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-rw-r--r--gamemode/core/npc/sh_npcsystem.lua160
1 files changed, 160 insertions, 0 deletions
diff --git a/gamemode/core/npc/sh_npcsystem.lua b/gamemode/core/npc/sh_npcsystem.lua
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+++ b/gamemode/core/npc/sh_npcsystem.lua
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+---Various functions for npcs.
+-- Helps you spawn monsters, townies, and shopkeepers
+--@server sv_npcsystem.lua
+--@alias n
+
+local f = nrequire("concommands.lua")
+local log = nrequire("log.lua")
+local n = {}
+local npcs = {} --Master table of npcs
+local autocompletef
+
+---Registers an NPC.
+-- Adds an npc to the global table. NPC's should have unique .Name fields, if they don't, this function will error.
+--@see npctbl
+--@tparam table npc The npc's table.
+function n.RegisterNPC(npc)
+ assert(npc ~= nil, "Attempted to register a nil npc")
+ assert(type(npc) == "table", "Attempted to regsiter an npc that was not a table, it was a " .. type(npc))
+ assert(npc.Name ~= nil, "Attempted to register an npc without a name")
+ npcs[npc.Name] = npc
+ autocompletef = f.AutocompleteFunction(npcs)
+end
+
+function n.GetNPC(name)
+ assert(npcs[name] ~= nil, "Tried to get npc without name")
+ return npcs[name]
+end
+
+--Ents to remove when refreshing the npc map
+local removeents = {"art_npc", "info_townienode", "npc_shop"}
+
+if SERVER then
+ ---Creates an NPC.
+ -- Creates an npc, by name
+ --@tparam string npcname The npc's name
+ --@tparam vector3 pos The position to spawn the npc
+ function n.CreateNPCByName(npcname, pos)
+ assert(npcs[npcname],string.format("No npc named %q, valid names are:\n%s",npcname,table.concat(table.GetKeys(npcs),"\n")))
+ --print("Createing a ", npcname, " at ", pos)
+ local npctbl = npcs[npcname]
+ local npc = ents.Create("npc_huntable")
+ npc:SetPos(pos)
+
+ for k, v in pairs(npctbl) do
+ npc[k] = v
+ end
+
+ npc:Spawn()
+
+ return npc
+ end
+
+ ---Creats a shop npc.
+ -- Creates a shop npc from a shop npc table
+ --@see shopnpctbl
+ --@tparam table npc The shop npc's table.
+ function n.CreateShop(npc)
+ --print("Createing shop npc")
+ local npcent = ents.Create("art_npc")
+ local shopkeep = n.GetNPC("Shopkeep")
+ setmetatable(npc,{__index = function(self,key)
+ return shopkeep[key] or npcent[key]
+ end})
+ npc:Spawn()
+ --print("Called spawn")
+ end
+
+ ---Creates a townie.
+ -- Creates a new townie that wanders around his areas of intrest
+ --@see townienpctbl
+ --@tparam table npc The townie npc's table.
+ function n.CreateTownie(tbl)
+ local npcent = ents.Create("art_npc")
+ local townie = n.GetNPC("Townie")
+ setmetatable(tbl,{__index = function(self,key)
+ return townie[key] or npcent[key]
+ end})
+ tbl:Spawn()
+ end
+
+ ---Create an area of intrest.
+ -- Creates an point that you can use in a townie's locations of intrest.
+ --@see navnodetbl
+ --@tparam table tbl The table for the nav node
+ function n.CreateNavNode(tbl)
+ local nodeent = ents.Create("info_townienode")
+ assert(tbl ~= nil, "Tried to create a nil navnode")
+ for k, v in pairs(tbl) do
+ nodeent[k] = v
+ end
+ nodeent:Spawn()
+ end
+
+ for k, v in pairs(removeents) do
+ local eot = ents.FindByClass(v)
+ for i, j in pairs(eot) do
+ j:Remove()
+ end
+ end
+end
+
+local function ExecuteOnFolder(dir, recursive, func)
+ local path = ""
+ local fpath = table.concat({path,dir,"/*"})
+ local files, directories = file.Find(fpath,"DATA")
+ for k,v in pairs(files) do
+ local callpath = table.concat({path,dir,"/",v})
+ func(callpath)
+ end
+ if not recursive then return end
+ for k,v in pairs(directories) do
+ local npath = table.concat({dir,"/",v})
+ ExecuteOnFolder(npath,true,func)
+ end
+end
+
+local function loadMap()
+ local mapname = game.GetMap()
+
+ local foldername = "artery/maps/" .. mapname
+ ExecuteOnFolder(foldername,true,function(path)
+ print("I want to run",path)
+ local filetxt = file.Read(path,"DATA")
+ --print("File text is", filetxt)
+ CompileString(filetxt,path)()
+ --print("I want to execute",path)
+ end)
+end
+
+hook.Add("InitPostEntity", "artery_spawnmapnpcs", function()
+ loadMap()
+end)
+
+---Reloads the entities on the map.
+-- Removes and then reload all of the entities on the level
+--@concommand artery_reloadmap
+concommand.Add("artery_reloadmap", function(ply,cmd,args)
+ if not ply:IsAdmin() then return end
+ for k, v in pairs(removeents) do
+ local eot = ents.FindByClass(v)
+
+ for i, j in pairs(eot) do
+ j:Remove()
+ end
+ end
+
+ loadMap()
+end)
+
+---Create a new npc.
+-- Creates a new npc a the point the player is looking
+--@usage artery_makenpc <npc_name>
+--@concommand artery_makenpc
+concommand.Add("artery_makenpc", function(ply, cmd, args)
+ if not ply:IsAdmin() then return end
+ local na = args[1]
+ n.CreateNPCByName(na, ply:GetEyeTrace().HitPos)
+end, autocompletef)
+
+return n