NWNDS/nwnds_module/j_inc_heartbeat.nss
Jaysyn904 de24f81734 Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
2021-07-12 21:24:46 -04:00

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/************************ [Heartbeat Include] **********************************
Filename: J_Inc_Heartbeat
************************* [Heartbeat Include] **********************************
This contains any heartbeat function calls.
Note that the heartbeat uses ExecuteScript for larget behaviours that are
better split up so the heartbeat is as tiny as possible.
************************* [History] ********************************************
1.3 After Beta - Added
************************* [Workings] *******************************************
This is included in nw_c2_default1 and j_ai_onheartbeat.
Contains things like in j_inc_other_ai
************************* [Arguments] ******************************************
Arguments: N/A
************************* [Heartbeat Include] *********************************/
#include "J_INC_CONSTANTS"
// Bioware walk waypoints condition name
const string sWalkwayVarname = "NW_WALK_CONDITION";
// Walk waypoint constant set in the SoU waypoint include
const int NW_WALK_FLAG_CONSTANT = 0x00000002;
// Checks:
// * Dead
// * Uncommandable
// * No valid location
// * Petrified, paralised, ETC.
// Note: If sleep is found, it may apply Zzzz randomly, as well as stopping.
int JumpOutOfHeartBeat();
// This checks fleeing, door bashing and so on, to stop the heartbeat
// and perform the override special action, rather then run normal behaviour.
int PerformSpecialAction();
// Get whether the condition is set
// * Bioware SoU Waypoint call.
int GetWalkCondition(int nCondition, object oCreature=OBJECT_SELF);
// Cast fleeing spells.
// - Invisiblity (best)
// - Haste/Expeditious Retreat
void ActionCastFleeingSpells();
// Attempt to cast iSpell. TRUE if true.
int FleeingSpellCast(int iSpell);
int JumpOutOfHeartBeat()
{
// What to return
int iReturn = FALSE;
// Checks:
// * Dead + Uncommandable are in GetAIOff
// * No valid location
// * Petrified, paralised, ETC.
// Note: If sleep is found, it may apply Zzzz randomly, as well as stopping.
// Effect checking
effect eCheck = GetFirstEffect(OBJECT_SELF);
int iEffectType;
while(GetIsEffectValid(eCheck) && iReturn == FALSE)
{
iEffectType = GetEffectType(eCheck);
// Sleep is special
if(iEffectType == EFFECT_TYPE_SLEEP)
{
iReturn = i2;// This immediantly breaks.
}
// ALL these stop heartbeat.
else if(iEffectType == EFFECT_TYPE_PARALYZE || iEffectType == EFFECT_TYPE_STUNNED ||
iEffectType == EFFECT_TYPE_FRIGHTENED || /* Removed sleep above */
iEffectType == EFFECT_TYPE_TURNED || iEffectType == EFFECT_TYPE_PETRIFY ||
iEffectType == EFFECT_TYPE_DAZED || iEffectType == EFFECT_TYPE_TIMESTOP ||
iEffectType == EFFECT_TYPE_DISAPPEARAPPEAR || iEffectType == EFFECT_TYPE_CHARMED ||
iEffectType == EFFECT_TYPE_DOMINATED || iEffectType == EFFECT_TYPE_CONFUSED)
{
iReturn = i1;// 1 = No Zzz. We continue to check for Zzz as well.
}
eCheck = GetNextEffect(OBJECT_SELF);
}
// Do we fire the heartbeat event?
if(iReturn != FALSE)
{
// If it is sleep... Zzzzz sometimes.
if(iReturn == i2 && d6() == i1)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT,
EffectVisualEffect(VFX_IMP_SLEEP),
OBJECT_SELF);
}
FireUserEvent(
AI_FLAG_UDE_HEARTBEAT_EVENT,
EVENT_HEARTBEAT_EVENT);// Fire event 1001
}
return iReturn;
}
// This checks fleeing, door bashing and so on, to stop the heartbeat
// and perform the override special action, rather then run normal behaviour.
int PerformSpecialAction()
{
int iAction = GetCurrentSetAction();
object oTarget = GetAttackTarget();
object oRunTarget;
switch(iAction)
{
// - Leader has made me a runner. I must run to a nearby group calling
// for help to get more men
case AI_SPECIAL_ACTIONS_ME_RUNNER:
{
oRunTarget = GetAIObject(AI_RUNNER_TARGET);
if(GetIsObjectValid(oRunTarget))
{
if(GetObjectSeen(oRunTarget))
{
// Stop thinking we are a runner if we can see the run target
ResetCurrentAction();
AISpeakString(HELP_MY_FRIEND);
return FALSE;
}
else
{
// Else run to them
if(GetObjectHeard(oRunTarget))
{
AISpeakString(HELP_MY_FRIEND);
}
ClearAllActions();
ActionMoveToObject(oRunTarget, TRUE);
return TRUE;
}
}
}
break;
// - I am fleeing.
case AI_SPECIAL_ACTIONS_FLEE:
{
oRunTarget = GetAIObject(AI_FLEE_TO);
if(GetIsObjectValid(oRunTarget))
{
// If they are a leader, and seen, and they are running, we
// obviously follow only.
if(GetSpawnInCondition(AI_FLAG_OTHER_COMBAT_GROUP_LEADER, AI_OTHER_COMBAT_MASTER, oRunTarget) ||
GetLocalInt(oRunTarget, AI_CURRENT_ACTION) == AI_SPECIAL_ACTIONS_FLEE)
{
ClearAllActions();
// New - cast fleeing spells. Important (and only used
// at higher intelligence) things like Expeditious retreat.
// - Only used once - one invisibility or haste. Deleted above.
ActionCastFleeingSpells();
ActionForceFollowObject(oRunTarget, f3);
}
else if(GetObjectSeen(oRunTarget))
{
// If we see the flee target, reset targets
ResetCurrentAction();
// We will delete the local int (set to TRUE) which we
// stopped fleeing spells from
DeleteAIInteger(AI_HEARTBEAT_FLEE_SPELLS);
// Speak to allies to come :-)
AISpeakString(HELP_MY_FRIEND);
// Return FALSE.
return FALSE;
}
else
{
// Else flee!
if(GetObjectHeard(oRunTarget))
{
AISpeakString(HELP_MY_FRIEND);
}
ClearAllActions();
// New - cast fleeing spells. Important (and only used
// at higher intelligence) things like Expeditious retreat.
// - Only used once - one invisibility or haste. Deleted above.
ActionCastFleeingSpells();
ActionMoveToObject(oRunTarget, TRUE);
return TRUE;
}
}
else
{
// Check if we have bad intellgence, and we will run away
// from the nearest enemy if heard.
if(GetAIInteger(AI_INTELLIGENCE) <= i3)
{
oRunTarget = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, i1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN, CREATURE_TYPE_IS_ALIVE, TRUE);
if(!GetIsObjectValid(oRunTarget))
{
oRunTarget = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, i1, CREATURE_TYPE_PERCEPTION, PERCEPTION_HEARD, CREATURE_TYPE_IS_ALIVE, TRUE);
if(!GetIsObjectValid(oRunTarget))
{
oRunTarget = GetLastHostileActor();
if(!GetIsObjectValid(oRunTarget) || GetIsDead(oRunTarget))
{
ResetCurrentAction();
return FALSE;
}
}
}
// Run from enemy
ClearAllActions();
ActionMoveAwayFromObject(oTarget, TRUE, f50);
return TRUE;
}
ResetCurrentAction();
return FALSE;
}
}
break;
case AI_SPECIAL_ACTIONS_MOVE_OUT_OF_AOE:
{
// We must be X distance away from a cirtain AOE, if we are not, we
// move.
oRunTarget = GetAIObject(AI_AOE_FLEE_FROM);
// If not valid, or already far enough away, delete special action
// and return false.
if(!GetIsObjectValid(oRunTarget) ||
GetLocalFloat(OBJECT_SELF, AI_AOE_FLEE_FROM_RANGE) < GetDistanceToObject(oRunTarget))
{
ResetCurrentAction();
return FALSE;
}
else
{
// Valid and still in range
// - Run away
ClearAllActions();
ActionMoveAwayFromLocation(GetLocation(oRunTarget), TRUE, GetLocalFloat(OBJECT_SELF, AI_AOE_FLEE_FROM_RANGE));
return TRUE;
}
}
break;
}
// Return false to carry on a normal heartbeat
return FALSE;
}
// Get whether the condition is set
// * Bioware SoU Waypoint call.
int GetWalkCondition(int nCondition, object oCreature=OBJECT_SELF)
{
return (GetLocalInt(oCreature, sWalkwayVarname) & nCondition);
}
// Cast fleeing spells.
// - Invisiblity (best)
// - Haste/Expeditious Retreat
void ActionCastFleeingSpells()
{
// Not got local
if(GetAIInteger(AI_HEARTBEAT_FLEE_SPELLS)) return;
// Set local
SetAIInteger(AI_HEARTBEAT_FLEE_SPELLS, TRUE);
// Invisibilities
if(FleeingSpellCast(SPELL_IMPROVED_INVISIBILITY)) return;
if(FleeingSpellCast(SPELL_INVISIBILITY)) return;
// Haste
if(FleeingSpellCast(SPELL_MASS_HASTE)) return;
if(FleeingSpellCast(SPELL_HASTE)) return;
if(FleeingSpellCast(SPELL_EXPEDITIOUS_RETREAT)) return;
}
// Attempt to cast iSpell. TRUE if true.
int FleeingSpellCast(int iSpell)
{
if(GetHasSpell(iSpell))
{
ActionCastSpellAtObject(iSpell, OBJECT_SELF);
return TRUE;
}
return FALSE;
}