111 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*////////////////////////////////////////////////////////////////////////////////////////////////////
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| // Script Name: ai_a_paladin
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| //////////////////////////////////////////////////////////////////////////////////////////////////////
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|  ai script for associates using the Paladin class.
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|  Paladins always protect their masters and face the strongest opponents first!
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|  OBJECT_SELF is the creature running the ai.
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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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|     }
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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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|         if(ai_TryLayOnHands(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 = OBJECT_INVALID;
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|     // ************************** Ranged feat attacks **************************
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|     if(!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) && ai_CanIUseRangedWeapon(oCreature, nInMelee))
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|     {
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|         if(ai_HasRangedWeaponWithAmmo(oCreature))
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|         {
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|             // Paladins ALWAYS protect their masters first!
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|             oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
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|             if(oTarget == OBJECT_INVALID)
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|             {
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|                 // Paladins face off against the strongest opponents first.
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|                 if(!nInMelee) oTarget = ai_GetHighestCRTarget(oCreature);
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|                 else oTarget = ai_GetHighestCRTarget(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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|                 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, FALSE);
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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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|     // ************************** Melee feat attacks *************************
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|     if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
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|     // Paladins ALWAYS protect their masters first!
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|     oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
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|     if(oTarget == OBJECT_INVALID)
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|     {
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|         int bCheckCombat = ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK);
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|         if(bCheckCombat) oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee, FALSE);
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|         // If always attacking Paladins ALWAYS attack the strongest opponent.
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|         else oTarget = ai_GetHighestCRTargetForMeleeCombat(oCreature, nInMelee);
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|     }
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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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|         ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
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|     }
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|     else ai_SearchForHiddenCreature(oCreature, FALSE);
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| }
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