83 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*////////////////////////////////////////////////////////////////////////////////////////////////////
 | |
| // Script Name: 0i_a_fighter
 | |
| //////////////////////////////////////////////////////////////////////////////////////////////////////
 | |
|  ai script for associates using the Fighter class.
 | |
|  OBJECT_SELF is the creature running the ai.
 | |
| */////////////////////////////////////////////////////////////////////////////////////////////////////
 | |
| // 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)
 | |
|     {
 | |
|         // *************************** SPELL TALENTS ***************************
 | |
|         if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) return;
 | |
|     }
 | |
|     // Class and Offensive single target talents.
 | |
|     if(nDifficulty >= AI_COMBAT_EFFORTLESS)
 | |
|     {
 | |
|         // *************************** 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 = OBJECT_INVALID;
 | |
|     // ************************** Ranged feat attacks **************************
 | |
|     if(!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) && ai_CanIUseRangedWeapon(oCreature, nInMelee))
 | |
|     {
 | |
|         if(ai_HasRangedWeaponWithAmmo(oCreature))
 | |
|         {
 | |
|             // Are we suppose to protect our master first?
 | |
|             if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
 | |
|             if(oTarget == OBJECT_INVALID)
 | |
|             {
 | |
|                 // Lets pick off the weakest targets.
 | |
|                 if(!nInMelee) oTarget = ai_GetLowestCRTarget(oCreature);
 | |
|                 else 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);
 | |
|                 return;
 | |
|             }
 | |
|         }
 | |
|         else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
 | |
|     }
 | |
|     // ************************** Melee feat attacks *************************
 | |
|     if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
 | |
|     if(ai_TryWhirlwindFeat(oCreature)) return;
 | |
|     if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
 | |
|     if(oTarget == OBJECT_INVALID) oTarget = ai_GetBestTargetForMeleeCombat(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK));
 | |
|     if(oTarget != OBJECT_INVALID)
 | |
|     {
 | |
|         if(ai_TryMeleeTalents(oCreature, oTarget)) return;
 | |
|         ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
 | |
|     }
 | |
|     else ai_SearchForHiddenCreature(oCreature, FALSE);
 | |
| }
 |