RATDOG/_module/nss/j_ai_detercombat.nss

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/*/////////////////////// [Execute Combat Action] //////////////////////////////
Filename: J_AI_DeterCombat
///////////////////////// [Execute Combat Action] //////////////////////////////
Fired from other scripts, this runs an actual actions.
It also contains the Pre-combat and Post-combat action events. In essense
they therefore fire if they percieve a target, or a new round, or maybe
a spell cast at - any combat action.
Therefore, they only fire if the default AI is being used :-)
Do NOT mess with this file, please. :-D
///////////////////////// [History] ////////////////////////////////////////////
1.3 - AI Include only fired from here. This script is executed from others,
as the default in place of custom AI scripts.
1.4 - Mainly See the generic AI include file for changes. This is just
what calls DetermineCombatRound() and associated things.
///////////////////////// [Workings] ///////////////////////////////////////////
This is simple:
- We execute it if there is no other AI files.
- We use a stored target for things like "On Percieve, attack seen", so
we react as normal.
If there is a custom AI file specified, this won't fire.
It cleans things up, and is the only script in the whole set that has
j_inc_generic_ai in, reducing file size, and compile times. AI is more
manageable too!
///////////////////////// [Arguments] //////////////////////////////////////////
Arguments: See J_INC_GENERIC_AI
///////////////////////// [Execute Combat Action] ////////////////////////////*/
#include "J_INC_GENERIC_AI"
void main()
{
// Pre-combat-event
if(FireUserEvent(AI_FLAG_UDE_COMBAT_ACTION_PRE_EVENT, EVENT_COMBAT_ACTION_PRE_EVENT))
// We may exit if it fires
if(ExitFromUDE(EVENT_COMBAT_ACTION_PRE_EVENT)) return;
// Check: Are we imputting a target? We imputt it even if invalid
object oTarget = GetLocalObject(OBJECT_SELF, AI_TEMP_SET_TARGET);
// * Don't speak when dead. 1.4 change (an obvious one to make)
if(CanSpeak())
{
// Speak combat round speakstring
SpeakArrayString(AI_TALK_ON_COMBAT_ROUND, TRUE);
}
// Call combat round using include
AI_DetermineCombatRound(oTarget);
// Delete it whatever happens
DeleteAIObject(AI_TEMP_SET_TARGET);
// Fire end of combat action event.
FireUserEvent(AI_FLAG_UDE_COMBAT_ACTION_EVENT, EVENT_COMBAT_ACTION_EVENT);
}