2025/07/28 Update
Added PEPS AI Full compile.
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77
_module/nss/ai_a_defensive.nss
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77
_module/nss/ai_a_defensive.nss
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/*////////////////////////////////////////////////////////////////////////////////////////////////////
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// Script Name: ai_a_defensive
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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ai script for associates put in to a defensive mode to protect themselves.
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OBJECT_SELF is the creature running the ai.
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Our actions.
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1 - Get nearest enemy and the difficulty of the battle.
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2 - Check for healing potions if this is a simple+ battle.
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3 - Check moral if wounded and is a simple+ battle.
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4 - Check for a magical ranged attack if not in melee and a difficult+ battle.
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5 - Check for a buff if this is a difficult+ battle.
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6 - Check for defensive ability such as knockdown, expertise or parry.
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7 - If we can't fight defensive then flee.
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8 - If we are out of range with no ability then stand and watch.
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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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object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST);
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if(AI_DEBUG) ai_Debug("ai_a_defensive", "25", "oNearest Enemy: " + GetName(oNearestEnemy) +
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" Distance to Nearest Enemy: " + FloatToString(GetDistanceToObject(oNearestEnemy), 0, 2));
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// ALWAYS - Check for healing and cure talents.
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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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// SIMPLE+ - Check for moral and get what spell power we should be using.
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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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// DIFFICULT+ - Class talents, Offensive AOE's, Defensive talents, and Potion talents.
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if(nDifficulty >= AI_COMBAT_MODERATE)
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{
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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_TryBardSongFeat(oCreature)) return;
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if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
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if(ai_TrySummonFamiliarTalent(oCreature)) return;
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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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int nRound = ai_GetCurrentRound(oCreature);
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if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, nRound, oTarget)) return;
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}
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}
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object oTarget;
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// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
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if(nInMelee > 0)
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{
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if(ai_TryImprovedExpertiseFeat(oCreature)) return;
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if(ai_TryExpertiseFeat(oCreature)) return;
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// Lets get the strongest melee opponent in melee with us.
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oTarget = ai_GetHighestCRTarget(oCreature, AI_RANGE_MELEE);
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if(oTarget == OBJECT_INVALID) oTarget = oNearestEnemy;
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// Use knockdown when appropriate and the target is not immune.
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if(ai_TryKnockdownFeat(oCreature, oTarget)) return;
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if (ai_TryParry (oCreature)) return;
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// We have tried everything to protect ourselves so the only thing left
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// to do is man up and attack!
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ai_DoPhysicalAttackOnLowestCR(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK));
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return;
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}
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//********************** PHYSICAL ATTACKS ********************************
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// Even in defensive mode we want to be in battle so go find someone!
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ai_DoPhysicalAttackOnBest(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK));
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}
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