160 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			160 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*////////////////////////////////////////////////////////////////////////////////////////////////////
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| // Script Name: ai_a_atk_casters
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| //////////////////////////////////////////////////////////////////////////////////////////////////////
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|  ai script for associates to the nearest casting creatures.
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|  OBJECT_SELF is the creature running the ai.
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|  Our actions.
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|  1 - Get nearest enemy.
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|  2 - Check for healing and curing first.
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|  3 - Check moral if wounded and this is a simple+ battle.
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|  4 - Check for a magical ranged attack if not in melee and a difficult+ battle.
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|  5 - Check for a buff or summons if this is a difficult+ battle.
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|  6 - Check for a Class ability and an offensive spell if this is a simple+ battle.
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|  7 - Check for a physical attack.
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| */////////////////////////////////////////////////////////////////////////////////////////////////////
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| // Programmer: Philos
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| //////////////////////////////////////////////////////////////////////////////////////////////////////
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| #include "0i_actions"
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| void main()
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| {
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|     object oCreature = OBJECT_SELF;
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|     // Get the number of enemies that we are in melee combat with.
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|     int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
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|     //***************************  HEALING & CURES  ****************************
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|     if(ai_TryHealingTalent(oCreature, nInMelee)) return;
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|     if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
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|     int nDifficulty = ai_GetDifficulty(oCreature);
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|     int nMaxLevel;
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|     // Check for moral and get the maximum spell level we should use.
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|     if(nDifficulty >= AI_COMBAT_EFFORTLESS)
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|     {
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|         if(nInMelee && ai_MoralCheck(oCreature)) return;
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|         nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty);
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|     }
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|     // Skill, Class, Offensive AOE's, and Defensive talents.
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|     if(nDifficulty >= AI_COMBAT_MODERATE)
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|     {
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|         // *************************** SPELL TALENTS ***************************
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|         // ******************* OFFENSIVE AOE TALENTS ***********************
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|         // Check the battlefield for a group of enemies to shoot a big spell at!
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|         // We are checking here since these opportunities are rare and we need
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|         // to take advantage of them as often as possible.
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|         if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
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|         {
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|             if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
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|             if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
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|         }
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|         if(!ai_GetMagicMode(oCreature, AI_MAGIC_OFFENSIVE_CASTING))
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|         {
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|             // ********** PROTECTION/ENHANCEMENT/SUMMON TALENTS ************
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|             // Does our master want to be buffed first?
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|             object oTarget = OBJECT_INVALID;
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|             if(ai_GetMagicMode(oCreature, AI_MAGIC_BUFF_MASTER)) oTarget = GetMaster(oCreature);
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|             if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, 0, oTarget)) return;
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|             if(ai_TryDivineShieldFeat(oCreature, nInMelee)) return;
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|             if(ai_TryDivineMightFeat(oCreature, nInMelee)) return;
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|         }
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|         //**************************  SKILL FEATURES  **************************
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|         if(ai_TryAnimalEmpathy(oCreature)) return;
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|         // ************************** CLASS FEATURES ***************************
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|         if(ai_TryBarbarianRageFeat(oCreature)) return;
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|         if(ai_TryBardSongFeat(oCreature)) return;
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|         if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
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|         if(ai_TrySummonFamiliarTalent(oCreature)) return;
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|     }
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|     // Class and Offensive single target talents.
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|     if(nDifficulty >= AI_COMBAT_EFFORTLESS)
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|     {
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|         // ************************** CLASS FEATURES ***************************
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|         if(ai_TryTurningTalent(oCreature)) return;
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|         // *************************** SPELL TALENTS ***************************
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|         if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
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|         {
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|             if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
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|             if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
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|         }
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|     }
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|     // PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
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|     object oTarget;
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|     int bAlwaysAtk = !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK);
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|     if(AI_DEBUG) ai_Debug("ai_a_atk_casters", "80", "Check for ranged attack on nearest casting enemy!");
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|     // ************************** Ranged feat attacks **************************
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|     if(!GetHasFeatEffect(FEAT_BARBARIAN_RAGE, oCreature) &&
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|        !ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) &&
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|        ai_CanIUseRangedWeapon(oCreature, nInMelee))
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|     {
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|         if(ai_HasRangedWeaponWithAmmo(oCreature))
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|         {
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|             if(ai_TryRangedSneakAttack(oCreature, nInMelee)) return;
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|             // Lets pick off the nearest targets first.
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|             if(!nInMelee)
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|             {
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|                 if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
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|                 if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
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|                 if(oTarget == OBJECT_INVALID) ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_CASTER);
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|                 if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(oCreature);
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|             }
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|             else
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|             {
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|                 if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
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|                 if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE);
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|                 if(oTarget == OBJECT_INVALID) ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_CASTER, AI_RANGE_MELEE);
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|                 if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(oCreature, AI_RANGE_MELEE);
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|             }
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|             if(oTarget != OBJECT_INVALID)
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|             {
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|                 if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return;
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|                 if(AI_DEBUG) ai_Debug("0i_actions", "519", "Do ranged attack against nearest: " + GetName(oTarget) + "!");
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|                 ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
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|                 return;
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|             }
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|             else
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|             {
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|                 ai_SearchForHiddenCreature(oCreature, TRUE);
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|                 return;
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|             }
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|         }
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|         else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
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|     }
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|     if(AI_DEBUG) ai_Debug("ai_a_atk_casters", "119", "Check for melee attack on nearest enemy!");
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|     // ************************** Melee feat attacks *************************
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|     if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
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|     if(ai_TryWhirlwindFeat(oCreature)) return;
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|     if(ai_TrySneakAttack(oCreature, nInMelee, bAlwaysAtk)) return;
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|     if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
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|     if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_PERCEPTION, bAlwaysAtk);
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|     if(oTarget == OBJECT_INVALID)
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|     {
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|         object oPCTarget = GetLocalObject(oCreature, AI_PC_LOCKED_TARGET);
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|         if(oPCTarget == OBJECT_INVALID)
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|         {
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|             // Are we in melee? If so try to get the nearest enemy in melee.
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|             if(nInMelee > 0)
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|             {
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|                 oTarget = ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_CASTER, AI_RANGE_MELEE, AI_ENEMY, bAlwaysAtk);
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|                 // If we didn't get a target then get any target within range.
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|                 if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE, AI_ENEMY, bAlwaysAtk);
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|             }
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|             // If not then lets go find someone to attack!
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|             else
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|             {
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|                 // Get the nearest enemy.
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|                 oTarget = ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_CASTER, AI_RANGE_PERCEPTION, AI_ENEMY, bAlwaysAtk);
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|                 // If we didn't get a target then get any target within range.
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|                 if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_PERCEPTION, AI_ENEMY, bAlwaysAtk);
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|             }
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|         }
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|     }
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|     // We might not have a target this is fine as sometimes we don't want to attack!
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|     if(AI_DEBUG) ai_Debug("ai_a_atk_casters", "149", GetName(oTarget) + " is the nearest target for melee combat!");
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|     // If we don't find a target then we don't want to fight anyone!
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|     if(oTarget != OBJECT_INVALID)
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|     {
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|         if(ai_TryMeleeTalents(oCreature, oTarget)) return;
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|         if(AI_DEBUG) ai_Debug("ai_a_atk_casters", "154", "Do melee attack against (caster/nearest): " + GetName(oTarget) + "!");
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|         ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
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|     }
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|     else ai_SearchForHiddenCreature(oCreature, TRUE);
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| }
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| 
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