/*////////////////////////////////////////////////////////////////////////////////////////////////////
// Script Name: ai_a_barbarian
//////////////////////////////////////////////////////////////////////////////////////////////////////
 ai script for associates using the Barbarian class.
 OBJECT_SELF is the creature running the ai.
*/////////////////////////////////////////////////////////////////////////////////////////////////////
// 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);
    object oTarget;
    if(!GetHasFeatEffect(FEAT_BARBARIAN_RAGE, 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)
        {
            // ************************ CLASS FEATURES *************************
            if(ai_TryBarbarianRageFeat(oCreature)) return;
            // ************************* SPELL TALENTS *************************
            if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) return;
        }
        // Offensive single target talents.
        if(nDifficulty >= AI_COMBAT_EFFORTLESS)
        {
            // ************************* 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.
        // ************************ Ranged feat attacks ************************
        if(!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) && ai_CanIUseRangedWeapon(oCreature, nInMelee))
        {
            if(ai_HasRangedWeaponWithAmmo(oCreature))
            {
                // Are we suppose to protect our master first?
                if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
                if(oTarget == OBJECT_INVALID)
                {
                    // Lets pick off the weakest targets.
                    if(!nInMelee) oTarget = ai_GetLowestCRTarget(oCreature);
                    else oTarget = ai_GetLowestCRTarget(oCreature, AI_RANGE_MELEE);
                }
                if(oTarget != OBJECT_INVALID)
                {
                    if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return;
                    ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
                    return;
                }
                else
                {
                    ai_SearchForHiddenCreature(oCreature, FALSE);
                    return;
                }
            }
            else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
        }
    }
    // *************************** Melee feat attacks **************************
    if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
    if(ai_TryWhirlwindFeat(oCreature)) return;
    if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
    if(oTarget == OBJECT_INVALID) oTarget = ai_GetBestTargetForMeleeCombat(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK));
    if(oTarget != OBJECT_INVALID)
    {
        if(ai_TryMeleeTalents(oCreature, oTarget)) return;
        ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
    }
    else ai_SearchForHiddenCreature(oCreature, FALSE);
}
