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

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Plaintext

/*//////////////////////////////////////////////////////////////////////////////
Script Name: ai_a_peaceful
////////////////////////////////////////////////////////////////////////////////
ai script mode for associates to use when they should remain out of combat.
OBJECT_SELF is the creature running the ai.
////////////////////////////////////////////////////////////////////////////////
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);
float fDistance = GetDistanceBetween(oCreature, oNearestEnemy);
// In Melee combat!
if(nInMelee > 0)
{
// If we are not being attacked then we should back out of combat.
if(ai_GetEnemyAttackingMe(oCreature) == OBJECT_INVALID)
{
if(AI_DEBUG) ai_Debug("ai_a_peaceful", "23", GetName(oCreature) + " is moving away from " + GetName(oNearestEnemy) +
"[" + FloatToString(AI_RANGE_MELEE - fDistance + 1.0, 0, 2) + "]" + " to use a ranged weapon.");
ai_SetLastAction(oCreature, AI_LAST_ACTION_MOVE);
// Lets move just out of melee range!
int bRun = ai_CanIMoveInCombat(oCreature);
ActionMoveAwayFromObject(oNearestEnemy, bRun, AI_RANGE_CLOSE + 2.0);
ActionDoCommand(ExecuteScript("0e_do_combat_rnd", oCreature));
return;
}
if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
if(ai_TryImprovedExpertiseFeat(oCreature)) return;
if(ai_TryExpertiseFeat(oCreature)) return;
// Lets get the strongest melee opponent in melee with us.
object oTarget = ai_GetHighestCRTargetForMeleeCombat(oCreature, nInMelee);
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!
// Physical attacks are under TALENT_CATEGORY_HARMFUL_MELEE(22).
ai_DoPhysicalAttackOnNearest(oCreature, nInMelee);
return;
}
if(fDistance <= AI_RANGE_LONG)
{
if(AI_DEBUG) ai_Debug("ai_a_peaceful", "49", GetName(oCreature) + " is moving away from " + GetName(oNearestEnemy) +
"[" + FloatToString(AI_RANGE_LONG - fDistance, 0, 2) + "]" + ".");
ai_SetLastAction(oCreature, AI_LAST_ACTION_MOVE);
// Lets move out of close range!
ActionMoveAwayFromObject(oNearestEnemy, TRUE, AI_RANGE_LONG + 2.0);
ActionDoCommand(ExecuteScript("0e_do_combat_rnd", oCreature));
return;
}
//************************* OUT OF COMBAT **************************
//*************************** HEALING & CURES ****************************
if(ai_TryHealingTalent(oCreature, 0, oCreature)) return;
if(ai_TryCureConditionTalent(oCreature, 0)) return;
//************************** DEFENSIVE TALENTS ***************************
// Has our master told us to not use magic?
int bUseMagic = !ai_GetMagicMode(oCreature, AI_MAGIC_NO_MAGIC);
if(bUseMagic)
{
// If can turn invisible then we should probably do that!
if(ai_UseTalent(oCreature, SPELL_IMPROVED_INVISIBILITY, oCreature)) return;
if(ai_UseTalent(oCreature, SPELL_INVISIBILITY, oCreature)) return;
if(ai_UseTalent(oCreature, SPELL_INVISIBILITY_SPHERE, oCreature)) return;
if(ai_UseTalent(oCreature, SPELL_SANCTUARY, oCreature)) return;
if(ai_UseTalent(oCreature, SPELL_ETHEREALNESS, oCreature)) return; // Greater Sanctuary
if(ai_UseTalent(oCreature, SPELLABILITY_AS_IMPROVED_INVISIBLITY, oCreature)) return;
if(ai_UseTalent(oCreature, SPELLABILITY_AS_INVISIBILITY, oCreature)) return;
int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature);
// Summons are powerfull and should be used as much as possible.
if(ai_UseCreatureTalent(oCreature, AI_TALENT_SUMMON, nInMelee, nMaxLevel)) return;
if(ai_UseCreatureTalent(oCreature, AI_TALENT_PROTECTION, nInMelee, nMaxLevel)) return;
}
// Stand and watch the battle we don't want to provoke anyone!
if(AI_DEBUG) ai_Debug("ai_a_peaceful", "80", GetName(oCreature) + " is holding here.");
}