Initial commit
Adding all of the current content for Anphillia Unlimited.
This commit is contained in:
447
_module/nss/j_inc_npc_attack.nss
Normal file
447
_module/nss/j_inc_npc_attack.nss
Normal file
@@ -0,0 +1,447 @@
|
||||
/*/////////////////////// [Include - NPC (Combat) Attack] //////////////////////
|
||||
Filename: J_INC_NPC_Attack
|
||||
///////////////////////// [Include - NPC (Combat) Attack] //////////////////////
|
||||
What does this do?
|
||||
|
||||
It is a wrapper/include for getting a creature to attack target X, or do
|
||||
Y. I use this for conversations, triggers, the lot, as a simple wrapper
|
||||
that will execute my AI.
|
||||
|
||||
There are several functions here to do things, that may be useful wrappers.
|
||||
|
||||
And it also keeps Combat files SMALL! I uses Execute Script to fire the
|
||||
combat file, not include it here.
|
||||
///////////////////////// [History] ////////////////////////////////////////////
|
||||
1.3 - Added
|
||||
1.4 - TO DO:
|
||||
- Bugfix a few things (copy/paste errors)
|
||||
- Add example script to use (User defined events)
|
||||
///////////////////////// [Workings] ///////////////////////////////////////////
|
||||
Include this in any conversation file or whatever, and mearly read the
|
||||
descriptions of the different functions, and it will do what it says :-)
|
||||
///////////////////////// [Arguments] //////////////////////////////////////////
|
||||
Arguments: N/A
|
||||
///////////////////////// [Include - NPC (Combat) Attack] ////////////////////*/
|
||||
|
||||
// Include the constants for the combat, spawn integers ETC.
|
||||
#include "J_INC_CONSTANTS"
|
||||
|
||||
// Hostile amount
|
||||
const int HOSTILE = -100;// Reputation to change to
|
||||
const int TYPE_ALL_PCS = 1;// is all PC's in the world.
|
||||
const int TYPE_ALL_AREA = 2;// is all PC's in the specific area.
|
||||
const int TYPE_IN_RANGE = 3;// is all PC's within fRange.
|
||||
|
||||
// A slightly modified way to determine a combat round.
|
||||
// * oTarget - The target to attack
|
||||
// * sShout - The string to silently speak to get allies to come and help
|
||||
void DetermineSpeakCombatRound(object oTarget = OBJECT_INVALID, string sShout = "");
|
||||
|
||||
// A slightly modified way to determine a combat round.
|
||||
// * oTarget - The target to attack
|
||||
// * oAttacker - The NPC who you want to determine a combat round, on oTarget
|
||||
void DetermineSpeakCombatRoundNotMe(object oTarget, object oAttacker);
|
||||
|
||||
// This is the main wrapper to get an NPC to attack in conversation.
|
||||
// * fDelay - The delay AFTER adjusting reputation, that we attack and shout
|
||||
// * bPlot - The plot flag to set US to (Usually FALSE).
|
||||
// * bImmortal - The immortal flag US to set to (Usually FALSE).
|
||||
// Example, how to keep flags already set:
|
||||
// HostileAttackPCSpeaker(0.0, GetPlotFlag(), GetImmortal());
|
||||
// * bAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't
|
||||
void HostileAttackPCSpeaker(float fDelay = 0.0, int bPlot = FALSE, int bImmortal = FALSE, int bAllAllies = TRUE);
|
||||
|
||||
// This will make our faction hostile to the target, and attack them.
|
||||
// * oTarget - The target object to attack
|
||||
// * fDelay - The delay AFTER adjusting reputation, that we attack and shout
|
||||
// * bPlot - The plot flag to set US to (Usually FALSE).
|
||||
// * bImmortal - The immortal flag US to set to (Usually FALSE).
|
||||
// Example, how to keep flags already set:
|
||||
// HostileAttackObject(oPC, 0.0, GetPlotFlag(), GetImmortal());
|
||||
// * bAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't
|
||||
void HostileAttackObject(object oTarget, float fDelay = 0.0, int bPlot = FALSE, int bImmortal = FALSE, int bAllAllies = TRUE);
|
||||
|
||||
// This will make our faction hostile to the target, and shout.
|
||||
// * oTarget - The target object to shout about.
|
||||
// Use: Placeables, disturbers and so on.
|
||||
// Note: Placeables are normally defaulted hostile faction! Must change it to work
|
||||
void ShoutAbout(object oTarget);
|
||||
|
||||
// This will make our faction hostile to ALL(!) PC's...in the area or game or range
|
||||
// * nType - TYPE_ALL_PCS (1) is all PC's in the world.
|
||||
// - TYPE_ALL_AREA (2) is all PC's in the specific area.
|
||||
// - TYPE_IN_RANGE (3) is all PC's within fRange.
|
||||
// * bPlot - The plot flag to set US to (Usually FALSE).
|
||||
// * bImmortal - The immortal flag US to set to (Usually FALSE).
|
||||
// * bAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't
|
||||
void HostileAttackAllPCs(int nType = 1, float fRange = 40.0, int bPlot = FALSE, int bImmortal = FALSE, int bAllAllies = TRUE);
|
||||
|
||||
// This will thier most damaging weapon, and wait to disarm it.
|
||||
// * fDuration - Delay until the weapon is withdrawn.
|
||||
// * bRanged - if TRUE, it will equip a ranged weapon as a prioritory (EquipRanged call)
|
||||
void EquipWeaponsDuration(float fDuration, int bRanged = FALSE);
|
||||
// Disarms the persons right-hand-weapon
|
||||
void RemoveWeapons();
|
||||
|
||||
// Plays talks like "ATTACK!" and "Group Near Me" etc.
|
||||
// * nLowest, nHighest - the High/Lowest value to use.
|
||||
// 0 = ATTACK, 1 = TAUNT, 2-4 = BATTLE(1-3), 5 = ENEMIES, 6 = GROUP, 7 = HELP.
|
||||
void PlaySomeTaunt(int nLowest = 0, int nHighest = 7);
|
||||
|
||||
// Gets all allies of ourselves to attack oTarget
|
||||
// * oTarget - The target to attack.
|
||||
void AlliesAttack(object oTarget);
|
||||
|
||||
// Returns the nearest PC object
|
||||
object GetNearestPCCreature();
|
||||
// Returns the nearest enemy (but doesn't determine if it can see/hear it)
|
||||
object GetNearestEnemyCreature();
|
||||
// Returns the nearest friend
|
||||
object GetNearestFriendCreature();
|
||||
|
||||
|
||||
// A slightly modified way to determine a combat round.
|
||||
// * oTarget - The target to attack
|
||||
// * sShout - The string to silently speak to get allies to come and help
|
||||
void DetermineSpeakCombatRound(object oTarget, string sShout)
|
||||
{
|
||||
// Shout
|
||||
if(sShout != "") AISpeakString(sShout);
|
||||
|
||||
// Check for custom AI script, else fire default.
|
||||
string sAI = GetCustomAIFileName();
|
||||
// Fire default AI script
|
||||
if(sAI == "")
|
||||
{
|
||||
// Sanity check - to not fire this off multiple times, we make sure temp
|
||||
// object is not the same as oTarget (and valid)
|
||||
if(!GetIsObjectValid(oTarget) || (GetIsObjectValid(oTarget) &&
|
||||
!GetLocalTimer(AI_DEFAULT_AI_COOLDOWN)))
|
||||
{
|
||||
SetLocalObject(OBJECT_SELF, AI_TEMP_SET_TARGET, oTarget);
|
||||
ExecuteScript(COMBAT_FILE, OBJECT_SELF);
|
||||
SetLocalTimer(AI_DEFAULT_AI_COOLDOWN, 0.1);
|
||||
}
|
||||
}
|
||||
// Fire custom AI script
|
||||
else
|
||||
{
|
||||
SetLocalObject(OBJECT_SELF, AI_TEMP_SET_TARGET, oTarget);
|
||||
ExecuteScript(sAI, OBJECT_SELF);
|
||||
}
|
||||
}
|
||||
|
||||
// A slightly modified way to determine a combat round.
|
||||
// * oTarget - The target to attack
|
||||
// * oAttacker - The NPC who you want to determine a combat round, on oTarget
|
||||
void DetermineSpeakCombatRoundNotMe(object oTarget, object oAttacker)
|
||||
{
|
||||
// Check for custom AI script, else fire default.
|
||||
string sAI = GetLocalString(oAttacker, AI_CUSTOM_AI_SCRIPT);
|
||||
// Fire default AI script
|
||||
if(sAI == "")
|
||||
{
|
||||
// Sanity check - to not fire this off multiple times, we make sure temp
|
||||
// object is not the same as oTarget (and valid)
|
||||
if(!GetIsObjectValid(oTarget) || (GetIsObjectValid(oTarget) &&
|
||||
!GetLocalTimer(AI_DEFAULT_AI_COOLDOWN)))
|
||||
{
|
||||
SetLocalObject(oAttacker, AI_TEMP_SET_TARGET, oTarget);
|
||||
ExecuteScript(COMBAT_FILE, oAttacker);
|
||||
SetLocalTimer(AI_DEFAULT_AI_COOLDOWN, 0.1);
|
||||
}
|
||||
}
|
||||
// Fire custom AI script
|
||||
else
|
||||
{
|
||||
SetLocalObject(oAttacker, AI_TEMP_SET_TARGET, oTarget);
|
||||
ExecuteScript(sAI, oAttacker);
|
||||
}
|
||||
}
|
||||
// This is the main wrapper to get an NPC to attack in conversation.
|
||||
// * fDelay - The delay AFTER adjusting reputation, that we attack and shout
|
||||
// * bPlot - The plot flag to set US to (Usually FALSE).
|
||||
// * bImmortal - The immortal flag US to set to (Usually FALSE).
|
||||
// Example, how to keep flags already set:
|
||||
// HostileAttackPCSpeaker(0.0, GetPlotFlag(), GetImmortal());
|
||||
// * bAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't
|
||||
void HostileAttackPCSpeaker(float fDelay = 0.0, int bPlot = FALSE, int bImmortal = FALSE, int bAllAllies = TRUE)
|
||||
{
|
||||
// Get the PC
|
||||
object oPC = GetPCSpeaker();
|
||||
|
||||
// Error checking
|
||||
if(!GetIsObjectValid(oPC) || GetIsDM(oPC)) return;
|
||||
|
||||
// Change our flags for plot and immortal (usually turns them off)
|
||||
SetPlotFlag(OBJECT_SELF, bPlot);
|
||||
SetImmortal(OBJECT_SELF, bImmortal);
|
||||
|
||||
// We make them hostile to our faction
|
||||
AdjustReputation(oPC, OBJECT_SELF, HOSTILE);
|
||||
|
||||
// Attack them
|
||||
SetLocalObject(OBJECT_SELF, AI_TO_ATTACK, oPC);
|
||||
if(fDelay > 0.0)
|
||||
{
|
||||
// Round start...
|
||||
DelayCommand(fDelay, DetermineSpeakCombatRound(oPC, AI_SHOUT_I_WAS_ATTACKED));
|
||||
if(bAllAllies) DelayCommand(fDelay, AlliesAttack(oPC));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Round start...
|
||||
DetermineSpeakCombatRound(oPC, AI_SHOUT_I_WAS_ATTACKED);
|
||||
if(bAllAllies) AlliesAttack(oPC);
|
||||
}
|
||||
}
|
||||
|
||||
// This will make our faction hostile to the target, and attack them.
|
||||
// * oTarget - The target object to attack
|
||||
// * fDelay - The delay AFTER adjusting reputation, that we attack and shout
|
||||
// * bPlot - The plot flag to set US to (Usually FALSE).
|
||||
// * bImmortal - The immortal flag US to set to (Usually FALSE).
|
||||
// Example, how to keep flags already set:
|
||||
// HostileAttackObject(oPC, 0.0, GetPlotFlag(), GetImmortal());
|
||||
// * bAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't
|
||||
void HostileAttackObject(object oTarget, float fDelay = 0.0, int bPlot = FALSE, int bImmortal = FALSE, int bAllAllies = TRUE)
|
||||
{
|
||||
// Error checking
|
||||
if(!GetIsObjectValid(oTarget) || GetIsDM(oTarget)) return;
|
||||
|
||||
// Change our flags for plot and immortal (usually turns them off)
|
||||
SetPlotFlag(OBJECT_SELF, bPlot);
|
||||
SetImmortal(OBJECT_SELF, bImmortal);
|
||||
|
||||
// We make them hostile to our faction
|
||||
AdjustReputation(oTarget, OBJECT_SELF, HOSTILE);
|
||||
|
||||
// Attack them
|
||||
SetLocalObject(OBJECT_SELF, AI_TO_ATTACK, oTarget);
|
||||
|
||||
if(fDelay > 0.0)
|
||||
{
|
||||
// Round start...
|
||||
DelayCommand(fDelay, DetermineSpeakCombatRound(oTarget, AI_SHOUT_I_WAS_ATTACKED));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Round start...
|
||||
DetermineSpeakCombatRound(oTarget, AI_SHOUT_I_WAS_ATTACKED);
|
||||
}
|
||||
}
|
||||
|
||||
// This will make our faction hostile to the target, and shout.
|
||||
// * oTarget - The target object to shout about.
|
||||
// Use: Placeables, disturbers and so on.
|
||||
void ShoutAbout(object oTarget)
|
||||
{
|
||||
// We make them hostile to our faction
|
||||
AdjustReputation(oTarget, OBJECT_SELF, HOSTILE);
|
||||
// And shout for others to attack
|
||||
AISpeakString(AI_SHOUT_CALL_TO_ARMS);
|
||||
}
|
||||
|
||||
// This will make our faction hostile to ALL(!) PC's...in the area or game or range
|
||||
// * nType - TYPE_ALL_PCS (1) is all PC's in the world.
|
||||
// - TYPE_ALL_AREA (2) is all PC's in the specific area.
|
||||
// - TYPE_IN_RANGE (3) is all PC's within fRange.
|
||||
// * bPlot - The plot flag to set US to (Usually FALSE).
|
||||
// * bImmortal - The immortal flag US to set to (Usually FALSE).
|
||||
// * bAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't
|
||||
void HostileAttackAllPCs(int nType = 1, float fRange = 40.0, int bPlot = FALSE, int bImmortal = FALSE, int bAllAllies = TRUE)
|
||||
{
|
||||
object oPC, oToAttack;
|
||||
int bShout, nCnt;
|
||||
float fNearestEnemy = 10000.0;
|
||||
object oArea = GetArea(OBJECT_SELF);
|
||||
switch(nType)
|
||||
{
|
||||
case TYPE_ALL_PCS:// s all PC's in the world.
|
||||
{
|
||||
oPC = GetFirstPC();
|
||||
while(GetIsObjectValid(oPC))
|
||||
{
|
||||
if(!GetIsDM(oPC) &&
|
||||
GetIsObjectValid(GetArea(oPC)))
|
||||
{
|
||||
AdjustReputation(oPC, OBJECT_SELF, HOSTILE);
|
||||
if(GetArea(oPC) == oArea)
|
||||
{
|
||||
if(GetDistanceToObject(oPC) <= fNearestEnemy)
|
||||
{
|
||||
oToAttack = oPC;
|
||||
}
|
||||
}
|
||||
bShout = TRUE;
|
||||
}
|
||||
oPC = GetNextPC();
|
||||
}
|
||||
}
|
||||
break;
|
||||
case TYPE_ALL_AREA:// is all PC's in the specific area.
|
||||
{
|
||||
nCnt = 1;
|
||||
oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, nCnt);
|
||||
while(GetIsObjectValid(oPC))
|
||||
{
|
||||
// Attack it! (if not a DM!)
|
||||
if(!GetIsDM(oPC))
|
||||
{
|
||||
AdjustReputation(oPC, OBJECT_SELF, HOSTILE);
|
||||
if(GetArea(oPC) == oArea)
|
||||
{
|
||||
if(GetDistanceToObject(oPC) <= fNearestEnemy)
|
||||
{
|
||||
oToAttack = oPC;
|
||||
}
|
||||
}
|
||||
bShout = TRUE;
|
||||
}
|
||||
// Next one
|
||||
nCnt++;
|
||||
oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, nCnt);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case TYPE_IN_RANGE:// is all PC's within fRange.
|
||||
{
|
||||
nCnt = 1;
|
||||
oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, nCnt);
|
||||
while(GetIsObjectValid(oPC) && GetDistanceToObject(oPC) <= fRange)
|
||||
{
|
||||
// Attack it! (if not a DM!)
|
||||
if(!GetIsDM(oPC))
|
||||
{
|
||||
AdjustReputation(oPC, OBJECT_SELF, HOSTILE);
|
||||
if(GetArea(oPC) == oArea)
|
||||
{
|
||||
if(GetDistanceToObject(oPC) <= fNearestEnemy)
|
||||
{
|
||||
oToAttack = oPC;
|
||||
}
|
||||
}
|
||||
bShout = TRUE;
|
||||
}
|
||||
// Next one
|
||||
nCnt++;
|
||||
oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, nCnt);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
// Attack nearest one (if valid)
|
||||
if(GetIsObjectValid(oToAttack))
|
||||
{
|
||||
// Change our flags for plot and immortal (usually turns them off)
|
||||
SetPlotFlag(OBJECT_SELF, bPlot);
|
||||
SetImmortal(OBJECT_SELF, bImmortal);
|
||||
|
||||
DetermineSpeakCombatRound(oToAttack);
|
||||
if(bAllAllies) AlliesAttack(oToAttack);
|
||||
}
|
||||
// Check if we shout
|
||||
if(bShout) AISpeakString(AI_SHOUT_CALL_TO_ARMS);
|
||||
}
|
||||
// This will thier most damaging weapon, and wait to disarm it.
|
||||
// * fDuration - Delay until the weapon is withdrawn.
|
||||
// * bRanged - if TRUE, it will equip a ranged weapon as a prioritory (EquipRanged call)
|
||||
void EquipWeaponsDuration(float fDuration, int bRanged = FALSE)
|
||||
{
|
||||
if(bRanged)
|
||||
{
|
||||
// Equip any most damaging (don't use oVersus, incase it doesn't arm anything)
|
||||
ActionEquipMostDamagingRanged();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Equip any most damaging (don't use oVersus, incase it doesn't arm anything)
|
||||
ActionEquipMostDamagingMelee();
|
||||
}
|
||||
// Delay the un-equip
|
||||
DelayCommand(fDuration, RemoveWeapons());
|
||||
}
|
||||
// Disarms the persons right-hand-weapon
|
||||
void RemoveWeapons()
|
||||
{
|
||||
// cannot be in combat, duh!
|
||||
if(GetIsInCombat() || GetIsObjectValid(GetAttackTarget()))
|
||||
return;
|
||||
// Get the weapon, make sure it is valid, and...
|
||||
object oUnequip = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND);
|
||||
if(GetIsObjectValid(oUnequip))
|
||||
{
|
||||
// ...unequip it.
|
||||
ClearAllActions();
|
||||
ActionUnequipItem(oUnequip);
|
||||
}
|
||||
}
|
||||
/*::///////////////////////////////////////////////
|
||||
//:: PlaySomeTaunt
|
||||
//::///////////////////////////////////////////////
|
||||
Plays talks like "ATTACK!" and "Group Near Me" etc.
|
||||
* iLowest, iHighest - the High/Lowest value to use.
|
||||
0 = ATTACK, 1 = TAUNT, 2-4 = BATTLE(1-3), 5 = ENEMIES, 6 = GROUP, 7 = HELP.
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Created by : Jasperre
|
||||
//:://///////////////////////////////////////////*/
|
||||
void PlaySomeTaunt(int nLowest, int nHighest)
|
||||
{
|
||||
int nRandom = Random(nHighest) + nLowest;
|
||||
int nVoice = VOICE_CHAT_ATTACK;
|
||||
switch (nRandom)
|
||||
{
|
||||
case 0: nVoice = VOICE_CHAT_ATTACK; break;
|
||||
case 1: nVoice = VOICE_CHAT_TAUNT; break;
|
||||
case 2: nVoice = VOICE_CHAT_BATTLECRY1; break;
|
||||
case 3: nVoice = VOICE_CHAT_BATTLECRY2; break;
|
||||
case 4: nVoice = VOICE_CHAT_BATTLECRY3; break;
|
||||
case 5: nVoice = VOICE_CHAT_ENEMIES; break;
|
||||
case 6: nVoice = VOICE_CHAT_GROUP; break;
|
||||
case 7: nVoice = VOICE_CHAT_HELP; break;
|
||||
default: nVoice = VOICE_CHAT_ATTACK; break;
|
||||
}
|
||||
PlayVoiceChat(nVoice);
|
||||
}
|
||||
|
||||
// Gets all allies of ourselves to attack oTarget
|
||||
// * oTarget - The target to attack.
|
||||
void AlliesAttack(object oTarget)
|
||||
{
|
||||
if(!GetIsObjectValid(oTarget)) return;
|
||||
int nCnt = 1;
|
||||
object oAlly = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_FRIEND, OBJECT_SELF, nCnt, CREATURE_TYPE_IS_ALIVE, TRUE);
|
||||
while(GetIsObjectValid(oAlly) && GetDistanceToObject(oAlly) <= 50.0)
|
||||
{
|
||||
// A slightly modified way to determine a combat round.
|
||||
// * oTarget - The target to attack
|
||||
// * oAttacker - The NPC who you want to determine a combat round, on oTarget
|
||||
DetermineSpeakCombatRoundNotMe(oTarget, oAlly);
|
||||
nCnt++;
|
||||
oAlly = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_FRIEND, OBJECT_SELF, nCnt, CREATURE_TYPE_IS_ALIVE, TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
// Returns the nearest PC object
|
||||
object GetNearestPCCreature()
|
||||
{
|
||||
return GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);
|
||||
}
|
||||
// Returns the nearest enemy (but doesn't determine if it can see/hear it)
|
||||
object GetNearestEnemyCreature()
|
||||
{
|
||||
return GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
|
||||
}
|
||||
// Returns the nearest friend
|
||||
object GetNearestFriendCreature()
|
||||
{
|
||||
return GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_FRIEND);
|
||||
}
|
||||
|
||||
// Debug: To compile this script full, uncomment all of the below.
|
||||
/* - Add two "/"'s at the start of this line
|
||||
void main()
|
||||
{
|
||||
return;
|
||||
}
|
||||
//*/
|
||||
Reference in New Issue
Block a user