WoR_PRC8/_module/nss/j_cai_flying.nss

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2025-04-03 11:49:34 -04:00
/************************ [Flying Fighter Custom AI] ***************************
Filename: J_CAI_Flying
************************* [Flying Fighter Custom AI] ***************************
This is a custom AI file for flying fighters.
Basically, flying is the aim. We can apply EffectDisappearAppear() and
jump or "fly" to a new target.
This is in the normal AI, but of course, having it seperate is both more
efficient, and if you wanted to add it to custom AI.
************************* [History] ********************************************
1.3 - Added as sample
************************* [Workings] *******************************************
Uses Combat_GetAITargetObject, to see if we saw something new or something.
Similar to fighter custom AI - J_CAI_Fighter
Then we do:
- Healing (at 50%) using best
- Potions (using random % below)
- Attack in melee, flying if over RANGE_FOR_MELEE
************************* [Arguments] ******************************************
Arguments: N/A
************************* [Flying Fighter 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 we will fly to the target from.
const float RANGE_FOR_MELEE = 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_MELEE, attack in melee, else range.
if(fRange <= RANGE_FOR_MELEE)
{
// Attack in melee - with feats, and equip most damaging.
Combat_AttackMelee(oTarget);
}
else
{
// Fly to the target!
effect eAppearDis = EffectDisappearAppear(GetLocation(oTarget));
ClearAllActions();
// Fly for an amount of seconds half of the range (so 10M = 5 seconds)
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAppearDis, OBJECT_SELF, fRange/2);
}
}