TheHordeOrcs_PRC8/_module/nss/ai_a_defensive.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_defensive
//////////////////////////////////////////////////////////////////////////////////////////////////////
ai script for associates put in to a defensive mode to protect themselves.
OBJECT_SELF is the creature running the ai.
Our actions.
1 - Get nearest enemy and the difficulty of the battle.
2 - Check for healing potions if this is a simple+ battle.
3 - Check moral if wounded and is a simple+ battle.
4 - Check for a magical ranged attack if not in melee and a difficult+ battle.
5 - Check for a buff if this is a difficult+ battle.
6 - Check for defensive ability such as knockdown, expertise or parry.
7 - If we can't fight defensive then flee.
8 - If we are out of range with no ability then stand and watch.
*/////////////////////////////////////////////////////////////////////////////////////////////////////
// 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);
object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST);
if(AI_DEBUG) ai_Debug("ai_a_defensive", "25", "oNearest Enemy: " + GetName(oNearestEnemy) +
" Distance to Nearest Enemy: " + FloatToString(GetDistanceToObject(oNearestEnemy), 0, 2));
// ALWAYS - Check for healing and cure talents.
if(ai_TryHealingTalent(oCreature, nInMelee)) return;
if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
int nDifficulty = ai_GetDifficulty(oCreature);
int nMaxLevel;
// SIMPLE+ - Check for moral and get what spell power we should be using.
if(nDifficulty >= AI_COMBAT_EFFORTLESS)
{
if(nInMelee && ai_MoralCheck(oCreature)) return;
nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty);
}
// DIFFICULT+ - Class talents, Offensive AOE's, Defensive talents, and Potion talents.
if(nDifficulty >= AI_COMBAT_MODERATE)
{
//************************** SKILL FEATURES **************************
if(ai_TryAnimalEmpathy(oCreature)) return;
// ************************** CLASS FEATURES ***************************
if(ai_TryBardSongFeat(oCreature)) return;
if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
if(ai_TrySummonFamiliarTalent(oCreature)) 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);
int nRound = ai_GetCurrentRound(oCreature);
if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, nRound, oTarget)) return;
}
}
object oTarget;
// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
if(nInMelee > 0)
{
if(ai_TryImprovedExpertiseFeat(oCreature)) return;
if(ai_TryExpertiseFeat(oCreature)) return;
// Lets get the strongest melee opponent in melee with us.
oTarget = ai_GetHighestCRTarget(oCreature, AI_RANGE_MELEE);
if(oTarget == OBJECT_INVALID) oTarget = oNearestEnemy;
// Use knockdown when appropriate and the target is not immune.
if(ai_TryKnockdownFeat(oCreature, oTarget)) return;
if (ai_TryParry (oCreature)) return;
// We have tried everything to protect ourselves so the only thing left
// to do is man up and attack!
ai_DoPhysicalAttackOnLowestCR(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK));
return;
}
//********************** PHYSICAL ATTACKS ********************************
// Even in defensive mode we want to be in battle so go find someone!
ai_DoPhysicalAttackOnBest(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK));
}