433 lines
17 KiB
Plaintext
433 lines
17 KiB
Plaintext
/************************ [Combat Attack] **************************************
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Filename: j_inc_npc_attack
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************************* [Combat Attack] **************************************
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What does this do?
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It is a wrapper/include for getting a creature to attack target X, or do
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Y. I use this for conversations, triggers, the lot, as a simple wrapper
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that will execute my AI.
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There are several functions here to do things, that may be useful wrappers.
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And it also keeps Combat files SMALL! I uses Execute Script to fire the
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combat file, not include it here.
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************************* [History] ********************************************
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1.3 - Added
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************************* [Workings] *******************************************
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Include this in any conversation file or whatever, and mearly read the
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descriptions of the different functions, and it will do what it says :-)
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************************* [Arguments] ******************************************
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Arguments:
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************************* [Combat Attack] *************************************/
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// Include the constants for the combat, spawn integers ETC.
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#include "j_inc_constants"
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// Hostile amount
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const int HOSTILE = -100;// Reputation to change to
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const int TYPE_ALL_PCS = 1;// is all PC's in the world.
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const int TYPE_ALL_AREA = 2;// is all PC's in the specific area.
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const int TYPE_IN_RANGE = 3;// is all PC's within fRange.
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// A slightly modified way to determine a combat round.
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// * oTarget - The target to attack
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// * sShout - The string to silently speak to get allies to come and help
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void DetermineSpeakCombatRound(object oTarget = OBJECT_INVALID, string sShout = "");
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// A slightly modified way to determine a combat round.
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// * oTarget - The target to attack
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// * oAttacker - The NPC who you want to determine a combat round, on oTarget
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void DetermineSpeakCombatRoundNotMe(object oTarget, object oAttacker);
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// This is the main wrapper to get an NPC to attack in conversation.
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// * fDelay - The delay AFTER adjusting reputation, that we attack and shout
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// * iPlot - The plot flag to set to (Usually FALSE).
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// * iImmortal - The immortal flag to set to (Usually FALSE).
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// Example, how to keep flags already set:
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// HostileAttackPCSpeaker(0.0, GetPlotFlag(), GetImmortal());
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// * iAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't
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void HostileAttackPCSpeaker(float fDelay = 0.0, int iPlot = FALSE, int iImmortal = FALSE, int iAllAllies = TRUE);
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// This will make our faction hostile to the target, and attack them.
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// * oTarget - The target object to attack
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// * fDelay - The delay AFTER adjusting reputation, that we attack and shout
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// * iPlot - The plot flag to set to (Usually FALSE).
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// * iImmortal - The immortal flag to set to (Usually FALSE).
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// Example, how to keep flags already set:
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// HostileAttackObject(oPC, 0.0, GetPlotFlag(), GetImmortal());
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// * iAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't
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void HostileAttackObject(object oTarget, float fDelay = 0.0, int iPlot = FALSE, int iImmortal = FALSE, int iAllAllies = TRUE);
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// This will make our faction hostile to the target, and shout.
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// * oTarget - The target object to shout about.
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// Use: Placeables, disturbers and so on.
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// Note: Placeables are normally defaulted hostile faction! Must change it to work
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void ShoutAbout(object oTarget);
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// This will make our faction hostile to ALL(!) PC's...in the area or game or range
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// * iType - TYPE_ALL_PCS (1) is all PC's in the world.
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// - TYPE_ALL_AREA (2) is all PC's in the specific area.
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// - TYPE_IN_RANGE (3) is all PC's within fRange.
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// * iPlot - The plot flag to set to (Usually FALSE).
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// * iImmortal - The immortal flag to set to (Usually FALSE).
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// * iAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't
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void HostileAttackAllPCs(int iType = 1, float fRange = 40.0, int iPlot = FALSE, int iImmortal = FALSE, int iAllAllies = TRUE);
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// This will thier most damaging weapon, and wait to disarm it.
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// * fDuration - Delay until the weapon is withdrawn.
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// * iRanged - if TRUE, it will equip a ranged weapon as a prioritory (EquipRanged call)
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void EquipWeaponsDuration(float fDuration, int iRanged = FALSE);
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// Disarms the persons right-hand-weapon
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void RemoveWeapons();
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// Plays talks like "ATTACK!" and "Group Near Me" etc.
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// * iLowest, iHighest - the High/Lowest value to use.
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// 0 = ATTACK, 1 = TAUNT, 2-4 = BATTLE(1-3), 5 = ENEMIES, 6 = GROUP, 7 = HELP.
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void PlaySomeTaunt(int iLowest = 0, int iHighest = 7);
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// Gets all allies of ourselves to attack oTarget
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// * oTarget - The target to attack.
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void AlliesAttack(object oTarget);
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// Returns the nearest PC object
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object GetNearestPCCreature();
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// Returns the nearest enemy (but doesn't determine if it can see/hear it)
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object GetNearestEnemyCreature();
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// Returns the nearest friend
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object GetNearestFriendCreature();
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// A slightly modified way to determine a combat round.
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// * oTarget - The target to attack
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// * sShout - The string to silently speak to get allies to come and help
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void DetermineSpeakCombatRound(object oTarget, string sShout)
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{
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// Shout
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if(sShout != "") AISpeakString(sShout);
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// Check for custom AI script, else fire default.
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string sAI = GetCustomAIFileName();
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// Fire default AI script
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if(sAI == "")
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{
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// Sanity check - to not fire this off multiple times, we make sure temp
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// object is not the same as oTarget (and valid)
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if(!GetIsObjectValid(oTarget) || (GetIsObjectValid(oTarget) &&
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!GetLocalTimer(AI_DEFAULT_AI_COOLDOWN)))
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{
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SetLocalObject(OBJECT_SELF, AI_TEMP_SET_TARGET, oTarget);
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ExecuteScript(COMBAT_FILE, OBJECT_SELF);
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SetLocalTimer(AI_DEFAULT_AI_COOLDOWN, 0.1);
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}
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}
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// Fire custom AI script
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else
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{
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SetLocalObject(OBJECT_SELF, AI_TEMP_SET_TARGET, oTarget);
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ExecuteScript(sAI, OBJECT_SELF);
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}
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}
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// A slightly modified way to determine a combat round.
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// * oTarget - The target to attack
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// * oAttacker - The NPC who you want to determine a combat round, on oTarget
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void DetermineSpeakCombatRoundNotMe(object oTarget, object oAttacker)
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{
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// Check for custom AI script, else fire default.
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string sAI = GetLocalString(oAttacker, AI_CUSTOM_AI_SCRIPT);
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// Fire default AI script
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if(sAI == "")
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{
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// Sanity check - to not fire this off multiple times, we make sure temp
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// object is not the same as oTarget (and valid)
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if(!GetIsObjectValid(oTarget) || (GetIsObjectValid(oTarget) &&
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!GetLocalTimer(AI_DEFAULT_AI_COOLDOWN)))
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{
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SetLocalObject(oAttacker, AI_TEMP_SET_TARGET, oTarget);
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ExecuteScript(COMBAT_FILE, oAttacker);
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SetLocalTimer(AI_DEFAULT_AI_COOLDOWN, 0.1);
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}
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}
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// Fire custom AI script
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else
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{
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SetLocalObject(oAttacker, AI_TEMP_SET_TARGET, oTarget);
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ExecuteScript(sAI, oAttacker);
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}
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}
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// This is the main wrapper to get an NPC to attack in conversation.
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// * iPlot - The plot flag to set to (Usually FALSE).
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// * iImmortal - The immortal flag to set to (Usually FALSE).
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// Example, how to keep flags already set:
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// AttackPCSpeaker(GetPlotFlag(), GetImmortal());
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// * iAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't
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void HostileAttackPCSpeaker(float fDelay = 0.0, int iPlot = FALSE, int iImmortal = FALSE, int iAllAllies = TRUE)
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{
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// Get the PC
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object oPC = GetPCSpeaker();
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// Error checking
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if(!GetIsObjectValid(oPC) || GetIsDM(oPC)) return;
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// Change the flags
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if(GetPlotFlag() != iPlot)
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SetPlotFlag(OBJECT_SELF, iPlot);
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if(GetImmortal() != iImmortal)
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SetImmortal(OBJECT_SELF, iPlot);
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// We make them hostile to our faction
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AdjustReputation(oPC, OBJECT_SELF, HOSTILE);
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// Attack them
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SetLocalObject(OBJECT_SELF, AI_TO_ATTACK, oPC);
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if(fDelay > 0.0)
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{
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// Round start...
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DelayCommand(fDelay, DetermineSpeakCombatRound(oPC, I_WAS_ATTACKED));
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if(iAllAllies)
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DelayCommand(fDelay, AlliesAttack(oPC));
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}
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else
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{
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// Round start...
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DetermineSpeakCombatRound(oPC, I_WAS_ATTACKED);
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if(iAllAllies) AlliesAttack(oPC);
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}
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}
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// This will make our faction hostile to the target, and attack them.
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// * oTarget - The target object to attack
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// * iPlot - The plot flag to set to (Usually FALSE).
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// * iImmortal - The immortal flag to set to (Usually FALSE).
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// Example, how to keep flags already set:
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// AttackObject(oPC, GetPlotFlag(), GetImmortal());
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// * iAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't
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void HostileAttackObject(object oTarget, float fDelay = 0.0, int iPlot = FALSE, int iImmortal = FALSE, int iAllAllies = TRUE)
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{
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// Error checking
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if(!GetIsObjectValid(oTarget) || GetIsDM(oTarget)) return;
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// Change the flags
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if(GetPlotFlag() != iPlot)
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SetPlotFlag(OBJECT_SELF, iPlot);
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if(GetImmortal() != iImmortal)
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SetImmortal(OBJECT_SELF, iPlot);
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// We make them hostile to our faction
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AdjustReputation(oTarget, OBJECT_SELF, HOSTILE);
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// Attack them
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SetLocalObject(OBJECT_SELF, AI_TO_ATTACK, oTarget);
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if(fDelay > 0.0)
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{
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// Round start...
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DelayCommand(fDelay, DetermineSpeakCombatRound(oTarget, I_WAS_ATTACKED));
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}
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else
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{
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// Round start...
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DetermineSpeakCombatRound(oTarget, I_WAS_ATTACKED);
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}
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}
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// This will make our faction hostile to the target, and shout.
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// * oTarget - The target object to shout about.
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// Use: Placeables, disturbers and so on.
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void ShoutAbout(object oTarget)
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{
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// We make them hostile to our faction
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AdjustReputation(oTarget, OBJECT_SELF, HOSTILE);
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// And shout for others to attack
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AISpeakString(CALL_TO_ARMS);
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}
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// This will make our faction hostile to ALL(!) PC's...in the area or game or range
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// * iType - TYPE_ALL_PCS (1) is all PC's in the world.
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// - TYPE_ALL_AREA (2) is all PC's in the specific area.
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// - TYPE_IN_RANGE (3) is all PC's within fRange.
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// * iPlot - The plot flag to set to (Usually FALSE).
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// * iImmortal - The immortal flag to set to (Usually FALSE).
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// * iAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't
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void HostileAttackAllPCs(int iType = 1, float fRange = 40.0, int iPlot = FALSE, int iImmortal = FALSE, int iAllAllies = TRUE)
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{
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object oPC, oToAttack;
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int iShout, iCnt;
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float fNearestEnemy = 10000.0;
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object oArea = GetArea(OBJECT_SELF);
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switch(iType)
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{
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case TYPE_ALL_PCS:// s all PC's in the world.
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{
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oPC = GetFirstPC();
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while(GetIsObjectValid(oPC))
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{
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if(!GetIsDM(oPC) &&
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GetIsObjectValid(GetArea(oPC)))
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{
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AdjustReputation(oPC, OBJECT_SELF, HOSTILE);
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if(GetArea(oPC) == oArea)
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{
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if(GetDistanceToObject(oPC) <= fNearestEnemy)
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{
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oToAttack = oPC;
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}
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}
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iShout = TRUE;
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}
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oPC = GetNextPC();
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}
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}
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break;
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case TYPE_ALL_AREA:// is all PC's in the specific area.
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{
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iCnt = 1;
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oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);
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while(GetIsObjectValid(oPC))
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{
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// Attack it! (if not a DM!)
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if(!GetIsDM(oPC))
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{
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AdjustReputation(oPC, OBJECT_SELF, HOSTILE);
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if(GetArea(oPC) == oArea)
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{
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if(GetDistanceToObject(oPC) <= fNearestEnemy)
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{
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oToAttack = oPC;
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}
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}
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iShout = TRUE;
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}
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// Next one
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iCnt++;
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oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC,
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OBJECT_SELF, iCnt);
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}
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}
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break;
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case TYPE_IN_RANGE:// is all PC's within fRange.
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{
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iCnt = 1;
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oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);
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while(GetIsObjectValid(oPC) && GetDistanceToObject(oPC) <= fRange)
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{
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// Attack it! (if not a DM!)
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if(!GetIsDM(oPC))
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{
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AdjustReputation(oPC, OBJECT_SELF, HOSTILE);
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if(GetArea(oPC) == oArea)
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{
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if(GetDistanceToObject(oPC) <= fNearestEnemy)
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{
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oToAttack = oPC;
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}
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}
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iShout = TRUE;
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}
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// Next one
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iCnt++;
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oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC,
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OBJECT_SELF, iCnt);
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}
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}
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break;
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}
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// Attack nearest one (if valid)
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if(GetIsObjectValid(oToAttack))
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{
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DetermineSpeakCombatRound(oToAttack);
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if(iAllAllies) AlliesAttack(oToAttack);
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}
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// Check if we shout
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if(iShout) AISpeakString(CALL_TO_ARMS);
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}
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// This will thier most damaging melee weapon, and wait to disarm it.
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// * fDuration - Delay until the weapon is withdrawn.
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void EquipWeaponsDuration(float fDuration, int iRanged = FALSE)
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{
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if(iRanged)
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{
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// Equip any most damaging (don't use oVersus, incase it doesn't arm anything)
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ActionEquipMostDamagingRanged();
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}
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else
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{
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// Equip any most damaging (don't use oVersus, incase it doesn't arm anything)
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ActionEquipMostDamagingMelee();
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}
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// Delay the un-equip
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DelayCommand(fDuration, RemoveWeapons());
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}
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// Disarms the persons right-hand-weapon
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void RemoveWeapons()
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{
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// cannot be in combat, duh!
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if(GetIsInCombat() || GetIsObjectValid(GetAttackTarget()))
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return;
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// Get the weapon, make sure it is valid, and...
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object oUnequip = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND);
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if(GetIsObjectValid(oUnequip))
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{
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// ...unequip it.
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ClearAllActions();
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ActionUnequipItem(oUnequip);
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}
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}
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/*::///////////////////////////////////////////////
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//:: PlaySomeTaunt
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//::///////////////////////////////////////////////
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Plays talks like "ATTACK!" and "Group Near Me" etc.
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* iLowest, iHighest - the High/Lowest value to use.
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0 = ATTACK, 1 = TAUNT, 2-4 = BATTLE(1-3), 5 = ENEMIES, 6 = GROUP, 7 = HELP.
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//::///////////////////////////////////////////////
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//:: Created by : Jasperre
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//:://///////////////////////////////////////////*/
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void PlaySomeTaunt(int iLowest, int iHighest)
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{
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int iRandom = Random(iHighest) + iLowest;
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int iVoice = VOICE_CHAT_ATTACK;
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switch (iRandom)
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{
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case 0: iVoice = VOICE_CHAT_ATTACK; break;
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case 1: iVoice = VOICE_CHAT_TAUNT; break;
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case 2: iVoice = VOICE_CHAT_BATTLECRY1; break;
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case 3: iVoice = VOICE_CHAT_BATTLECRY2; break;
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case 4: iVoice = VOICE_CHAT_BATTLECRY3; break;
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case 5: iVoice = VOICE_CHAT_ENEMIES; break;
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case 6: iVoice = VOICE_CHAT_GROUP; break;
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case 7: iVoice = VOICE_CHAT_HELP; break;
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default: iVoice = VOICE_CHAT_ATTACK; break;
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}
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PlayVoiceChat(iVoice);
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}
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// Gets all allies of ourselves to attack oTarget
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// * oTarget - The target to attack.
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void AlliesAttack(object oTarget)
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{
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if(!GetIsObjectValid(oTarget)) return;
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int iCnt = 1;
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object oAlly = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_FRIEND, OBJECT_SELF, iCnt, CREATURE_TYPE_IS_ALIVE, TRUE);
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while(GetIsObjectValid(oAlly) && GetDistanceToObject(oAlly) <= 50.0)
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{
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// A slightly modified way to determine a combat round.
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// * oTarget - The target to attack
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// * oAttacker - The NPC who you want to determine a combat round, on oTarget
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DetermineSpeakCombatRoundNotMe(oTarget, oAlly);
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iCnt++;
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oAlly = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_FRIEND, OBJECT_SELF, iCnt, CREATURE_TYPE_IS_ALIVE, TRUE);
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}
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}
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// Returns the nearest PC object
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object GetNearestPCCreature()
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{
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return GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);
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}
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// Returns the nearest enemy (but doesn't determine if it can see/hear it)
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object GetNearestEnemyCreature()
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{
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return GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
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}
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// Returns the nearest friend
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object GetNearestFriendCreature()
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{
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return GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_FRIEND);
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}
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//void main(){}
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