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

@@ -1,35 +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
//:: Modified by Zarathstra217
//:://////////////////////////////////////////////
#include "z217_behold"
object oBeholder=GetAreaOfEffectCreator();
/*//////////////////////////////////////////////////////////////////////////////
Script: nw_c2_defaulte
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monsters OnBlocked event script;
Can be blocked by a creature or door.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_associates"
void main()
{
object oDoor = GetBlockingDoor();
ExecuteScript("prc_npc_blocked", OBJECT_SELF);
if(GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 5)
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)
{
if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_OPEN) && GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 7 )
if(GetIsEnemy(oObject, oCreature))
{
DoDoorAction(oDoor, DOOR_ACTION_OPEN);
}
else if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_BASH))
{
Disintegrate(oDoor); //DoDoorAction(oDoor, DOOR_ACTION_BASH);
if(ai_CanIAttack(oCreature) && ai_GetIsInCombat(oCreature))
{
ai_DoMonsterCombatRound(oCreature);
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 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) == "")
{
ActionWait(1.0);
ActionAttack(oObject);
// Give them 3 rounds to break through a door.
DelayCommand(18.0, ai_ClearCreatureActions(TRUE));
return;
}
}