//::///////////////////////////////////////////////
//:: Default: On Spawn In
//:: NW_C2_DEFAULT9
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    Determines the course of action to be taken
    after having just been spawned in
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 25, 2001
//:://////////////////////////////////////////////
#include "NW_O2_CONINCLUDE"
#include "NW_I0_GENERIC"

void main()
{
// OPTIONAL BEHAVIORS (Comment In or Out to Activate ) ****************************************************************************
     //SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
     //SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
                // This causes the creature to say a special greeting in their conversation file
                // upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
                // greeting in order to designate it. As the creature is actually saying this to
                // himself, don't attach any player responses to the greeting.

     //SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
                // This will set the listening pattern on the NPC to attack when allies call
     //SetSpawnInCondition(NW_FLAG_STEALTH);
                // If the NPC has stealth and they are a rogue go into stealth mode
     //SetSpawnInCondition(NW_FLAG_SEARCH);
                // If the NPC has Search go into Search Mode
     //SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
                // This will set the NPC to give a warning to non-enemies before attacking

     //SetSpawnInCondition(NW_FLAG_SLEEP);
                //Creatures that spawn in during the night will be asleep.
     //SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
     //SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
     //SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
     //SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
                //This will play Ambient Animations until the NPC sees an enemy or is cleared.
                //NOTE that these animations will play automatically for Encounter Creatures.

    // NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
    //SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN);    // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.)
    //SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE);     // OPTIONAL BEHAVIOR (Flee to a way point and do not return.)
    //SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE);   // OPTIONAL BEHAVIOR (Teleport to safety and do not return.)
    //SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN);  // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.)

// CUSTOM USER DEFINED EVENTS
/*
    The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD.  Like the
    On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors.  The user defined
    events user 1000 - 1010
*/
    //SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT);        //OPTIONAL BEHAVIOR - Fire User Defined Event 1001
    //SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT);         //OPTIONAL BEHAVIOR - Fire User Defined Event 1002
    //SetSpawnInCondition(NW_FLAG_ATTACK_EVENT);           //OPTIONAL BEHAVIOR - Fire User Defined Event 1005
    //SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT);          //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
    //SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT);        //OPTIONAL BEHAVIOR - Fire User Defined Event 1008
    //SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003
    //SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT);      //OPTIONAL BEHAVIOR - Fire User Defined Event 1004
    //SetSpawnInCondition(NW_FLAG_DEATH_EVENT);            //OPTIONAL BEHAVIOR - Fire User Defined Event 1007

// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
    SetListeningPatterns();    // Goes through and sets up which shouts the NPC will listen to.
//    WalkWayPoints();           // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
                               // 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
                               // 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
                               //    combat.
    GenerateNPCTreasure(2);     //* Use this to create a small amount of treasure on the creature

// Walk to Primary NPC selecting a random pathway
    int npathchoice = d2();
    if(npathchoice == 2)
    {
        ActionMoveToObject(GetObjectByTag("ai_horde000"));
        ActionMoveToObject(GetObjectByTag("ai_horde001"));
        ActionMoveToObject(GetObjectByTag("ai_horde002"));
        ActionMoveToObject(GetObjectByTag("ai_horde004"));
    }
    else
    {
        ActionMoveToObject(GetObjectByTag("ai_horde000"));
        ActionMoveToObject(GetObjectByTag("ai_horde001"));
        ActionMoveToObject(GetObjectByTag("ai_horde003"));
        ActionMoveToObject(GetObjectByTag("ai_horde006"));
    }

    int npathchoice2 = d3();
    if(npathchoice2 == 1)
    {
        ActionMoveToObject(GetObjectByTag("ai_horde007"));
        ActionMoveToObject(GetObjectByTag("ai_horde009"));
    }
    if(npathchoice2 == 2)
    {
        ActionMoveToObject(GetObjectByTag("ai_horde005"));
        ActionMoveToObject(GetObjectByTag("ai_horde010"));
    }
    if(npathchoice2 == 3)
    {
        ActionMoveToObject(GetObjectByTag("ai_horde008"));
        ActionMoveToObject(GetObjectByTag("ai_horde011"));
    }

    int npathchoice3 = d2();
    if(npathchoice3 == 2)
    {
        ActionMoveToObject(GetObjectByTag("ai_horde020"));
        ActionMoveToObject(GetObjectByTag("ai_horde012"));
        ActionMoveToObject(GetObjectByTag("ai_horde014"));
    }
    else
    {
        ActionMoveToObject(GetObjectByTag("ai_horde021"));
        ActionMoveToObject(GetObjectByTag("ai_horde013"));
        ActionMoveToObject(GetObjectByTag("ai_horde016"));
    }

    ActionMoveToObject(GetObjectByTag("ai_horde015"));
    ActionMoveToObject(GetObjectByTag("ai_horde017"));

    int npathchoice4 = d10();
    if(npathchoice4 < 2)
    {
        ActionMoveToObject(GetObjectByTag("ai_horde019"));
    }
    else
    {
        ActionMoveToObject(GetObjectByTag("ai_horde018"));
    }
}


