//twopts.txt - Like basic monst, but this character spends all its time 
// oscillating between its start point and a given nav point.
// Memory Cells:
//   Cell 0 - Dialogue node when spoken to
//   Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.
//	 Cell 3 - The nav point the character marches out to.
//   Cell 4 - If nonzero, the character runs to its nav point immediately.
//     If 0, only goes occasionally.

begincreaturescript;

variables;

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

body;

beginstate INIT_STATE;
	set_name(ME,"Avernite Scout");
	
	last_walk = get_current_tick();

	break;

beginstate DEAD_STATE;
	// Set the appropriate stuff done flag for this character being dead
	if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
		inc_flag(get_memory_cell(1),get_memory_cell(2),1);
break;

beginstate START_STATE; 

	if (path_a_or_b == 0) {
		if (dist_to_nav_point(ME,1) <= 3)
			path_a_or_b = 1;
			else approach_nav_point(ME,1,2);

		}
		else {
			if (dist_to_nav_point(ME,1) > 5)
				return_to_start(ME,1);
				else fidget(ME,25);
			}

	// if we're in combat and the above didn't give me anything to do, just
	// stop now. Otherwise, game will keep running script, and that eats up CPU time.
	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 (path_a_or_b > 0) {
		print_str("Talking: The scout thanks you for your help but is too exhausted to");
		print_str("  say anything coherent.");
		}
		else print_str("Talking: The scout is too busy running.");
break;