TheHordeOrcs_PRC8/_module/nss/ai_a_ranged.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_ranged
//////////////////////////////////////////////////////////////////////////////////////////////////////
ai script for associates to use the ranged ai.
OBJECT_SELF is the creature running the ai.
Will attempt to use ranged weapons until surrounded.
*/////////////////////////////////////////////////////////////////////////////////////////////////////
// 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)
{
//************************** SKILL FEATURES **************************
if(ai_TryAnimalEmpathy(oCreature)) return;
// ************************** CLASS FEATURES ***************************
// Turning is basically a powerful AOE so treat it like one.
if(ai_TryTurningTalent(oCreature)) return;
if(ai_TryBarbarianRageFeat(oCreature)) return;
if(ai_TryBardSongFeat(oCreature)) return;
if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
if(ai_TrySummonFamiliarTalent(oCreature)) return;
// *************************** SPELL TALENTS ***************************
if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) 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.
object oTarget;
// ************************** Ranged feat attacks **************************
if(!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED))
{
if(!GetHasFeatEffect(FEAT_BARBARIAN_RAGE, oCreature) &&
nInMelee < 3)
{
if(ai_HasRangedWeaponWithAmmo(oCreature))
{
// Lets defend master, nearest favored enemy, ranged, sneak, weakest targets.
if(!nInMelee)
{
if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
if(oTarget == OBJECT_INVALID) oTarget == ai_GetRangedTarget(oCreature);
if(oTarget == OBJECT_INVALID && ai_TryRangedSneakAttack(oCreature, nInMelee)) return;
if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(oCreature);
}
else
{
if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(oCreature, AI_RANGE_MELEE);
}
if(oTarget != OBJECT_INVALID)
{
if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return;
ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
return;
}
else
{
ai_SearchForHiddenCreature(oCreature, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE);
return;
}
}
else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
}
}
// ************************** Melee feat attacks *************************
object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST);
if(nInMelee)
{
oTarget = ai_GetEnemyAttackingMe(oCreature);
if(oTarget != OBJECT_INVALID)
{
if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
if(ai_TrySneakAttack(oCreature, nInMelee)) return;
if(ai_TryWhirlwindFeat(oCreature)) return;
if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee);
if(oTarget != OBJECT_INVALID)
{
if(ai_TryMeleeTalents(oCreature, oTarget)) return;
ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
return;
}
}
}
if(oNearestEnemy != OBJECT_INVALID)
{
float fDistance = GetDistanceBetween(oCreature, oNearestEnemy);
float fRange = AI_RANGE_LONG;
if(GetIsAreaInterior(GetArea(oCreature))) fRange = AI_RANGE_CLOSE;
if(GetHasFeat(FEAT_SNEAK_ATTACK, oCreature)) fRange = AI_RANGE_CLOSE;
if(fDistance < fRange)
{
int bRun = ai_CanIMoveInCombat(oCreature);
ActionMoveAwayFromObject(oNearestEnemy, bRun, fRange - fDistance + 2.0);
}
}
else ai_SearchForHiddenCreature(oCreature, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE);
}