2025/07/18 Update
Added PEPS. Full compile.
This commit is contained in:
116
_module/nss/ai_ranged.nss
Normal file
116
_module/nss/ai_ranged.nss
Normal file
@@ -0,0 +1,116 @@
|
||||
/*////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Script Name: ai_ranged
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
ai script for monsters to use the ranged ai.
|
||||
OBJECT_SELF is the creature running the ai.
|
||||
Will attempt to use ranged weapons/spells until surrounded.
|
||||
*/////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 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;
|
||||
// Check for moral and get the maximum spell level we should use.
|
||||
if(nInMelee && ai_MoralCheck(oCreature)) return;
|
||||
int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature);
|
||||
//******************* OFFENSIVE AREA OF EFFECT TALENTS *******************
|
||||
// Check the battlefield for a group of enemies to shoot a big talent at!
|
||||
// We are checking here since these opportunities are rare and we need
|
||||
// to take advantage of them as often as possible.
|
||||
if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
|
||||
if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
|
||||
//**************************** SKILL FEATURES ****************************
|
||||
if(ai_TryAnimalEmpathy(oCreature)) return;
|
||||
//**************************** CLASS FEATURES ****************************
|
||||
if(ai_TryBarbarianRageFeat(oCreature)) return;
|
||||
if(ai_TryBardSongFeat(oCreature)) return;
|
||||
if(ai_TryTurningTalent(oCreature)) return;
|
||||
if(GetLocalInt(GetModule(), AI_RULE_SUMMON_COMPANIONS))
|
||||
{
|
||||
if(ai_TrySummonFamiliarTalent(oCreature)) return;
|
||||
if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
|
||||
}
|
||||
//************************** DEFENSIVE TALENTS ***************************
|
||||
int nRound = ai_GetCurrentRound(oCreature);
|
||||
if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, nRound)) return;
|
||||
// ************************** CLASS FEATURES *******************************
|
||||
if(ai_TryTurningTalent(oCreature)) return;
|
||||
//********************** OFFENSIVE TARGETED TALENTS **********************
|
||||
// Look for a touch attack since we are in melee.
|
||||
if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
|
||||
if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
|
||||
// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
|
||||
object oTarget;
|
||||
// ************************** Ranged feat attacks **************************
|
||||
if(!GetHasFeatEffect(FEAT_BARBARIAN_RAGE, oCreature) &&
|
||||
(nInMelee < 3 || ai_GetEnemyAttackingMe(oCreature) == OBJECT_INVALID))
|
||||
{
|
||||
if(ai_HasRangedWeaponWithAmmo(oCreature))
|
||||
{
|
||||
// Lets pick off the ranged then nearest targets.
|
||||
if(!nInMelee)
|
||||
{
|
||||
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
|
||||
if(oTarget == OBJECT_INVALID) oTarget == ai_GetRangedTarget(oCreature);
|
||||
if(oTarget == OBJECT_INVALID && ai_TryRangedSneakAttack(oCreature, nInMelee)) return;
|
||||
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE);
|
||||
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE);
|
||||
}
|
||||
if(oTarget != OBJECT_INVALID)
|
||||
{
|
||||
if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return;
|
||||
ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
ai_SearchForHiddenCreature(oCreature, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
|
||||
}
|
||||
// ************************** Melee feat attacks *************************
|
||||
object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST);
|
||||
if(nInMelee)
|
||||
{
|
||||
oTarget = ai_GetEnemyAttackingMe(oCreature);
|
||||
if(oTarget != OBJECT_INVALID)
|
||||
{
|
||||
if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
|
||||
if(ai_TrySneakAttack(oCreature, nInMelee)) return;
|
||||
if(ai_TryWhirlwindFeat(oCreature)) return;
|
||||
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
|
||||
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee);
|
||||
if(oTarget != OBJECT_INVALID)
|
||||
{
|
||||
if(ai_TryMeleeTalents(oCreature, oTarget)) return;
|
||||
ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(oNearestEnemy != OBJECT_INVALID)
|
||||
{
|
||||
float fDistance = GetDistanceBetween(oCreature, oNearestEnemy);
|
||||
float fRange = AI_RANGE_LONG;
|
||||
if(GetHasFeat(FEAT_SNEAK_ATTACK, oCreature)) fRange = AI_RANGE_CLOSE;
|
||||
if(fDistance < fRange)
|
||||
{
|
||||
int bRun = ai_CanIMoveInCombat(oCreature);
|
||||
ActionMoveAwayFromObject(oNearestEnemy, bRun, fRange - fDistance + 2.0);
|
||||
}
|
||||
}
|
||||
else ai_SearchForHiddenCreature(oCreature, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE);
|
||||
}
|
||||
|
Reference in New Issue
Block a user