66 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*//////////////////////////////////////////////////////////////////////////////
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|  Script Name: ai_fighter
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| ////////////////////////////////////////////////////////////////////////////////
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|  ai script for creatures using the class Fighter.
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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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|     if(ai_TryHealingTalent(oCreature, nInMelee)) return;
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|     if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
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|     if(nInMelee && ai_MoralCheck(oCreature)) return;
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|     int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature);
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|     //*****************  OFFENSIVE AREA OF EFFECT TALENTS  *********************
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|     // Check the battlefield for a group of enemies to shoot a big talent 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_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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|     // ***********************  DEFENSIVE TALENTS  *****************************
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|     int nRound = ai_GetCurrentRound(oCreature);
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|     if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, nRound)) return;
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|     //*******************  OFFENSIVE TARGETED TALENTS  *************************
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|     // Look for a touch attack since we are in melee.
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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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|     // PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
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|     // ***************************  RANGED ATTACKS  ****************************
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|     object oTarget;
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|     if(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(!nInMelee) oTarget = ai_GetNearestTarget(oCreature);
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|             else oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE);
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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, 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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|     // ****************************  MELEE ATTACKS  ****************************
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|     if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
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|     if(ai_TryWhirlwindFeat (oCreature)) return;
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|     oTarget = ai_GetNearestTargetForMeleeCombat (oCreature, nInMelee);
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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, TRUE);
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| }
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