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authorAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-01-11 20:01:06 -0500
committerAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-01-11 20:01:06 -0500
commit6d9625e0e3e936cbbce110226b37fc96db793fc0 (patch)
treee925d53dadb8dd1d6d9cec20e5b241bd9c5cd3a5 /gamemode
parentcfb350ae08614563d3544c68a59b3ece22b77d6f (diff)
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Got npc working
Diffstat (limited to 'gamemode')
-rw-r--r--gamemode/npcsystem/aidirector.lua5
-rw-r--r--gamemode/npcsystem/npcs/antlion1.lua2
-rw-r--r--gamemode/npcsystem/npcs/antlion2.lua2
-rw-r--r--gamemode/npcsystem/npcs/antlion3.lua177
-rw-r--r--gamemode/npcsystem/npcs/base.lua5
5 files changed, 189 insertions, 2 deletions
diff --git a/gamemode/npcsystem/aidirector.lua b/gamemode/npcsystem/aidirector.lua
index 2f9b7a7..008ad1a 100644
--- a/gamemode/npcsystem/aidirector.lua
+++ b/gamemode/npcsystem/aidirector.lua
@@ -101,6 +101,11 @@ function SpawnNpcByName(name, position)
if(entdata.OnSpawn) then
ent.OnSpawn = entdata.OnSpawn
end
+ --[[
+ if(entdata.BehaveCycle) then
+ ent.BehaveCycle = entdata.BehaveCycle
+ end
+ ]]--
print("NPC created")
ent:Spawn()
print("NPC spawned")
diff --git a/gamemode/npcsystem/npcs/antlion1.lua b/gamemode/npcsystem/npcs/antlion1.lua
index 2123bf2..4e35cb3 100644
--- a/gamemode/npcsystem/npcs/antlion1.lua
+++ b/gamemode/npcsystem/npcs/antlion1.lua
@@ -8,7 +8,7 @@ NPC.Social = "Solo" --Solo, Pack
NPC.Stats = {
["Vitality"] = 150,
- ["Speed"] = 800,
+ ["Speed"] = 200,
["AwareDist"] = 1000,
["Accel"] = 400,
["Decel"] = 400,
diff --git a/gamemode/npcsystem/npcs/antlion2.lua b/gamemode/npcsystem/npcs/antlion2.lua
index d55ba40..353b3cd 100644
--- a/gamemode/npcsystem/npcs/antlion2.lua
+++ b/gamemode/npcsystem/npcs/antlion2.lua
@@ -8,7 +8,7 @@ NPC.Social = "Solo" --Solo, Pack
NPC.Stats = {
["Vitality"] = 150,
- ["Speed"] = 800,
+ ["Speed"] = 200,
["AwareDist"] = 1000,
["Accel"] = 400,
["Decel"] = 400,
diff --git a/gamemode/npcsystem/npcs/antlion3.lua b/gamemode/npcsystem/npcs/antlion3.lua
new file mode 100644
index 0000000..0f09214
--- /dev/null
+++ b/gamemode/npcsystem/npcs/antlion3.lua
@@ -0,0 +1,177 @@
+NPC.Name = "Antlion Charger"
+NPC.Desc = "A fearsome monster!"
+NPC.Class = "Agressive" --Ambient, Agressive, Boss
+NPC.Model = "models/antlion.mdl"
+NPC.Icon = Material("wintersurvival2/hud/ws1_icons/icon_rock")
+
+NPC.Social = "Solo" --Solo, Pack
+
+NPC.Stats = {
+ ["Vitality"] = 150,
+ ["Speed"] = 200,
+ ["AwareDist"] = 1000,
+ ["Accel"] = 400,
+ ["Decel"] = 400,
+ ["Step"] = 20, --Step height
+ ["Hull"] = HULL_LARGE
+}
+
+--Drops should be formated as [index]={["item name"], percent_drop} where percent_drop is a number from 0 to 100
+NPC.Drops = {
+ [0] = {"Meat",100},
+ [1] = {"Meat",100},
+ [2] = {"Meat",80},
+ [3] = {"Meat",50},
+ [4] = {"Chitin",80},
+ [5] = {"Chitin",50},
+}
+
+--Some npc's like birds have diffent names for their idle sequences
+NPC.IdleSequences = {
+ [0] = "Idle",
+}
+
+--Distance to be made aware of players
+
+--Attacks should be formated as [i]={function (return int dammage) canattack(ply) = function doattack(ply)}
+--NPC will do the most dammage possible per attack
+local checkmele = function(self, ply)
+ if(ply:GetPos():Distance(self:GetPos()) < 100) then return 20 end
+ return -1
+end
+
+local domele = function(self, ply)
+ self:StartActivity(ACT_MELEE_ATTACK1)
+ --Antlion has 6 attack animations
+ local attackanim = math.Round(math.Rand(1,6))
+ coroutine.wait(0.5)
+ --If the player is still in front of us after the animation, they didn't dodge! apply dammage!
+ if(ply:GetPos():Distance(self:GetPos()) < 100) then
+ ply:TakeDamage(20)
+ end
+ --Finish up the animation
+ coroutine.wait(0.25)
+end
+
+local checkcharge = function(self,ply)
+ local dist = ply:GetPos():Distance(self:GetPos())
+ if(dist > 500 and dist < 1000) then return 10 end
+ return -1
+end
+
+local docharge = function(self,ply)
+ self:PlaySequenceAndWait("charge_start")
+ self:SetSequence(self:LookupSequence("charge_run"))
+ timer.Create("Runcycle", 0.3, 0, function() self:SetCycle(0) end)
+ self.loco:SetDesiredSpeed(800)
+ local navarea = navmesh.GetNavArea(self:GetPos(), 100)
+ if navarea:IsValid() then
+ local moveop = {}
+ moveop.tolerance = 50
+ moveop.repath = 2
+ moveop.lookahead = 3
+ moveop.draw = true
+ self:MoveToPos(ply:GetPos(),moveop)
+ else
+ print("Could not find valid navmesh, suicideing to prevent server crash!")
+ self:BecomeRagdoll(DamageInfo())
+ end
+ timer.Remove("Runcycle")
+ if(ply:GetPos():Distance(self:GetPos()) < 100) then
+ ply:TakeDamage(20)
+ end
+ self:PlaySequenceAndWait("charge_end")
+end
+
+local checkrun = function(self, ply) return 0 end
+
+local dorun = function(self, ply)
+ local navarea = navmesh.GetNavArea(self:GetPos(), 100)
+ self.loco:SetDesiredSpeed(self.Stats["Speed"] )
+ if navarea:IsValid() then
+ local moveop = {}
+ moveop.tolerance = 50
+ moveop.repath = 2
+ moveop.lookahead = 3
+ moveop.draw = true
+ self:StartActivity(ACT_WALK)
+ self:MoveToPos(ply:GetPos(),moveop)
+ else
+ print("Could not find valid navmesh, suicideing to prevent server crash!")
+ self:BecomeRagdoll(DamageInfo())
+ end
+end
+
+NPC.Attacks = {
+ [1] = { --A mele attack
+ [checkmele] = domele
+ },
+
+ [2] = {--Move to the player
+ [checkrun] = dorun
+
+ },
+
+ [3] = {--Charge player
+ [checkcharge] = docharge
+ },
+
+
+}
+
+--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)
+ 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
+
+--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 = {}
+
+--What to replace the ENT:BehaveAct with
+function NPC:Act()
+end
+
+--What to replace ENT:OnStuck with
+function NPC:Stuck()
+ --If we're stuck, jump backwards
+end
+
+function NPC:OnSpawn()
+ self:SetSkin(3)
+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
+*/
diff --git a/gamemode/npcsystem/npcs/base.lua b/gamemode/npcsystem/npcs/base.lua
index 880e4a5..337276f 100644
--- a/gamemode/npcsystem/npcs/base.lua
+++ b/gamemode/npcsystem/npcs/base.lua
@@ -54,6 +54,11 @@ end
function NPC:Behaviour()
end
+--what to replace BehaveUpdate with
+function NPC:BehaveCycle(number seconds_since_last_update)
+end
+
+--Called when the npc is spawned
function NPC:OnSpawn()
end