2025/07/18 Update
Added PEPS. Full compile.
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117
_module/nss/ai_a_flanker.nss
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117
_module/nss/ai_a_flanker.nss
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/*////////////////////////////////////////////////////////////////////////////////////////////////////
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// Script Name: ai_a_flanker
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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ai script for associates to flank the enemy and not charge into combat.
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OBJECT_SELF is the creature running the ai.
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*/////////////////////////////////////////////////////////////////////////////////////////////////////
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// Programmer: Philos
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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#include "0i_actions"
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void main()
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{
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object oCreature = OBJECT_SELF;
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// Get the number of enemies that we are in melee combat with.
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int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
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//*************************** HEALING & CURES ****************************
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if(ai_TryHealingTalent(oCreature, nInMelee)) return;
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if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
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int nDifficulty = ai_GetDifficulty(oCreature);
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int nMaxLevel;
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// Check for moral and get the maximum spell level we should use.
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if(nDifficulty >= AI_COMBAT_EFFORTLESS)
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{
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if(nInMelee && ai_MoralCheck(oCreature)) return;
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nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty);
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}
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// Skill, Class, Offensive AOE's, and Defensive talents.
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if(nDifficulty >= AI_COMBAT_MODERATE)
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{
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// *************************** SPELL TALENTS ***************************
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if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) return;
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//************************** SKILL FEATURES **************************
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if(ai_TryAnimalEmpathy(oCreature)) return;
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// ************************** CLASS FEATURES ***************************
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if(ai_TryBarbarianRageFeat(oCreature)) return;
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if(ai_TryBardSongFeat(oCreature)) return;
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if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
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if(ai_TrySummonFamiliarTalent(oCreature)) return;
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}
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// Class and Offensive single target talents.
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if(nDifficulty >= AI_COMBAT_EFFORTLESS)
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{
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// *************************** SPELL TALENTS ***************************
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if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
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{
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if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
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if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
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}
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}
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// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
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object oTarget;
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oTarget = GetLocalObject(oCreature, AI_PC_LOCKED_TARGET);
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// ************************** Melee feat attacks *************************
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if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
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// Lets get the nearest target that is attacking someone besides me. We want to flank!
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if(oTarget == OBJECT_INVALID)
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{
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if(!nInMelee) oTarget = ai_GetFlankTarget(oCreature);
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// If there are few enemies then we can safely move around.
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else if(nInMelee < 3 || ai_CanIMoveInCombat(oCreature))
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{
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oTarget = ai_GetFlankTarget(oCreature, AI_RANGE_MELEE);
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}
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// Ok we are in a serious fight so lets not give attack of opportunities.
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else oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE);
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}
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// If there are no enemies being attacked then lets stay back.
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if(oTarget == OBJECT_INVALID)
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{
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if(nInMelee)
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{
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if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
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// Lets get the strongest melee opponent in melee with us.
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object oTarget = ai_GetHighestCRTargetForMeleeCombat(oCreature, nInMelee);
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if(oTarget != OBJECT_INVALID)
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{
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ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
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return;
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}
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}
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// ************************** Ranged feat attacks **************************
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else if(!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) && ai_CanIUseRangedWeapon(oCreature, nInMelee))
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{
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if(ai_HasRangedWeaponWithAmmo(oCreature))
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{
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if(ai_TryRangedSneakAttack(oCreature, nInMelee)) return;
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oTarget = ai_GetLowestCRTarget(oCreature);
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if(oTarget != OBJECT_INVALID)
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{
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if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return;
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ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
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return;
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}
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}
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else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
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else
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{
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ai_SearchForHiddenCreature(oCreature, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE);
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return;
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}
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}
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}
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if(oTarget != OBJECT_INVALID)
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{
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if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
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if(ai_TryMeleeTalents(oCreature, oTarget)) return;
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ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
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return;
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}
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// Are we too far from our master?
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object oMaster = GetMaster();
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if(GetDistanceBetween(oMaster, oCreature) > AI_RANGE_LONG)
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{
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ActionMoveToObject(oMaster, TRUE, AI_RANGE_CLOSE);
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return;
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}
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ai_SearchForHiddenCreature(oCreature, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE);
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}
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