103 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*////////////////////////////////////////////////////////////////////////////////////////////////////
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| // Script Name: ai_flanker
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| //////////////////////////////////////////////////////////////////////////////////////////////////////
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|  ai script for monsters to flank the enemy and not charge into combat.
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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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|     //****************************  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_TryTurningTalent(oCreature)) return;
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|     if(GetLocalInt(GetModule(), AI_RULE_SUMMON_COMPANIONS))
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|     {
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|         if(ai_TrySummonFamiliarTalent(oCreature)) return;
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|         if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
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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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|     // ************************** Melee feat attacks *************************
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|     // Lets get the nearest target that is attacking someone besides me. We want to flank!
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|     if(oTarget == OBJECT_INVALID)
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|     {
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|         if(!nInMelee) oTarget = ai_GetFlankTarget(oCreature);
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|         // If there are few enemies then we can safely move around.
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|         else if(nInMelee < 3 || ai_CanIMoveInCombat(oCreature))
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|         {
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|             oTarget = ai_GetFlankTarget(oCreature, AI_RANGE_MELEE);
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|         }
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|         // Ok we are in a serious fight so lets not give attack of opportunities.
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|         else oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE);
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|     }
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|     // If there are no enemies being attacked then lets stay back.
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|     if(oTarget == OBJECT_INVALID)
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|     {
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|         if(nInMelee)
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|         {
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|             if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
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|             // Lets get the strongest melee opponent in melee with us.
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|             object oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee);
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|             if(oTarget != OBJECT_INVALID)
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|             {
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|                 ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
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|                 return;
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|             }
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|         }
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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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|                 if(ai_TryRangedSneakAttack(oCreature, nInMelee)) return;
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|                 oTarget = ai_GetNearestTarget(oCreature);
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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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|             }
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|             else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
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|             else
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|             {
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|                 ai_SearchForHiddenCreature(oCreature, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE);
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|                 return;
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|             }
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|         }
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|     }
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|     if(oTarget != OBJECT_INVALID)
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|     {
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|         if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
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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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|         return;
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|     }
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|     ai_SearchForHiddenCreature(oCreature, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE);
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| }
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