// patrolnpc.txt
// Creature attacks anything it hates nearby, and spends the rest of its time patrolling a path.
// Once it has won, it returns to its home.
// Memory Cells:
//   Cell 0 - Number of path to follow.
//	 Cell 1 - If 0, just loops around path. If 1, walks to end of path, waits a little, and returns home.
//      If 2, goes to end of path and just stops.
//   Cell 2 - Node if talked to. 0 means no conversation
//   Cell 3,4 - Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.

begincreaturescript;

variables;

short i,target;

body;

beginstate INIT_STATE;
	set_level(ME,26);
	set_boss_level(ME,1);
	set_act_at_dist(ME,1);
	set_new_abil(ME,20);
	
	if (creature_type(ME) == 34)
		set_name(ME,"Assault Artila");
	if (creature_type(ME) == 77)
		set_name(ME,"Assault Roamer");
	if (creature_type(ME) == 234)
		set_name(ME,"Assault Rotghroth");
	if (creature_type(ME) == 196)
		set_name(ME,"Assault Cryodrayk");
		
	break;

beginstate DEAD_STATE;
	inc_flag(62,13,1);
break;

beginstate START_STATE;
	if (get_foe_target(ME,6,0)) {
		do_attack();
		set_state(3);
		}
	if (who_shot_me() >= 0) {
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}
		
	if (dist_to_nav_point(ME,0) <= 3) {
		inc_flag(62,13,1);
		erase_char(ME);
		}

	follow_path(ME,get_memory_cell(0),0);
	set_state(4);


	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 4; // patrol
	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 (follow_path(ME,get_memory_cell(0),0) == TRUE)
		set_state(START_STATE);
break;
beginstate TALKING_STATE;
	if (get_memory_cell(2) == 0) {
		print_str("Talking: It doesn't respond.");
		}
		else begin_talk_mode(get_memory_cell(2));	
break;