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

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/*//////////////////////////////////////////////////////////////////////////////
Script: xx_pc_e_blocked
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Player OnBlocked event script for PC AI;
Can be blocked by a creature or door.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_associates"
void main()
{
object oCreature = OBJECT_SELF;
// This actually gets either a Creature or Door that is blocking OBJECT_SELF.
object oObject = GetBlockingDoor();
if(AI_DEBUG) ai_Debug("xx_pc_e_blocked", "14", GetName(oCreature) + " is being blocked by " + GetName(oObject));
int nObjectType = GetObjectType(oObject);
if(nObjectType == OBJECT_TYPE_CREATURE)
{
if(GetIsEnemy(oObject, oCreature))
{
if(ai_CanIAttack(oCreature) && ai_GetIsInCombat(oCreature))
{
ai_DoAssociateCombatRound(oCreature);
return;
}
if(ai_CheckForCombat(oCreature, FALSE)) return;
}
}
// Anything below blocking us is a door.
if(nObjectType != OBJECT_TYPE_DOOR) return;
//if(GetLockKeyTag(oObject) != "") return;
else if(GetIsDoorActionPossible(oObject, DOOR_ACTION_OPEN) &&
GetAbilityScore(oCreature, ABILITY_INTELLIGENCE) >= 5)
{
DoDoorAction(oObject, DOOR_ACTION_OPEN);
return;
}
// Anything below is ignored in combat.
if(ai_GetIsInCombat(oCreature)) return;
// If we are in combat we should ignore doors that do not easily open.
if(GetIsDoorActionPossible(oObject, DOOR_ACTION_BASH) &&
ai_GetWeaponDamage(oCreature, 3, TRUE) > GetHardness(oObject) &&
GetLockKeyTag(oObject) == "")
{
ActionWait(1.0);
ActionAttack(oObject);
// Give them 3 rounds to break through a door.
DelayCommand(18.0, ai_ClearCreatureActions(TRUE));
return;
}
else if(GetLocked(oObject))
{
if(AI_DEBUG) ai_Debug("0e_ch_e_blocked", "49", GetName(oObject) + " is locked!");
string sID = ObjectToString(oCreature);
if(!GetLocalInt(oObject, "AI_STATED_LOCKED_" + sID) &&
!ai_GetAIMode(oCreature, AI_MODE_DO_NOT_SPEAK)) SpeakString("That " + GetName(oObject) + " is locked!");
SetLocalInt(oObject, "AI_STATED_LOCKED_" + sID, TRUE);
if(ai_GetAIMode(oCreature, AI_MODE_PICK_LOCKS) ||
ai_GetAIMode(oCreature, AI_MODE_BASH_LOCKS))
{
ai_AttemptToByPassLock(oCreature, oObject);
}
}
// Clear our action so we can move on to something else unless the door is open.
else if(!GetIsOpen(oObject))
{
ai_ClearCreatureActions();
}
}