TheHordeOrcs_PRC8/_module/nss/xx_pc_1_hb.nss

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/*//////////////////////////////////////////////////////////////////////////////
Script: xx_pc_1_hb
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Player OnHeart beat script for PC AI;
This will usually fire every 6 seconds (1 game round).
*///////////////////////////////////////////////////////////////////////////////
#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 && !ai_GetIsInCombat(oCreature))
{
if(fDistance > fFollowDistance * 5.0) AssignCommand(oCreature, JumpToObject(oTarget));
else
{
ClearAllActions();
ActionMoveToObject(oTarget, TRUE, fFollowDistance);
}
}
DelayCommand(1.0, ai_ActionFollow(oCreature, oTarget));
}
}
void main()
{
object oCreature = OBJECT_SELF;
if(AI_DEBUG) ai_Debug("xx_pc_1_hb", "12", GetName(oCreature) + " heartbeat.");
if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature)) return;
if(ai_GetIsInCombat(oCreature))
{
ai_DoAssociateCombatRound(oCreature);
return;
}
if(ai_CheckForCombat(oCreature, FALSE)) return;
if(IsInConversation(oCreature)) return;
if(ai_TryHealing(oCreature, oCreature)) return;
if(ai_CheckNearbyObjects(oCreature)) return;
if(ai_GetAIMode(oCreature, AI_MODE_AGGRESSIVE_STEALTH))
{
if(AI_DEBUG) ai_Debug("xx_ch_1_hb", "47", "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("xx_ch_1_hb", "61", "Going into search mode!");
SetActionMode(oCreature, ACTION_MODE_DETECT, TRUE);
}
else SetActionMode(oCreature, ACTION_MODE_DETECT, FALSE);
}
// Finally we check to make sure we are following.
if(GetCurrentAction(oCreature) != ACTION_FOLLOW)
{
// Follow associate.
object oAssociate = GetLocalObject(oCreature, AI_FOLLOW_TARGET);
if(oAssociate == OBJECT_INVALID || GetMaster(oAssociate) != oCreature) return;
if(GetDistanceBetween(oCreature, oAssociate) > ai_GetFollowDistance(oCreature))
{
ai_ClearCreatureActions();
if(AI_DEBUG) ai_Debug("XX_pc_1_hb", "75", "Follow master: " +
" Stealth: " + IntToString(ai_GetAIMode(oCreature, AI_MODE_AGGRESSIVE_STEALTH)) +
" Search: " + IntToString(ai_GetAIMode(oCreature, AI_MODE_AGGRESSIVE_SEARCH)));
SetLocalInt(oCreature, AI_CURRENT_ACTION_MODE, AI_LAST_ACTION_MOVE);
ai_ActionFollow(oCreature, oAssociate);
//ActionMoveToObject(oAssociate, TRUE, ai_GetFollowDistance(oCreature));
}
}
}