PoA_PRC8/_module/nss/nw_c2_default1.nss

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//:://////////////////////////////////////////////////
//:: NW_C2_DEFAULT1
/*
Default OnHeartbeat script for NPCs.
This script causes NPCs to perform default animations
while not otherwise engaged.
This script duplicates the behavior of the default
script and just cleans up the code and removes
redundant conditional checks.
*/
//:://////////////////////////////////////////////////
//:: Copyright (c) 2002 Floodgate Entertainment
//:: Created By: Naomi Novik
//:: Created On: 12/22/2002
//:://////////////////////////////////////////////////
#include "prc_inc_spells"
#include "nw_i0_generic"
void main()
{
// * if not runnning normal or better Ai then exit for performance reasons
if (GetAILevel() == AI_LEVEL_VERY_LOW) return;
ExecuteScript("prc_npc_hb", OBJECT_SELF);
//:: Run Special AIs
//:: Diamond Golem AI
int nDiamondGolem = GetStringLeft(GetTag(OBJECT_SELF), 13) == "WT_DIAMONDGOL" ? TRUE : FALSE;
if(nDiamondGolem)
{
ExecuteScript("diamond_golem_hb",OBJECT_SELF);
// Send the user-defined event signal if specified
if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_HEARTBEAT));
}
return;
}
// Buff ourselves up right away if we should
if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY))
{
// This will return TRUE if an enemy was within 40.0 m
// and we buffed ourselves up instantly to respond --
// simulates a spellcaster with protections enabled
// already.
if(TalentAdvancedBuff(40.0))
{
// This is a one-shot deal
SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE);
// This return means we skip sending the user-defined
// heartbeat signal in this one case.
return;
}
}
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oArea = GetArea(oNPC);
string sResRef = GetResRef(oNPC);
string sAreaResRef = GetResRef(oArea);
int nTrampleScore = (GetLocalInt(oNPC, "TRAMPLER") + GetHasFeat(FEAT_CENTAUR_TRAMPLE, oNPC));
int nChargeScore = (GetLocalInt(oNPC, "CHARGER") +
GetLocalInt(oNPC, "POUNCER") +
GetHasFeat(FEAT_MINOTAUR_CHARGE, oNPC) +
GetHasFeat(FEAT_ACROBATIC_CHARGE, oNPC) +
GetHasFeat(FEAT_SHIELD_CHARGE ,oNPC) +
GetHasFeat(FEAT_POWERFUL_CHARGE, oNPC) +
GetHasFeat(FEAT_GREATER_POWERFUL_CHARGE, oNPC) +
GetHasFeat(FEAT_RHINO_TRIBE_CHARGE, oNPC) +
GetHasFeat(FEAT_FURIOUS_CHARGE, oNPC) +
GetHasFeat(FEAT_RECKLESS_CHARGE, oNPC) +
GetHasFeat(FEAT_COBALT_CHARGE, oNPC));
int nBullRushScore = (GetLocalInt(oNPC, "BULLRUSHER") +
GetHasFeat(FEAT_IMPROVED_BULLRUSH, oNPC) +
GetHasFeat(FEAT_RAMPAGING_BULL_RUSH, oNPC) +
GetHasFeat(5241, oNPC) + //:: Expert Bull Rush
GetHasFeat(5247, oNPC)); //:: Superior Bull Rush
int iAwesomeBlow = GetHasFeat(FEAT_AWESOME_BLOW, oNPC);
int iOverrun = GetHasFeat(FEAT_IMPROVED_OVERRUN, oNPC);
if(GetHasEffect(EFFECT_TYPE_SLEEP))
{
// If we're asleep and this is the result of sleeping
// at night, apply the floating 'z's visual effect
// every so often
if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT))
{
effect eVis = EffectVisualEffect(VFX_IMP_SLEEP);
if(d10() > 6)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
}
}
}
// If we have the 'constant' waypoints flag set, walk to the next
// waypoint.
else if ( GetWalkCondition(NW_WALK_FLAG_CONSTANT) )
{
WalkWayPoints();
}
// Check to see if we should be playing default animations
// - make sure we don't have any current targets
else if ( !GetIsObjectValid(GetAttemptedAttackTarget())
&& !GetIsObjectValid(GetAttemptedSpellTarget())
// && !GetIsPostOrWalking())
&& !GetIsObjectValid(GetNearestSeenEnemy()))
{
if (GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) || GetBehaviorState(NW_FLAG_BEHAVIOR_OMNIVORE) ||
GetBehaviorState(NW_FLAG_BEHAVIOR_HERBIVORE))
{
// This handles special attacking/fleeing behavior
// for omnivores & herbivores.
DetermineSpecialBehavior();
}
else if (!IsInConversation(OBJECT_SELF))
{
if (GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)
|| GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)
|| GetIsEncounterCreature())
{
PlayMobileAmbientAnimations();
}
else if (GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS))
{
PlayImmobileAmbientAnimations();
}
}
}
//:: Run Various Combat Maneuver Heartbeats
if(iOverrun)
{
if (GetLocalInt(oNPC, "OverrrunCooldown") != 1)
{
if(DEBUG) DoDebug( "x2_def_heartbeat: Creature w/ Overrun Detected");
DelayCommand(0.0f, ExecuteScript("overrunner_hb", oNPC));
}
else
if(DEBUG) DoDebug("x2_def_heartbeat: Overrun is on cooldown.");
}
if(iAwesomeBlow)
{
if (GetLocalInt(oNPC, "AwesomeBlowCooldown") != 1)
{
if(DEBUG) DoDebug("x2_def_heartbeat: Creature w/ Awesome Blow Detected");
DelayCommand(0.0f, ExecuteScript("awesomeblow_hb", oNPC));
}
else
if(DEBUG) DoDebug("x2_def_heartbeat: Awesome Blow is on cooldown.");
}
if(nTrampleScore)
{
if (GetLocalInt(oNPC, "TrampleCooldown") != 1)
{
if(DEBUG) DoDebug("x2_def_heartbeat: Trampler Detected");
DelayCommand(0.0f, ExecuteScript("trampler_hb", oNPC));
}
else
if(DEBUG) DoDebug("x2_def_heartbeat: Trample is on cooldown.");
}
if(nChargeScore)
{
if (GetLocalInt(oNPC, "ChargeCooldown") != 1)
{
if(DEBUG) DoDebug("x2_def_heartbeat: Charger Detected");
DelayCommand(0.0f, ExecuteScript("charger_hb", oNPC));
}
else
if(DEBUG) DoDebug("x2_def_heartbeat: Charge is on cooldown.");
}
if(nBullRushScore)
{
if (GetLocalInt(oNPC, "BullRushCooldown") != 1)
{
if(DEBUG) DoDebug("x2_def_heartbeat: Bull Rusher Detected");
DelayCommand(0.0f, ExecuteScript("bullrusher_hb", oNPC));
}
else
if(DEBUG) DoDebug("x2_def_heartbeat: Bull Rush is on cooldown.");
}
// Send the user-defined event signal if specified
if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_HEARTBEAT));
}
}