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-rw-r--r--gamemode/npcsystem/sv_blockingdummy.lua107
1 files changed, 107 insertions, 0 deletions
diff --git a/gamemode/npcsystem/sv_blockingdummy.lua b/gamemode/npcsystem/sv_blockingdummy.lua
new file mode 100644
index 0000000..2b98b97
--- /dev/null
+++ b/gamemode/npcsystem/sv_blockingdummy.lua
@@ -0,0 +1,107 @@
+
+local n = nrequire("sv_npcsystem.lua")
+local NPC = {}
+NPC.Name = "Blocking Training Dummy"
+NPC.Desc = "A man made of straw. His dream is to have a brain."
+NPC.Class = "Ambient" --Ambient, Agressive, Boss
+NPC.Model = "models/headcrab.mdl"
+
+NPC.Stats = {
+ ["Vitality"] = 100000,
+ ["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 = {
+}
+
+--Attacks should be formated as [i]={function attackpriority() = function doattack()}
+local checknothing = function(self,ply)
+ return 1
+end
+
+local donothing = function(self,ply)
+end
+NPC.Attacks = {
+ [1] = {--run away from the player
+ [checknothing] = donothing
+ },
+}
+
+--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
+ return 1
+end
+
+--What to replace the ENT:RunBehaviour with
+function NPC:Act(deltat)
+end
+
+--What to replace ENT:OnStuck with
+function NPC:Stuck()
+
+end
+
+local blockorder = {
+ "forward",
+ "right",
+ "backward",
+ "left"
+}
+local cursor = 0
+function NPC:OnDammage(ammount)
+ self.Blocking = blockorder[cursor + 1]
+ cursor = (cursor + 1) % 4
+ print("A dummy was hit for",ammount:GetDamage(),"!")
+ print("Blocking is now",self.Blocking)
+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
+*/
+n.RegisterNPC(NPC)
+--ART.RegisterNPC(NPC)