Rune_PRC8/_module/nss/nw_c2_default4.nss
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/************************ [On Conversation] ************************************
Filename: j_ai_onconversat or nw_c2_default4
************************* [On Conversation] ************************************
OnConversation/ Listen to shouts.
Documented, and checked. -Working-
Added spawn in condition - Never clear actions when talking.
************************* [History] ********************************************
1.3 - Added in conversation thing - IE we can set speakstrings, no need for conversation file.
- Sorted more shouts out.
- Should work right, and not cause too many actions (as we ignore
shouts for normally 12 or so seconds before letting them affect us again).
************************* [Workings] *******************************************
Uses RespondToShout to react to allies' shouts, and just attacks any enemy
who speaks, or at least moves to them. (OK, dumb if they are invisible, but
oh well, they shouldn't talk so loud!)
Remember, whispers are never heard if too far away, speakstrings don't go
through walls, and shouts are always heard (so we don't go off to anyone
not in our area, remember)
************************* [Arguments] ******************************************
Arguments: GetListenPatternNumber, GetLastSpeaker, TestStringAgainstPattern,
GetMatchedSubstring
************************* [On Conversation] ***********************************/
#include "j_inc_other_ai"
void main()
{
// * if petrified, jump out
if (GetHasEffect(EFFECT_TYPE_PETRIFY, OBJECT_SELF) == TRUE)
{
return;
}
// * If dead, exit directly.
if (GetIsDead(OBJECT_SELF) == TRUE)
{
return;
}
ExecuteScript("prc_npc_conv", OBJECT_SELF);
if (GetLevelByClass(CLASS_TYPE_COMMONER) > 0)
{
ExecuteScript("oai_default4", OBJECT_SELF);
return;
}
// Pre-heartbeat-event
if(FireUserEvent(AI_FLAG_UDE_ON_DIALOGUE_PRE_EVENT, EVENT_ON_DIALOGUE_PRE_EVENT))
// We may exit if it fires
if(ExitFromUDE(EVENT_ON_DIALOGUE_PRE_EVENT)) return;
// AI status check. Is the AI on?
if(GetAIOff()) return;
// Declarations
int nMatch = GetListenPatternNumber();
object oShouter = GetLastSpeaker();
string sSpoken = GetMatchedSubstring(i0);
//DMFI CODE ADDITIONS BEGIN HERE
if (GetIsPC(oShouter))
{
ExecuteScript("dmfi_voice_exe", OBJECT_SELF);
}
if (nMatch == -1 && GetIsPC(oShouter) &&(GetLocalInt(GetModule(), "dmfi_AllMute") || GetLocalInt(OBJECT_SELF, "dmfi_Mute")))
{
SendMessageToAllDMs(GetName(oShouter) + " is trying to speak to a muted NPC, " + GetName(OBJECT_SELF) + ", in area " + GetName(GetArea(OBJECT_SELF)));
SendMessageToPC(oShouter, "This NPC is muted. A DM will be here shortly.");
return;
}
//DMFI CODE ADDITIONS END HERE
// We can ignore everything under special cases - EG no valid shouter,
// we are fleeing, its us, or we are not in the same area.
// - We break out of the script if this happens.
if(!GetIsObjectValid(oShouter) || /* Must be a valid speaker! */
!GetCommandable() || /* Commandable */
oShouter == OBJECT_SELF || /* Not us! */
GetIsPerformingSpecialAction() || /* Not fleeing */
GetIgnore(oShouter) || /* Not ignoring the shouter */
GetArea(oShouter) != GetArea(OBJECT_SELF))/* Same area (Stops "SHOUT" getting NPCs */
{
// Fire End of Dialogue event
FireUserEvent(AI_FLAG_UDE_ON_DIALOGUE_EVENT, EVENT_ON_DIALOGUE_EVENT);
return;
}
// Conversation if not a shout.
if(nMatch == iM1)
{
// Make sure it is a PC and we are not fighting.
if(!GetIsFighting() && (GetIsPC(oShouter) || GetIsDMPossessed(oShouter)))
{
// If we have something random (or not) to say instead of
// the conversation, we will say that.
if(GetLocalInt(OBJECT_SELF, ARRAY_SIZE + AI_TALK_ON_CONVERSATION))
{
ClearAllActions();// Stop
SetFacingPoint(GetPosition(oShouter));// Face
SpeakArrayString(AI_TALK_ON_CONVERSATION);// Speak string
PlayAnimation(ANIMATION_LOOPING_TALK_NORMAL, f1, f3);// "Talk", then resume potitions.
ActionDoCommand(ExecuteScript(FILE_WALK_WAYPOINTS, OBJECT_SELF));
}
else
{
// If we are set to NOT clear all actions, we won't.
if(!GetSpawnInCondition(AI_FLAG_OTHER_NO_CLEAR_ACTIONS_BEFORE_CONVERSATION, AI_OTHER_MASTER))
{
ClearAllActions();
}
BeginConversation();
}
}
}
// If it is a valid shout...and a valid shouter.
// - Not a DM. Not ignoring shouting. Not a Debug String.
else if(!GetLocalTimer(AI_TIMER_SHOUT_IGNORE_ANYTHING_SAID) && // Not listening (IE heard already)
!GetIsDM(oShouter) && FindSubString(sSpoken, "[Debug]") == iM1)
{
if(GetIsFriend(oShouter) || GetFactionEqual(oShouter))
{
// If they are a friend, not a PC, and a valid number, react.
// In the actual RespondToShout call, we do check to see if we bother.
// - Is PC - or is...master?
// - Shouts of 1 or over only.
if(nMatch >= i1 && !GetIsPC(oShouter) && !GetIsPC(GetMaster(oShouter)))
{
// Respond to the shout
RespondToShout(oShouter, nMatch);
}
// Else either is PC or is shout 0 (everything!)
// - not if we are in combat, or they are not.
else if(!CannotPerformCombatRound() &&
GetIsInCombat(oShouter) &&
GetObjectType(oShouter) == OBJECT_TYPE_CREATURE)
{
// Only use attack target.
object oIntruder = GetIntruderFromShout(oShouter);
// Valid, and not a friend if a PC speaker
if(GetIsObjectValid(oIntruder) &&
!GetFactionEqual(oIntruder) &&
!GetIsFriend(oIntruder))
{
// 57: "[Shout] Friend (may be PC) in combat. Attacking! [Friend] " + GetName(oShouter)
DebugActionSpeakByInt(57, oShouter);
DetermineCombatRound(oIntruder);
}
}
}
else if(GetIsEnemy(oShouter) && GetObjectType(oShouter) == OBJECT_TYPE_CREATURE)
{
// If we hear anything said by an enemy, and are not fighting, attack them!
if(!CannotPerformCombatRound())
// the negatives are associate shouts, 0+ are my shouts. 0 is anything
{
// We make sure it isn't an emote (set by default)
if(nMatch == i0 && GetSpawnInCondition(AI_FLAG_OTHER_DONT_RESPOND_TO_EMOTES, AI_OTHER_MASTER))
{
// Jump out if its an emote - "*Nods*"
if(GetStringLeft(sSpoken, i1) == EMOTE_STAR &&
GetStringRight(sSpoken, i1) == EMOTE_STAR)
{
// Fire End of Dialogue event
FireUserEvent(AI_FLAG_UDE_ON_DIALOGUE_EVENT, EVENT_ON_DIALOGUE_EVENT);
return;
}
}
// 58: "[Shout] Responding to shout [Enemy] " + GetName(oShouter) + " Who has spoken!"
DebugActionSpeakByInt(58, oShouter);
// Short non-respond
SetLocalTimer(AI_TIMER_SHOUT_IGNORE_ANYTHING_SAID, f6);
// Attack the enemy!
ClearAllActions();
DetermineCombatRound(oShouter);
}
}
}
// Fire End of Dialogue event
FireUserEvent(AI_FLAG_UDE_ON_DIALOGUE_EVENT, EVENT_ON_DIALOGUE_EVENT);
}