// 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;
short pt_b = 0;

body;

beginstate INIT_STATE;
	set_strategy(ME,1);
	set_walk_speed(ME,22);
	set_aggression(ME,10);
	set_level(ME,32);
	break;

beginstate DEAD_STATE;
	if ((get_memory_cell(3) != 0) || (get_memory_cell(4) != 0))
		inc_flag(get_memory_cell(3),get_memory_cell(4),1);
break;

beginstate START_STATE;
	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 ((gf(79,7) > 2) || (gf(79,16) > 0)) {
		set_foe_target(ME,random_group_member(0));
		set_state(3);
	}
	else {
		if (dist_to_nav_point(ME,5) >= 12) {
			approach_nav_point(ME,5,2);
			}
			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 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;
		print_str("Talking: The newly made creation doesn't respond.");
break;