121 lines
6.5 KiB
Plaintext
121 lines
6.5 KiB
Plaintext
/*////////////////////////////////////////////////////////////////////////////////////////////////////
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// Script Name: ai_a_druid
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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ai script for associates using the Druid class.
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OBJECT_SELF is the creature running the ai.
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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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//*************************** HEALING & CURES ****************************
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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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// Check for moral and get the maximum spell level we should use.
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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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// Skill, Class, Offensive AOE's, and Defensive talents.
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object oTarget = OBJECT_INVALID;
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// Get the Spell Level we should still cast before turning into our polymorph form.
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int nSpellLevel = ai_GetHasPolymorphSelfFeat(oCreature);
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int nMaxTalentLevel;
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if(AI_DEBUG) ai_Debug("ai_a_druid", "31", "nSpellLevel: " + IntToString(nSpellLevel));
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if(nDifficulty >= AI_COMBAT_MODERATE)
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{
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// *************************** SPELL TALENTS ***************************
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if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
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{
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if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
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if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
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}
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// ************************** CLASS FEATURES ***************************
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if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
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//************************** DEFENSIVE TALENTS ***************************
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if(!ai_GetMagicMode(oCreature, AI_MAGIC_OFFENSIVE_CASTING))
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{
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if(ai_GetMagicMode(oCreature, AI_MAGIC_BUFF_MASTER)) oTarget = GetMaster(oCreature);
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nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_SUMMON);
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if(AI_DEBUG) ai_Debug("ai_a_druid", "47", "nMaxTalentLevel 'S' " + IntToString(nMaxTalentLevel));
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if(nSpellLevel < nMaxTalentLevel &&
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ai_UseCreatureTalent(oCreature, AI_TALENT_SUMMON, nInMelee, nMaxLevel, oTarget)) return;
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nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_PROTECTION);
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if(AI_DEBUG) ai_Debug("ai_a_druid", "51", "nMaxTalentLevel 'P' " + IntToString(nMaxTalentLevel));
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if(nSpellLevel < nMaxTalentLevel &&
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ai_UseCreatureTalent(oCreature, AI_TALENT_PROTECTION, nInMelee, nMaxLevel, oTarget)) return;
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nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_ENHANCEMENT);
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if(AI_DEBUG) ai_Debug("ai_a_druid", "55", "nMaxTalentLevel 'E' " + IntToString(nMaxTalentLevel));
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if(nSpellLevel < nMaxTalentLevel &&
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ai_UseCreatureTalent(oCreature, AI_TALENT_ENHANCEMENT, nInMelee, nMaxLevel, oTarget)) return;
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}
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}
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// Offensive single target talents.
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if(nDifficulty >= AI_COMBAT_EFFORTLESS)
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{
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// *************************** SPELL TALENTS ***************************
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if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
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{
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if(nInMelee > 0)
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{
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nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_TOUCH);
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if(AI_DEBUG) ai_Debug("ai_druid", "69", "nMaxTalentLevel 'T' " + IntToString(nMaxTalentLevel));
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if(nSpellLevel < nMaxTalentLevel &&
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ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
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}
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nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_RANGED);
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if(AI_DEBUG) ai_Debug("ai_druid", "74", "nMaxTalentLevel 'R' " + IntToString(nMaxTalentLevel));
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if(nSpellLevel < nMaxTalentLevel &&
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ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
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}
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if(nDifficulty >= AI_COMBAT_MODERATE && ai_TryPolymorphSelfFeat(oCreature)) return;
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}
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//************************** SKILL FEATURES **************************
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if(ai_TryAnimalEmpathy(oCreature)) return;
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// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
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// ************************** Ranged feat attacks **************************
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if(!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) && ai_CanIUseRangedWeapon(oCreature, nInMelee))
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{
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if(ai_HasRangedWeaponWithAmmo(oCreature))
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{
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// Are we suppose to protect our master first?
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if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
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if(oTarget == OBJECT_INVALID)
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{
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// Lets pick off the weakest targets.
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if(!nInMelee) oTarget = ai_GetLowestCRPhysicalTarget(oCreature);
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else oTarget = ai_GetLowestCRPhysicalTarget(oCreature, AI_RANGE_MELEE);
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}
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if(oTarget != OBJECT_INVALID)
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{
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if(ai_TryRangedTalents(oCreature, oTarget, nInMelee)) return;
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ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
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return;
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}
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else
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{
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ai_SearchForHiddenCreature(oCreature, FALSE);
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return;
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}
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}
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else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
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}
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// ************************** Melee feat attacks *************************
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if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
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if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetBestTargetForMeleeCombat(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK));
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if(oTarget != OBJECT_INVALID)
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{
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if(ai_TryMeleeTalents(oCreature, oTarget)) return;
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ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
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}
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else ai_SearchForHiddenCreature(oCreature, FALSE);
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}
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