MMD_PRC8/_module/nss/ai_coward.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

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/*//////////////////////////////////////////////////////////////////////////////
Script Name: ai_coward
////////////////////////////////////////////////////////////////////////////////
ai script for cowardly creatures (Any) used when they fail a moral check or
when associates are to remain out of 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 us.
int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST);
// If we have been healed up then get back in there!
if(ai_GetPercHPLoss(oCreature) > AI_HEALTH_WOUNDED)
{
string sDefaultCombatScript = GetLocalString(oCreature, AI_DEFAULT_SCRIPT);
SetLocalString(oCreature, AI_COMBAT_SCRIPT, sDefaultCombatScript);
ExecuteScript(sDefaultCombatScript, oCreature);
return;
}
// In Melee combat!
if(nInMelee)
{
if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
if(ai_TryImprovedExpertiseFeat(oCreature)) return;
if(ai_TryExpertiseFeat(oCreature)) return;
// Lets get the strongest melee opponent in melee with us.
object oTarget = ai_GetHighestCRTargetForMeleeCombat(oCreature, nInMelee);
if(oTarget == OBJECT_INVALID) oTarget = oNearestEnemy;
// Use knockdown when appropriate and the target is not immune.
if(ai_TryKnockdownFeat(oCreature, oTarget)) return;
if (ai_TryParry(oCreature)) return;
// We have tried everything to protect ourselves so the only thing left
// to do is man up and attack!
// Physical attacks are under TALENT_CATEGORY_HARMFUL_MELEE(22).
ai_DoPhysicalAttackOnNearest(oCreature, nInMelee);
return;
}
else
{
// If can turn invisible then we should probably do that!
if(ai_UseTalent(oCreature, SPELL_IMPROVED_INVISIBILITY, oCreature)) return;
if(ai_UseTalent(oCreature, SPELL_INVISIBILITY, oCreature)) return;
if(ai_UseTalent(oCreature, SPELL_INVISIBILITY_SPHERE, oCreature)) return;
if(ai_UseTalent(oCreature, SPELL_SANCTUARY, oCreature)) return;
if(ai_UseTalent(oCreature, SPELL_ETHEREALNESS, oCreature)) return; // Greater Sanctuary
if(ai_UseTalent(oCreature, SPELLABILITY_AS_IMPROVED_INVISIBLITY, oCreature)) return;
if(ai_UseTalent(oCreature, SPELLABILITY_AS_INVISIBILITY, oCreature)) return;
// If we are seen by the enemy we need to move back so we can hide.
int nEnemyIndex = ai_GetNearestIndexThatSeesUs(oCreature);
if(nEnemyIndex)
{
// Check for an attacker and can they see through invisibility?
object oAttacker = ai_GetEnemyAttackingMe(oCreature);
int bCanSeeInvisible;
if(oAttacker != OBJECT_INVALID)
{
bCanSeeInvisible = ai_GetHasEffectType(oAttacker, EFFECT_TYPE_SEEINVISIBLE);
if(!bCanSeeInvisible) bCanSeeInvisible = ai_GetHasEffectType(oAttacker, EFFECT_TYPE_TRUESEEING);
if(!bCanSeeInvisible) bCanSeeInvisible = GetHasFeat(FEAT_BLINDSIGHT_5_FEET, oCreature);
if(!bCanSeeInvisible) bCanSeeInvisible = GetHasFeat(FEAT_BLINDSIGHT_10_FEET, oCreature);
if(!bCanSeeInvisible) bCanSeeInvisible = GetHasFeat(FEAT_BLINDSIGHT_60_FEET, oCreature);
}
if(!bCanSeeInvisible)
{
if(GetHasFeat(FEAT_HIDE_IN_PLAIN_SIGHT, oCreature))
{
if(!GetActionMode(oCreature, ACTION_MODE_STEALTH))
{
if(AI_DEBUG) ai_Debug("ai_coward", "74", GetName(oCreature) + " is using hide in plain sight!");
ClearAllActions(TRUE);
SetActionMode(oCreature, ACTION_MODE_STEALTH, TRUE);
return;
}
}
// Does not have hide in plain sight.
else
{
string sEnemyIndex = IntToString(nEnemyIndex);
float fEnemyDistance = GetLocalFloat(oCreature, AI_ENEMY_RANGE + sEnemyIndex);
if(AI_DEBUG) ai_Debug("ai_coward", "85", "fDistance: " + FloatToString(fEnemyDistance, 0, 2));
if(fEnemyDistance >= AI_RANGE_CLOSE)
{
int bTried = GetLocalInt(oCreature, AI_TRIED_TO_HIDE);
if(!bTried)
{
// Move away so we can hide.
if(AI_DEBUG) ai_Debug("ai_coward", "93", GetName(oCreature) + " is trying to move away to hide!");
SetActionMode(oCreature, ACTION_MODE_STEALTH, FALSE);
object oEnemy = GetLocalObject(oCreature, AI_ENEMY + sEnemyIndex);
ActionMoveAwayFromObject(oEnemy, TRUE, AI_RANGE_BATTLEFIELD);
SetLocalInt(oCreature, AI_TRIED_TO_HIDE, 3);
return;
}
else SetLocalInt(oCreature, AI_TRIED_TO_HIDE, GetLocalInt(oCreature, AI_TRIED_TO_HIDE) - 1);
}
// We have been seen by an enemy near us so drop stealth.
else SetActionMode(oCreature, ACTION_MODE_STEALTH, FALSE);
}
}
// The enemy can see through stealth so lets drop it.
else SetActionMode(oCreature, ACTION_MODE_STEALTH, FALSE);
}
// We are not in stealth mode so lets get there.
else if(!GetActionMode(oCreature, ACTION_MODE_STEALTH))
{
// Use any hiding talents we have
if(AI_DEBUG) ai_Debug("ai_coward", "113", GetName(oCreature) + " is trying to hide!");
SetActionMode(oCreature, ACTION_MODE_STEALTH, TRUE);
SetLocalInt(oCreature, AI_TRIED_TO_HIDE, 3);
return;
}
}
// Either we cannot go into stealth or we are in stealth so do something else.
//************************* OUT OF MELEE COMBAT **************************
//*************************** HEALING & CURES ****************************
if(ai_TryHealingTalent(oCreature, 0, oCreature)) return;
if(ai_TryCureConditionTalent(oCreature, 0)) return;
int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature);
//************************** DEFENSIVE TALENTS ***************************
if(GetLocalInt(GetModule(), AI_RULE_SUMMON_COMPANIONS))
{
if(ai_TrySummonFamiliarTalent(oCreature)) return;
if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
}
if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel)) return;
// Stand and watch the battle we don't want to provoke anyone!
if(AI_DEBUG) ai_Debug("ai_coward", "132", GetName(oCreature) + " is holding here.");
}