TheHordeOrcs_PRC8/_module/nss/ai_a_atk_nearest.nss
Jaysyn904 0e9e2c6950 2025/07/18 Update
Added PEPS.
Full compile.
2025-07-18 12:13:13 -04:00

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/*////////////////////////////////////////////////////////////////////////////////////////////////////
// Script Name: ai_a_atk_nearest
//////////////////////////////////////////////////////////////////////////////////////////////////////
ai script for associates to the nearest target.
OBJECT_SELF is the creature running the ai.
Our actions.
1 - Get nearest enemy.
2 - Check for healing and curing first.
3 - Check moral if wounded and this is a simple+ battle.
4 - Check for a magical ranged attack if not in melee and a difficult+ battle.
5 - Check for a buff or summons if this is a difficult+ battle.
6 - Check for a Class ability and an offensive spell if this is a simple+ battle.
7 - Check for a physical attack.
*/////////////////////////////////////////////////////////////////////////////////////////////////////
// Programmer: Philos
//////////////////////////////////////////////////////////////////////////////////////////////////////
#include "0i_actions"
void main()
{
object oCreature = OBJECT_SELF;
// Get the number of enemies that we are in melee combat with.
int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
//*************************** HEALING & CURES ****************************
if(ai_TryHealingTalent(oCreature, nInMelee)) return;
if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
int nDifficulty = ai_GetDifficulty(oCreature);
int nMaxLevel;
// Check for moral and get the maximum spell level we should use.
if(nDifficulty >= AI_COMBAT_EFFORTLESS)
{
if(nInMelee && ai_MoralCheck(oCreature)) return;
nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty);
}
// Skill, Class, Offensive AOE's, and Defensive talents.
if(nDifficulty >= AI_COMBAT_MODERATE)
{
// *************************** SPELL TALENTS ***************************
// ******************* OFFENSIVE AOE TALENTS ***********************
// Check the battlefield for a group of enemies to shoot a big spell at!
// We are checking here since these opportunities are rare and we need
// to take advantage of them as often as possible.
if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
{
if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
}
if(!ai_GetMagicMode(oCreature, AI_MAGIC_OFFENSIVE_CASTING))
{
// ********** PROTECTION/ENHANCEMENT/SUMMON TALENTS ************
// Does our master want to be buffed first?
object oTarget = OBJECT_INVALID;
if(ai_GetMagicMode(oCreature, AI_MAGIC_BUFF_MASTER)) oTarget = GetMaster(oCreature);
if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, 0, oTarget)) return;
if(ai_TryDivineShieldFeat(oCreature, nInMelee)) return;
if(ai_TryDivineMightFeat(oCreature, nInMelee)) return;
}
//************************** SKILL FEATURES **************************
if(ai_TryAnimalEmpathy(oCreature)) return;
// ************************** CLASS FEATURES ***************************
if(ai_TryBarbarianRageFeat(oCreature)) return;
if(ai_TryBardSongFeat(oCreature)) return;
if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
if(ai_TrySummonFamiliarTalent(oCreature)) return;
}
// Class and Offensive single target talents.
if(nDifficulty >= AI_COMBAT_EFFORTLESS)
{
// ************************** CLASS FEATURES ***************************
if(ai_TryTurningTalent(oCreature)) return;
// *************************** SPELL TALENTS ***************************
if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
{
if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
}
}
// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
ai_DoPhysicalAttackOnNearest(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK));
}