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int bRun = ai_CanIMoveInCombat(oCreature);
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ActionMoveAwayFromObject(oNearestEnemy, bRun, fRange - fDistance + 2.0);
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}
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}
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else ai_SearchForHiddenCreature(oCreature, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE);
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}
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