2025/07/28 Update

Added PEPS AI
Full compile.
This commit is contained in:
Jaysyn904
2025-07-28 16:16:23 -04:00
parent 222171781b
commit 4f42bd0a2a
1530 changed files with 45560 additions and 1208 deletions

View File

@@ -1,71 +1,37 @@
//::///////////////////////////////////////////////
//:: Default On Attacked
//:: NW_C2_DEFAULT5
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
If already fighting then ignore, else determine
combat round
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2001
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Modified By: Deva Winblood
//:: Modified On: Jan 4th, 2008
//:: Added Support for Mounted Combat Feat Support
//:://////////////////////////////////////////////
#include "nw_i0_generic"
/*//////////////////////////////////////////////////////////////////////////////
Script: nw_c2_default5
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monster OnPhysicalAttacked event script;
Fires for all physical attacks, claws, weapons, fists, bow, etc.
Fires for taunt skill, animal empathy skill.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_actions"
void main()
{
ExecuteScript("prc_npc_physatt", OBJECT_SELF);
if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
{ // set variables on target for mounted combat
SetLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL",TRUE);
SetLocalInt(OBJECT_SELF,"nX3_HP_BEFORE",GetCurrentHitPoints(OBJECT_SELF));
} // set variables on target for mounted combat
if(GetFleeToExit()) {
// Run away!
ActivateFleeToExit();
} else if (GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) {
// We give an attacker one warning before we attack
// This is not fully implemented yet
SetSpawnInCondition(NW_FLAG_SET_WARNINGS, FALSE);
//Put a check in to see if this attacker was the last attacker
//Possibly change the GetNPCWarning function to make the check
} else {
object oAttacker = GetLastAttacker();
if (!GetIsObjectValid(oAttacker)) {
// Don't do anything, invalid attacker
} else if (!GetIsFighting(OBJECT_SELF)) {
// We're not fighting anyone else, so
// start fighting the attacker
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) {
SetSummonHelpIfAttacked();
DetermineSpecialBehavior(oAttacker);
} else if (GetArea(oAttacker) == GetArea(OBJECT_SELF)) {
SetSummonHelpIfAttacked();
DetermineCombatRound(oAttacker);
}
//Shout Attack my target, only works with the On Spawn In setup
SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
//Shout that I was attacked
SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
}
object oCreature = OBJECT_SELF;
ExecuteScript("prc_npc_physatt", oCreature);
object oAttacker = GetLastAttacker(oCreature);
if(AI_DEBUG) ai_Debug("nw_c2_default5", "14", GetName(oCreature) + " was attacked by " +
GetName(oAttacker) + ".");
SetLocalObject(oAttacker, AI_ATTACKED_PHYSICAL, oCreature);
// Run away!
if(ai_GetFleeToExit(oCreature))
{
ai_ActivateFleeToExit(oCreature);
return;
}
if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_ATTACKED));
SignalEvent(oCreature, EventUserDefined(EVENT_ATTACKED));
}
if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature)) return;
if(ai_GetIsInCombat(oCreature)) return;
// We only inform others if attacked when not busy, not disabled & not in combat.
if(AI_DEBUG) ai_Debug("nw_c2_default5", "30", "Tell my allies I've been attacked!");
SetLocalObject (oCreature, AI_MY_TARGET, oAttacker);
SpeakString(AI_ATKED_BY_WEAPON, TALKVOLUME_SILENT_TALK);
// Now move towards the attack in the hopes we can see them.
if(GetDistanceBetween(oCreature, oAttacker) < AI_RANGE_CLOSE) ai_DoMonsterCombatRound(oCreature);
else ActionMoveToObject(oAttacker, TRUE, AI_RANGE_CLOSE);
}