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

@@ -1,51 +1,54 @@
//::///////////////////////////////////////////////
//:: Default On Blocked
//:: NW_C2_DEFAULTE
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This will cause blocked creatures to open
or smash down doors depending on int and
str.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Nov 23, 2001
//:://////////////////////////////////////////////
/*//////////////////////////////////////////////////////////////////////////////
Script: nw_c2_defaulte
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monsters OnBlocked event script;
Can be blocked by a creature or door.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_associates"
void main()
{
ExecuteScript("prc_npc_blocked", OBJECT_SELF);
object oDoor = GetBlockingDoor();
if (GetObjectType(oDoor) == OBJECT_TYPE_CREATURE)
object oCreature = OBJECT_SELF;
ExecuteScript("prc_npc_blocked", oCreature);
// This actually gets either a Creature or Door that is blocking OBJECT_SELF.
object oObject = GetBlockingDoor();
if(AI_DEBUG) ai_Debug("nw_c2_defaulte", "14", GetName(oCreature) + " is being blocked by " + GetName(oObject));
int nObjectType = GetObjectType(oObject);
if(nObjectType == OBJECT_TYPE_CREATURE)
{
// * Increment number of times blocked
/*SetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED", GetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED") + 1);
if (GetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED") > 3)
if(GetIsEnemy(oObject, oCreature))
{
SpeakString("Blocked by creature");
SetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED",0);
ClearAllActions();
object oEnemy = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
if (GetIsObjectValid(oEnemy) == TRUE)
if(ai_CanIAttack(oCreature) && ai_GetIsInCombat(oCreature))
{
ActionEquipMostDamagingRanged(oEnemy);
ActionAttack(oEnemy);
ai_DoMonsterCombatRound(oCreature);
return;
}
return;
} */
if(ai_CheckForCombat(oCreature, TRUE)) return;
}
}
// Anything below blocking us is a door.
if(nObjectType != OBJECT_TYPE_DOOR) return;
// Only open the door if the player has turned door opening on.
if(!GetLocalInt(GetModule(), AI_RULE_OPEN_DOORS)) return;
//if(GetLockKeyTag(oObject) != "") return;
else if(GetIsDoorActionPossible(oObject, DOOR_ACTION_OPEN) &&
GetAbilityScore(oCreature, ABILITY_INTELLIGENCE) >= 5)
{
if(AI_DEBUG) ai_Debug("nw_c2_defaulte", "33", GetName(oCreature) + " is opening " + GetName(oObject));
DoDoorAction(oObject, DOOR_ACTION_OPEN);
return;
}
if(GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 5)
// If we are in combat we should ignore doors that do not easily open.
if(GetIsDoorActionPossible(oObject, DOOR_ACTION_BASH) &&
ai_GetWeaponDamage(oCreature, 3, TRUE) > GetHardness(oObject) &&
GetLockKeyTag(oObject) == "")
{
if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_OPEN) && GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 7 )
{
DoDoorAction(oDoor, DOOR_ACTION_OPEN);
}
else if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_BASH))
{
DoDoorAction(oDoor, DOOR_ACTION_BASH);
}
ActionWait(1.0);
ActionAttack(oObject);
// Give them 3 rounds to break through a door.
DelayCommand(18.0, ai_ClearCreatureActions(TRUE));
return;
}
}