//twopts.txt - Like basic monst, but this character spends all its time oscillating 
// between two nav points.
// Memory Cells:
//   Cell 0 - Rogue type  0- still 1 - hunter 2 - refugee attacker

begincreaturescript;

variables;

short i,target;
short path_a_or_b = 0;
short last_walk;
short run_stopped = 0;

body;

beginstate INIT_STATE;
	last_walk = get_current_tick();
	break;

beginstate DEAD_STATE;

break;

beginstate START_STATE; 
	if ((run_stopped == 0) && (get_memory_cell(0) == 2) && (gf(10,11) > 0)) {
		if (who_shot_me() >= 0) 
			run_stopped = 1;
			else {
				if (dist_to_nav_point(ME,2) < 7) {
					run_stopped = 1;
					fidget(ME,10);
					}
					else approach_nav_point(ME,2,2);
				end();
				}
		}

	// if I have a target for some reason, go attack it
	if (target_ok()) {
		if (dist_to_char(get_target()) <= 16)
			set_state(3);
			else set_foe_target(ME,-1);
		}
	
	if (get_foe_target(ME,8,0)) {
		do_attack();
		set_state(3);
		}
	if (who_shot_me() >= 0) {
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}
	
	if ((get_memory_cell(0) == 1) && (gf(10,10) > 0)) {
		if ((get_attitude(ME) >= 10) && (dist_to_pc() <= 20)) {
			set_foe_target(ME,pc_num());
			set_state(3);
			}
		}
	if ((get_memory_cell(0) == 2) && (gf(10,11) > 0)) {
		if (dist_to_nav_point(ME,2) < 4)
			fidget(ME,10);
			else approach_nav_point(ME,2,2);
		}
	
	if (get_memory_cell(0) == 0) {
		if (my_dist_from_start() >= 6) 
			return_to_start(ME,1);
			else fidget(ME,25);
		}
		
	if (am_i_doing_action() == FALSE)
		end_combat_turn();
break;

beginstate 3; // attacking
	if (target_ok() == FALSE)
		set_state(START_STATE);
	do_attack();
break;

beginstate TALKING_STATE;
	if (get_memory_cell(0) == 0) {
		print_str("Talking: You make a bit of small talk with this person, but don't learn");
		print_str("  anything interesting.");
		}
		else begin_talk_mode(get_memory_cell(0));
	break;