2025/07/18 Update
Added PEPS. Full compile.
This commit is contained in:
68
_module/nss/xx_pc_e_blocked.nss
Normal file
68
_module/nss/xx_pc_e_blocked.nss
Normal file
@@ -0,0 +1,68 @@
|
||||
/*//////////////////////////////////////////////////////////////////////////////
|
||||
Script: xx_pc_e_blocked
|
||||
Programmer: Philos
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
Player OnBlocked event script for PC AI;
|
||||
Can be blocked by a creature or door.
|
||||
*///////////////////////////////////////////////////////////////////////////////
|
||||
#include "0i_associates"
|
||||
void main()
|
||||
{
|
||||
object oCreature = OBJECT_SELF;
|
||||
// This actually gets either a Creature or Door that is blocking OBJECT_SELF.
|
||||
object oObject = GetBlockingDoor();
|
||||
if(AI_DEBUG) ai_Debug("xx_pc_e_blocked", "14", GetName(oCreature) + " is being blocked by " + GetName(oObject));
|
||||
int nObjectType = GetObjectType(oObject);
|
||||
if(nObjectType == OBJECT_TYPE_CREATURE)
|
||||
{
|
||||
if(GetIsEnemy(oObject, oCreature))
|
||||
{
|
||||
if(ai_CanIAttack(oCreature) && ai_GetIsInCombat(oCreature))
|
||||
{
|
||||
ai_DoAssociateCombatRound(oCreature);
|
||||
return;
|
||||
}
|
||||
if(ai_CheckForCombat(oCreature, FALSE)) return;
|
||||
}
|
||||
}
|
||||
// Anything below blocking us is a door.
|
||||
if(nObjectType != OBJECT_TYPE_DOOR) return;
|
||||
//if(GetLockKeyTag(oObject) != "") return;
|
||||
else if(GetIsDoorActionPossible(oObject, DOOR_ACTION_OPEN) &&
|
||||
GetAbilityScore(oCreature, ABILITY_INTELLIGENCE) >= 5)
|
||||
{
|
||||
DoDoorAction(oObject, DOOR_ACTION_OPEN);
|
||||
return;
|
||||
}
|
||||
// Anything below is ignored in combat.
|
||||
if(ai_GetIsInCombat(oCreature)) return;
|
||||
// If we are in combat we should ignore doors that do not easily open.
|
||||
if(GetIsDoorActionPossible(oObject, DOOR_ACTION_BASH) &&
|
||||
ai_GetWeaponDamage(oCreature, 3, TRUE) > GetHardness(oObject) &&
|
||||
GetLockKeyTag(oObject) == "")
|
||||
{
|
||||
ActionWait(1.0);
|
||||
ActionAttack(oObject);
|
||||
// Give them 3 rounds to break through a door.
|
||||
DelayCommand(18.0, ai_ClearCreatureActions(TRUE));
|
||||
return;
|
||||
}
|
||||
else if(GetLocked(oObject))
|
||||
{
|
||||
if(AI_DEBUG) ai_Debug("0e_ch_e_blocked", "49", GetName(oObject) + " is locked!");
|
||||
string sID = ObjectToString(oCreature);
|
||||
if(!GetLocalInt(oObject, "AI_STATED_LOCKED_" + sID) &&
|
||||
!ai_GetAIMode(oCreature, AI_MODE_DO_NOT_SPEAK)) SpeakString("That " + GetName(oObject) + " is locked!");
|
||||
SetLocalInt(oObject, "AI_STATED_LOCKED_" + sID, TRUE);
|
||||
if(ai_GetAIMode(oCreature, AI_MODE_PICK_LOCKS) ||
|
||||
ai_GetAIMode(oCreature, AI_MODE_BASH_LOCKS))
|
||||
{
|
||||
ai_AttemptToByPassLock(oCreature, oObject);
|
||||
}
|
||||
}
|
||||
// Clear our action so we can move on to something else unless the door is open.
|
||||
else if(!GetIsOpen(oObject))
|
||||
{
|
||||
ai_ClearCreatureActions();
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user