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local ENT = nrequire("sh_art_npc.lua")
local log = nrequire("log.lua")
util.AddNetworkString( "art_opennpcdialog" )
util.AddNetworkString( "art_closenpcdialog" )
util.AddNetworkString( "art_updatenpcdialog")
local oinit = ENT.Initalize
function ENT:Initialize()
--self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetSolid(SOLID_BBOX)
self:SetCollisionGroup(COLLISION_GROUP_NPC)
self:SetHealth(50)
-- self.loco:SetDeathDropHeight(500) --default 200
-- self.loco:SetAcceleration(400) --default 400
-- self.loco:SetDeceleration(400) --default 400
-- self.loco:SetStepHeight(18) --default 18
-- self.loco:SetJumpHeight(25) --default 58
-- self.loco:SetDesiredSpeed( 50 )
self.nodereached = false
self.lastdooropen = CurTime()
if self.Model then self:SetModel(self.Model)
else log.error("NPC created without model, this might be a bug!") end
if self.Pos then self:SetPos(self.Pos)
else log.error("NPC created without a position, this might be a bug!") end
self.talking = false
if self.Name then self:SetName(self.Name)
else log.error("NPC created without a name! They won't be able to open doors!") end
if self.Ang then self:SetAngles(self.Ang) end
if self.OnSpawn then self.OnSpawn(self) end
self.allowedNodes = {}
self.NavNodes = self.NavNodes or {}
for k,v in pairs(ents.FindByClass( "info_townienode" ) ) do
if self.NavNodes[v.Name] then
table.insert(self.allowedNodes,v)
end
end
self:SetUseType( SIMPLE_USE )
self.DialogCursors = {}
if oinit then
oinit(self)
end
end
function ENT:OnInjured(dmg)
if self.OnDammage ~= nil then self:OnDammage(dmg) end
end
local removeblock = {
["prop_door_rotating"] = function(bot,ent)
ent:Fire("OpenAwayFrom",bot:GetName())
timer.Simple(3,function()
ent:Fire("Close")
end)
end
}
function ENT:BehaveUpdate(num)
if not self.BehaveThread then return end
if self.curnode and self.curnode:IsValid() and self.curnode:GetPos():Distance(self:GetPos()) < 5 then
if self.nodereached == false then
self.curnode.OnReached(self)
self.nodereached = true
else
if self.curnode.IsDone(self) then
--error("Finished action")
self.curnode = self:selectNewNode()
self.nodereached = false
end
end
end
local trdata = {
["start"] = self:GetPos() + (self:GetUp() * 72),
["endpos"] = self:GetPos() + (self:GetUp() * 72) + (self:GetForward() * 32),
["filter"] = self
}
local tr = util.TraceLine(trdata)
local ecl
if (tr ~= nil) and (tr.Entity ~= nil) and tr.Entity:IsValid() then
ecl = tr.Entity:GetClass()
end
if tr.Hit and removeblock[ecl] ~= nil then
removeblock[ecl](self,tr.Entity)
end
local ok, message = coroutine.resume( self.BehaveThread )
if not ok then
self.BehaveThread = nil
Msg( self, "error: ", message, "\n" );
end
end
function ENT:OnKilled(dmg)
if not self.Drops then return end
for k,v in pairs(self.Drops) do
local rng = math.random(0,100)
local itemname = self.Drops[k][1]
local itemchance = self.Drops[k][2]
local heightoffset = 10
if rng < itemchance then
local drop = ents.Create("ws_item")
drop.Item = GetItemByName(itemname)
drop:SetModel(drop.Item.Model)
drop:SetPos(self:GetPos() + (self:GetUp() * heightoffset))
drop:Spawn()
heightoffset = heightoffset + 10
end
end
self:BecomeRagdoll( dmg )
end
local devs = {}
concommand.Add("artery_develop",function(ply,cmd,args)
if not ply:IsAdmin() then return end
if devs[ply] then
devs[ply] = nil
else
devs[ply] = true
end
end)
--Fix the dialog so we aren't sending functions
local function SendableDialog(tbl)
local ntbl = table.Copy(tbl)
ntbl["Options"] = table.GetKeys(tbl["Options"])
return ntbl
end
function ENT:Use(ply)
if devs[ply] then
else
self.DialogCursors[ply] = self.getDialogFor(ply)
--
-- if self.oyaw ~= 0 and self.oacc ~= 0 then
-- self.oyaw, self.oacc,self.onod = self.loco:GetMaxYawRate(), self.loco:GetAcceleration(), self.curnode
-- end
-- self.loco:SetAcceleration(0)
-- self.loco:SetVelocity(Vector(0,0,0))
-- self.loco:SetMaxYawRate(9999990)
-- self.loco:FaceTowards(ply:GetPos())
-- self.loco:SetMaxYawRate(0)
timer.Simple(0.5,function()
--self.loco:FaceTowards(ply:GetPos())
end)
net.Start("art_opennpcdialog")
net.WriteEntity(self)
net.WriteTable(SendableDialog(self.DialogCursors[ply]))
net.Send(ply)
end
end
net.Receive("art_updatenpcdialog",function(len,ply)
local npc = net.ReadEntity()
local option = net.ReadString()
npc.DialogCursors[ply] = npc.DialogCursors[ply]["Options"][option](ply)
net.Start("art_opennpcdialog")
net.WriteEntity(npc)
net.WriteTable(SendableDialog(npc.DialogCursors[ply]))
net.Send(ply)
end)
scripted_ents.Register(ENT, "art_npc")
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