MMD_PRC8/_module/nss/nw_ch_ac1.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

159 lines
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/*//////////////////////////////////////////////////////////////////////////////
Script: nw_ch_ac1
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Associate(Summons, Familiar, Companion) OnHeart beat script when out of combat;
This will usually fire every 6 seconds (1 game round).
*///////////////////////////////////////////////////////////////////////////////
#include "0i_module"
#include "0i_menus"
void ai_ActionFollow(object oCreature, object oTarget)
{
if(GetLocalInt(OBJECT_SELF, AI_CURRENT_ACTION_MODE) == AI_LAST_ACTION_MOVE)
{
float fDistance = GetDistanceBetween(oCreature, oTarget);
float fFollowDistance = ai_GetFollowDistance(oCreature);
if(fDistance > fFollowDistance)
{
if(fDistance > fFollowDistance * 5.0 &&
ai_GetIsInCombat(oCreature)) AssignCommand(oCreature, JumpToObject(oTarget));
else
{
ClearAllActions();
ActionMoveToObject(oTarget, TRUE, fFollowDistance);
}
}
DelayCommand(1.0, ai_ActionFollow(oCreature, oTarget));
}
}
void main()
{
if (GetAILevel(OBJECT_SELF) == AI_LEVEL_VERY_LOW) return;
object oCreature = OBJECT_SELF;
if(AI_DEBUG) ai_Counter_Start();
// We run our OnSpawn in the heartbeat so the creator can use the original
// OnSpawn for their own use.
ai_OnAssociateSpawn(oCreature);
if(AI_DEBUG) ai_Counter_End(GetName(oCreature) + ": Heartbeat, ai_OnAssociateSpawn");
if(AI_DEBUG) ai_Debug("nw_ch_ac1", "37", GetName(oCreature) + " Heartbeat." +
" MODE_FOLLOW: " + IntToString(ai_GetAIMode(oCreature, AI_MODE_FOLLOW)) +
" Action: " + IntToString(GetCurrentAction(oCreature)));
if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature)) return;
if(AI_DEBUG) ai_Counter_End(GetName(oCreature) + ": Heartbeat, ai_GetIsBusy/ai_Disabled");
// If we are an associate and don't have a master then exit.
object oMaster = GetMaster(oCreature);
if(AI_DEBUG) ai_Debug("nw_ch_ac1", "43", "oMaster: " + GetName(oMaster));
if(oMaster == OBJECT_INVALID)
{
if(ai_GetIsInCombat(oCreature))
{
ai_DoAssociateCombatRound(oCreature);
return;
}
ai_CheckForCombat(oCreature, FALSE);
return;
}
// ***** Code for Henchman data and menus *****
if(ai_GetIsCharacter(oMaster))
{
string sAssociateType = ai_GetAssociateType(oMaster, oCreature);
ai_CheckAssociateData(oMaster, oCreature, sAssociateType);
ai_CheckPCStart(oMaster);
if(AI_HENCHMAN_WIDGET)
{
// This keeps widgets from disappearing and reappearing.
int nUiToken = NuiFindWindow(oMaster, sAssociateType + AI_WIDGET_NUI);
if(nUiToken)
{
json jData = NuiGetUserData(oMaster, nUiToken);
object oAssociate = StringToObject(JsonGetString(JsonArrayGet(jData, 0)));
if(oAssociate != oCreature) NuiDestroy(oMaster, nUiToken);
}
else
{
if(!ai_GetWidgetButton(oMaster, BTN_WIDGET_OFF, oCreature, sAssociateType))
{
ai_CreateWidgetNUI(oMaster, oCreature);
}
}
}
if(AI_DEBUG) ai_Counter_End(GetName(oCreature) + ": Heartbeat, Get Associate data/Build widget");
}
// If follow mode we do not want the NPC doing anything but follow.
if(!ai_GetAIMode(oCreature, AI_MODE_FOLLOW))
{
if(ai_GetAIMode(oCreature, AI_MODE_STAND_GROUND))
{
ai_TryHealing(oCreature, oCreature);
return;
}
if(ai_GetIsInCombat(oCreature))
{
ai_DoAssociateCombatRound(oCreature);
return;
}
if(ai_CheckForCombat(oCreature, FALSE)) return;
if(AI_DEBUG) ai_Counter_End(GetName(oCreature) + ": Heartbeat, ai_CheckForCombat");
if(IsInConversation(oCreature)) return;
// In command mode we let the player tell us what to do.
if(!ai_GetAIMode(oCreature, AI_MODE_COMMANDED))
{
if(ai_TryHealing(oCreature, oCreature)) return;
if(AI_DEBUG) ai_Counter_End(GetName(oCreature) + ": Heartbeat: TryHealing");
if(ai_CheckNearbyObjects(oCreature)) return;
if(AI_DEBUG) ai_Counter_End(GetName(oCreature) + ": Heartbeat: CheckNearbyObjects");
if(ai_GetAIMode(oCreature, AI_MODE_SCOUT_AHEAD))
{
ai_ScoutAhead(oCreature);
return;
}
}
}
// Finally we check to make sure we are following our master.
if(GetCurrentAction(oCreature) != ACTION_FOLLOW)
{
//ai_Debug("nw_ch_ac1", "66", "Follow master: " +
// " Stealth: " + IntToString(ai_GetAIMode(oCreature, AI_MODE_AGGRESSIVE_STEALTH)) +
// " Search: " + IntToString(ai_GetAIMode(oCreature, AI_MODE_AGGRESSIVE_SEARCH)));
if(ai_GetAIMode(oCreature, AI_MODE_AGGRESSIVE_STEALTH))
{
if(AI_DEBUG) ai_Debug("nw_ch_ac1", "120", "Going into stealth mode!");
int nStealth = GetSkillRank(SKILL_HIDE, oCreature);
nStealth += GetSkillRank(SKILL_MOVE_SILENTLY, oCreature);
if(nStealth / 2 >= ai_GetCharacterLevels(oCreature))
{
SetActionMode(oCreature, ACTION_MODE_STEALTH, TRUE);
SetActionMode(oCreature, ACTION_MODE_DETECT, FALSE);
}
}
else
{
SetActionMode(oCreature, ACTION_MODE_STEALTH, FALSE);
if(ai_GetAIMode(oCreature, AI_MODE_AGGRESSIVE_SEARCH))
{
if(AI_DEBUG) ai_Debug("nw_ch_ac1", "134", "Going into search mode!");
SetActionMode(oCreature, ACTION_MODE_DETECT, TRUE);
}
else SetActionMode(oCreature, ACTION_MODE_DETECT, FALSE);
}
// Follow master.
if(GetDistanceBetween(oCreature, oMaster) > ai_GetFollowDistance(oCreature))
{
if(!ai_GetAIMode(oCreature, AI_MODE_COMMANDED))
{
object oTarget = GetLocalObject(oCreature, AI_FOLLOW_TARGET);
if(oTarget == OBJECT_INVALID) oTarget = oMaster;
//ActionForceFollowObject(oTarget, ai_GetFollowDistance(oCreature));
//ActionMoveToObject(oTarget, TRUE, ai_GetFollowDistance(oCreature));
SetLocalInt(oCreature, AI_CURRENT_ACTION_MODE, AI_LAST_ACTION_MOVE);
ai_ActionFollow(oCreature, oTarget);
}
}
}
if(AI_DEBUG) ai_Counter_End(GetName(oCreature) + ": Heartbeat, end");
if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1001));
}
}