WoR_PRC8/_module/nss/j_cai_archer.nss

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2025-04-03 11:49:34 -04:00
/************************ [Archer Custom AI] ***********************************
Filename: J_CAI_Archer
************************* [Archer Custom AI] ***********************************
This is a custom AI file for archers.
This will either attack the imputted target, or attack the nearest seen
or heard enemy. It will also attempt to use a random potion, or heal itself
at 50% HP.
As it likes ranged weapons, it flees from melee attackers :-P
************************* [History] ********************************************
1.3 - Added as sample
************************* [Workings] *******************************************
Uses Combat_GetAITargetObject, to see if we saw something new or something.
Then we do:
- Healing (at 50%) using best
- Potions (using random % below)
- Attack at range, or flee if they are within RANGE_FOR_FLEE
************************* [Arguments] ******************************************
Arguments: N/A
************************* [Archer Custom AI] **********************************/
// Useful custom AI functions here
#include "J_INC_BASIC"
// % Chance to use a potion.
const int PERCENT_POTION = 40;
// Range, in meters, that if the enemy is in we run away from.
const float RANGE_FOR_FLEE = 5.0;
void main()
{
// Get the target to attack
object oTarget = Combat_GetAITargetObject();
// Check if valid
// - Can be seen or heard
if(!Combat_GetTargetValid(oTarget))
{
// Nearest seen or heard enemy. If not valid, stop the script.
oTarget = Combat_GetNearestSeenOrHeardEnemy();
if(!GetIsObjectValid(oTarget))
{
// Heal ourselves after combat.
if(Combat_HealTarget(OBJECT_SELF)) return;
// Walk waypoints if we do not heal
Combat_WalkWaypoints();
return;
}
}
// Do combat.
// Heal ourselves first, if under 50% HP.
Combat_HealTarget(OBJECT_SELF);
// There is a % chance of using a potion (Set above)
if(d100() <= PERCENT_POTION)
{
// Function to use best potion we possess
if(Combat_UseAnyPotions()) { return; }
}
// Equip the right weapons, and attack.
float fRange = GetDistanceToObject(oTarget);
// If under RANGE_FOR_FLEE, run away.
if(fRange <= RANGE_FOR_FLEE)
{
// Run away from the target, because we want to shoot at range.
ClearAllActions();
ActionMoveAwayFromObject(oTarget, TRUE, RANGE_FOR_FLEE + 5.0);
}
else
{
// Ranged combat
Combat_AttackRanged(oTarget);
}
}