/*//////////////////////////////////////////////////////////////////////////////
 Script Name: ai_a_taunter
////////////////////////////////////////////////////////////////////////////////
 ai script for creatures using defined to use the taunt skill.
 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);
    //***************************  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)
    {
        //**************************  SKILL FEATURES  **************************
        if(ai_TryAnimalEmpathy(oCreature)) return;
        // ************************** CLASS FEATURES ***************************
        if(ai_TryBarbarianRageFeat(oCreature)) return;
        if(ai_TryBardSongFeat(oCreature)) return;
        // *************************** SPELL TALENTS ***************************
        if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) 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;
        }
    }
    // Taunt the nearest target!
    if (ai_TryTaunt (oCreature, ai_GetNearestTargetForMeleeCombat (oCreature, nInMelee))) return;
    // PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
    ai_DoPhysicalAttackOnLowestCR(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK));
}
