2025/07/18 Update
Added PEPS. Full compile.
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79
_module/nss/xx_pc_1_hb.nss
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79
_module/nss/xx_pc_1_hb.nss
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/*//////////////////////////////////////////////////////////////////////////////
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Script: xx_pc_1_hb
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Player OnHeart beat script for PC AI;
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This will usually fire every 6 seconds (1 game round).
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*///////////////////////////////////////////////////////////////////////////////
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#include "0i_menus"
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void ai_ActionFollow(object oCreature, object oTarget)
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{
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if(GetLocalInt(OBJECT_SELF, AI_CURRENT_ACTION_MODE) == AI_LAST_ACTION_MOVE)
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{
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float fDistance = GetDistanceBetween(oCreature, oTarget);
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float fFollowDistance = ai_GetFollowDistance(oCreature);
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if(fDistance > fFollowDistance && !ai_GetIsInCombat(oCreature))
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{
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if(fDistance > fFollowDistance * 5.0) AssignCommand(oCreature, JumpToObject(oTarget));
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else
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{
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ClearAllActions();
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ActionMoveToObject(oTarget, TRUE, fFollowDistance);
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}
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}
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DelayCommand(1.0, ai_ActionFollow(oCreature, oTarget));
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}
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}
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void main()
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{
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object oCreature = OBJECT_SELF;
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if(AI_DEBUG) ai_Debug("xx_pc_1_hb", "12", GetName(oCreature) + " heartbeat.");
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if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature)) return;
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if(ai_GetIsInCombat(oCreature))
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{
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ai_DoAssociateCombatRound(oCreature);
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return;
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}
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if(ai_CheckForCombat(oCreature, FALSE)) return;
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if(IsInConversation(oCreature)) return;
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if(ai_TryHealing(oCreature, oCreature)) return;
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if(ai_CheckNearbyObjects(oCreature)) return;
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if(ai_GetAIMode(oCreature, AI_MODE_AGGRESSIVE_STEALTH))
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{
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if(AI_DEBUG) ai_Debug("xx_ch_1_hb", "47", "Going into stealth mode!");
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int nStealth = GetSkillRank(SKILL_HIDE, oCreature);
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nStealth += GetSkillRank(SKILL_MOVE_SILENTLY, oCreature);
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if(nStealth / 2 >= ai_GetCharacterLevels(oCreature))
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{
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SetActionMode(oCreature, ACTION_MODE_STEALTH, TRUE);
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SetActionMode(oCreature, ACTION_MODE_DETECT, FALSE);
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}
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}
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else
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{
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SetActionMode(oCreature, ACTION_MODE_STEALTH, FALSE);
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if(ai_GetAIMode(oCreature, AI_MODE_AGGRESSIVE_SEARCH))
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{
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if(AI_DEBUG) ai_Debug("xx_ch_1_hb", "61", "Going into search mode!");
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SetActionMode(oCreature, ACTION_MODE_DETECT, TRUE);
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}
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else SetActionMode(oCreature, ACTION_MODE_DETECT, FALSE);
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}
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// Finally we check to make sure we are following.
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if(GetCurrentAction(oCreature) != ACTION_FOLLOW)
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{
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// Follow associate.
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object oAssociate = GetLocalObject(oCreature, AI_FOLLOW_TARGET);
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if(oAssociate == OBJECT_INVALID || GetMaster(oAssociate) != oCreature) return;
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if(GetDistanceBetween(oCreature, oAssociate) > ai_GetFollowDistance(oCreature))
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{
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ai_ClearCreatureActions();
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if(AI_DEBUG) ai_Debug("XX_pc_1_hb", "75", "Follow master: " +
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" Stealth: " + IntToString(ai_GetAIMode(oCreature, AI_MODE_AGGRESSIVE_STEALTH)) +
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" Search: " + IntToString(ai_GetAIMode(oCreature, AI_MODE_AGGRESSIVE_SEARCH)));
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SetLocalInt(oCreature, AI_CURRENT_ACTION_MODE, AI_LAST_ACTION_MOVE);
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ai_ActionFollow(oCreature, oAssociate);
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//ActionMoveToObject(oAssociate, TRUE, ai_GetFollowDistance(oCreature));
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}
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}
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}
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