/*////////////////////////////////////////////////////////////////////////////////////////////////////
// Script Name: ai_a_o_cmb_modes
//////////////////////////////////////////////////////////////////////////////////////////////////////
 ai script for associates to not use any combat modes during combat ai.
 OBJECT_SELF is the creature running the ai.
 Our actions.
 1 - Get nearest enemy.
 2 - Check for healing and curing first.
 3 - Check moral if wounded and this is a simple+ battle.
 4 - Check for a magical ranged attack if not in melee and a difficult+ battle.
 5 - Check for a buff or summons if this is a difficult+ battle.
 6 - Check for a Class ability and an offensive spell if this is a simple+ battle.
 7 - Check for a physical attack.
*/////////////////////////////////////////////////////////////////////////////////////////////////////
// Programmer: Philos
//////////////////////////////////////////////////////////////////////////////////////////////////////
#include "0i_actions"
void main()
{
    object oCreature = OBJECT_SELF;
    // Get the number of enemies that we are in melee combat with.
    int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
    //***************************  HEALING & CURES  ****************************
    if(ai_TryHealingTalent(oCreature, nInMelee)) return;
    if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
    int nDifficulty = ai_GetDifficulty(oCreature);
    int nMaxLevel;
    // Check for moral and get the maximum spell level we should use.
    if(nDifficulty >= AI_COMBAT_EFFORTLESS)
    {
        if(nInMelee && ai_MoralCheck(oCreature)) return;
        nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty);
    }
    // Skill, Class, Offensive AOE's, and Defensive talents.
    if(nDifficulty >= AI_COMBAT_MODERATE)
    {
        // *************************** SPELL TALENTS ***************************
        // ******************* OFFENSIVE AOE TALENTS ***********************
        // Check the battlefield for a group of enemies to shoot a big spell at!
        // We are checking here since these opportunities are rare and we need
        // to take advantage of them as often as possible.
        if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
        {
            if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
            if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
        }
        if(!ai_GetMagicMode(oCreature, AI_MAGIC_OFFENSIVE_CASTING))
        {
            // ********** PROTECTION/ENHANCEMENT/SUMMON TALENTS ************
            // Does our master want to be buffed first?
            object oTarget = OBJECT_INVALID;
            if(ai_GetMagicMode(oCreature, AI_MAGIC_BUFF_MASTER)) oTarget = GetMaster(oCreature);
            if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, 0, oTarget)) return;
            if(ai_TryDivineShieldFeat(oCreature, nInMelee)) return;
            if(ai_TryDivineMightFeat(oCreature, nInMelee)) return;
        }
        //**************************  SKILL FEATURES  **************************
        if(ai_TryAnimalEmpathy(oCreature)) return;
        // ************************** CLASS FEATURES ***************************
        if(ai_TryBarbarianRageFeat(oCreature)) return;
        if(ai_TryBardSongFeat(oCreature)) return;
        if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
        if(ai_TrySummonFamiliarTalent(oCreature)) return;
    }
    // Class and Offensive single target talents.
    if(nDifficulty >= AI_COMBAT_EFFORTLESS)
    {
        // ************************** CLASS FEATURES ***************************
        if(ai_TryTurningTalent(oCreature)) return;
        // *************************** SPELL TALENTS ***************************
        if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
        {
            if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
            if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
        }
    }
    // PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
    if(AI_DEBUG) ai_Debug("ai_a_no_modes", "78", "Check for ranged attack on weakest enemy!");
    object oTarget;
    int bAlwaysAtk = !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK);
    // ************************** Ranged feat attacks **************************
    if(!GetHasFeatEffect(FEAT_BARBARIAN_RAGE, oCreature) &&
       !ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) &&
       ai_CanIUseRangedWeapon(oCreature, nInMelee))
    {
        if(ai_HasRangedWeaponWithAmmo(oCreature))
        {
            if(ai_TryRangedSneakAttack(oCreature, nInMelee)) return;
            // Lets pick off the weaker targets.
            if(!nInMelee)
            {
                if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
                if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
                if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(oCreature);
            }
            else
            {
                if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
                if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE);
                if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(oCreature, AI_RANGE_MELEE);
            }
            if(oTarget != OBJECT_INVALID)
            {
                if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return;
                if(AI_DEBUG) ai_Debug("ai_a_no_modes", "105", GetName(OBJECT_SELF) + " does ranged attack on weakest: " + GetName(oTarget) + "!");
                ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
                return;
            }
            else
            {
                ai_SearchForHiddenCreature(oCreature, FALSE);
                return;
            }
        }
        else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
    }
    if(AI_DEBUG) ai_Debug("ai_a_no_modes", "117", "Check for melee attack on weakest enemy!");
    // ************************** Melee feat attacks *************************
    if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
    if(ai_TrySneakAttack(oCreature, nInMelee, bAlwaysAtk)) return;
    if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
    if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_PERCEPTION, bAlwaysAtk);
    if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTargetForMeleeCombat(oCreature, nInMelee, bAlwaysAtk);
    if(oTarget != OBJECT_INVALID)
    {
        if(AI_DEBUG) ai_Debug("ai_a_no_modes", "126", GetName(OBJECT_SELF) + " does melee attack against weakest: " + GetName(oTarget) + "!");
        ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
    }
    else ai_SearchForHiddenCreature(oCreature, FALSE);
}

