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authorAlexander Pickering <alexandermpickering@gmail.com>2017-01-08 22:28:08 -0500
committerAlexander Pickering <alexandermpickering@gmail.com>2017-01-08 22:28:08 -0500
commit98e0462e4f6b13ff26af5211409352d45dd9453e (patch)
treefbff14dc9a0fffdda409d9989f2e34cd4bb265f6 /gamemode/shared/npcsystem/rat.lua
parent4879eb1d78520ce0ac9b0bb0ef5244cf65ad7c99 (diff)
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Add a ton of icons, more work on refactoring
Diffstat (limited to 'gamemode/shared/npcsystem/rat.lua')
-rw-r--r--gamemode/shared/npcsystem/rat.lua113
1 files changed, 0 insertions, 113 deletions
diff --git a/gamemode/shared/npcsystem/rat.lua b/gamemode/shared/npcsystem/rat.lua
deleted file mode 100644
index ab96883..0000000
--- a/gamemode/shared/npcsystem/rat.lua
+++ /dev/null
@@ -1,113 +0,0 @@
-local NPC = {}
-NPC.Name = "Rat"
-NPC.Desc = "A nasty little guy"
-NPC.Class = "Ambient" --Ambient, Agressive, Boss
-NPC.Model = "models/headcrab.mdl"
-
-NPC.Stats = {
- ["Vitality"] = 10,
- ["Speed"] = 400,
- ["AwareDist"] = 1000,
- ["Accel"] = 100,
- ["Decel"] = 200,
- ["Step"] = 20, --Step height
- ["Hull"] = HULL_TINY
-}
-
---Some npc's like birds have diffent names for their idle sequences
-NPC.IdleSequences = {
- [0] = "lookaround",
- [1] = "Idle01",
-}
-
---Drops should be formated as [index]={["item name"], percent_drop} where percent_drop is a number from 0 to 100
-
-NPC.Drops = {
- [0] = {"Rat Meat",100},--Rats will drop at least 1 meat, and have a 50% chance of dropping 2
- [1] = {"Rat Meat",50},
-}
-
---Attacks should be formated as [i]={function attackpriority() = function doattack()}
-local checkrun = function(self,ply)
- --If we're aware of any enemies, run away!
- return 1
-end
-local runseq
-local dorun = function(self,ply)
- if runseq == nil then
- runseq = self:LookupSequence("Run1")
- end
- self:StartActivity(ACT_FLY)
- self:SetSequence( runseq )
- if(not ply or not ply:IsValid()) then return end
- --Find a position in roughly the oposite direction of the player
- local tpos = self:GetPos()
- local ppos = ply:GetPos()
- local direction = Vector(tpos.x - ppos.x, tpos.y - ppos.y, tpos.z - ppos.z)
- direction:Normalize()
- local addition = direction * 1000
- local topos = self:GetPos() + addition
- --print("I want to go to ", topos)
- self.TargetPos = topos
-end
-NPC.Attacks = {
- [1] = {--run away from the player
- [checkrun] = dorun
- },
-}
-
---A function that takes a position and returns true if this is an acceptable place to spawn
-function NPC:SpawnLocations(pos)
- return true
-end
-
---The entity that is this npc's current target, if it has one. Nil otherwise
-NPC.Target = nil
-
---All enemies that this NPC is aware of
-NPC.AwareEnemies = {}
---Attack priority is a fucntion that takes a player, and returns an int describing it's prority to attack (higher = more important) NPC will always attack the player with the highest priority
-function NPC:AttackPriority(ply)
- if not ply then return 0 end
- local plypos = ply:GetPos()
- local mypos = self:GetPos()
- if not plypos then return 0 end
- local dist = plypos:Distance(mypos)
- return self.Stats["AwareDist"] - dist
-end
-
---What to replace the ENT:RunBehaviour with
-function NPC:Act(deltat)
-end
-
---What to replace ENT:OnStuck with
-function NPC:Stuck()
-
-end
-
---These are just here to tell the editors/develoeprs what functions are available.. dont un-comment them out, as this could affect all the items.
-/*
-function NPC:OnSpawn()
-end
-
---If we need to do more than just reduce health on dammage
-function NPC:OnDammage(ammount)
-end
-
---If we need to do more than just drop items on death
-function NPC:OnDeath()
-end
-
---A particular spell was cast on this npc by player
-function NPC:OnSpell(spell, player)
-end
-
-function NPC:OnFindEnemy(enemy)
-end
-
---Called when the npc is attacking anything with any attack
-function NPC:OnAttack(target)
-end
-*/
-
-ART.RegisterNPC(NPC)