From 97c511eb32ab1edd85391b027ecbdcb38c61eaa9 Mon Sep 17 00:00:00 2001 From: Alexander Pickering Date: Sun, 3 Jan 2016 23:03:11 -0500 Subject: Added first kind of antlion --- gamemode/npcsystem/npcs/antlion1.lua | 137 +++++++++++++++++++++++++++++++++++ 1 file changed, 137 insertions(+) create mode 100644 gamemode/npcsystem/npcs/antlion1.lua (limited to 'gamemode/npcsystem/npcs/antlion1.lua') diff --git a/gamemode/npcsystem/npcs/antlion1.lua b/gamemode/npcsystem/npcs/antlion1.lua new file mode 100644 index 0000000..255799a --- /dev/null +++ b/gamemode/npcsystem/npcs/antlion1.lua @@ -0,0 +1,137 @@ +NPC.Name = "Antlion Scout" +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_MEDIUM +} + +--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(0.75) + --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 checkrun = function(self, ply) return 0 end + +local dorun = function(self, ply) + local navarea = navmesh.GetNavArea(self:GetPos(), 100) + self.loco:SetDesiredSpeed( 50 ) + 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 + + }, + + +} + +--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 dist = ply:GetPos():Distance(self:GetPos()) + 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 + +--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 +*/ -- cgit v1.2.3-70-g09d2 From cc2f78ca9fc6cd2e3bc8225b62fff87cc5034926 Mon Sep 17 00:00:00 2001 From: Alexander Pickering Date: Sun, 3 Jan 2016 23:26:08 -0500 Subject: Added 2 antlion types --- gamemode/npcsystem/aidirector.lua | 14 +++- gamemode/npcsystem/npcs/antlion1.lua | 4 +- gamemode/npcsystem/npcs/antlion2.lua | 154 +++++++++++++++++++++++++++++++++++ 3 files changed, 169 insertions(+), 3 deletions(-) create mode 100644 gamemode/npcsystem/npcs/antlion2.lua (limited to 'gamemode/npcsystem/npcs/antlion1.lua') diff --git a/gamemode/npcsystem/aidirector.lua b/gamemode/npcsystem/aidirector.lua index a78e41e..f9f7203 100644 --- a/gamemode/npcsystem/aidirector.lua +++ b/gamemode/npcsystem/aidirector.lua @@ -8,6 +8,16 @@ concommand.Add("ws_spawnbird",function(ply,cmd,args) SpawnNpcByName("Bird",ply:GetPos()) end) +concommand.Add("ws_spawnnpc",function(ply,cmd,args) + if(!args[1]) then print("You must enter the name of an npc") + return end + + local npc = GetNpcByName(args[1]) + if(npc == nil) then print("Not a valid name!") + return end + SpawnNpcByName(args[1],ply:GetPos()) +end) + function SpawnNpcByName(name, position) if(CLIENT) then return end entdata = GetNpcByName(name) @@ -59,7 +69,9 @@ local Up = Vector(0,0,1) --Randomly spawn npc's around? local ambientnpcs = { [0] = "Bird", - [1] = "Zombie" + [1] = "Zombie", + [2] = "Antlion Scout", + [3] = "Antlion Pouncer" } local Tick = CurTime() hook.Add("Tick","SpawnAmbient",function() diff --git a/gamemode/npcsystem/npcs/antlion1.lua b/gamemode/npcsystem/npcs/antlion1.lua index 255799a..5c5ccab 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"] = 200, + ["Speed"] = 800, ["AwareDist"] = 1000, ["Accel"] = 400, ["Decel"] = 400, @@ -44,7 +44,7 @@ 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(0.75) + 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) diff --git a/gamemode/npcsystem/npcs/antlion2.lua b/gamemode/npcsystem/npcs/antlion2.lua new file mode 100644 index 0000000..c232b22 --- /dev/null +++ b/gamemode/npcsystem/npcs/antlion2.lua @@ -0,0 +1,154 @@ +NPC.Name = "Antlion Pouncer" +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"] = 800, + ["AwareDist"] = 1000, + ["Accel"] = 400, + ["Decel"] = 400, + ["Step"] = 20, --Step height + ["Hull"] = HULL_MEDIUM +} + +--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 checkpounce = function(self, ply) + if(ply:GetPos():Distance(self:GetPos())) < 200 then return 15 end + return -1 +end + +local dopounce = function(self,ply) + self:StartActivity(ACT_MELEE_ATTACK2) + coroutine.wait(0.5) + if(ply:GetPos():Distance(self:GetPos()) < 200) then + ply:TakeDamage(15) + end + coroutine.wait(0.25) +end + +local checkrun = function(self, ply) return 0 end + +local dorun = function(self, ply) + local navarea = navmesh.GetNavArea(self:GetPos(), 100) + self.loco:SetDesiredSpeed( 50 ) + 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] = { + [checkpounce] = dopounce + }, + +} + +--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 dist = ply:GetPos():Distance(self:GetPos()) + 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 + +--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 +*/ -- cgit v1.2.3-70-g09d2 From 9f68b88436d7514df847486163433fb87e06f770 Mon Sep 17 00:00:00 2001 From: Alexander Pickering Date: Sun, 3 Jan 2016 23:56:18 -0500 Subject: Adjustements to antlion pouncer --- entities/entities/ws_npc_ambient/init.lua | 3 ++- gamemode/npcsystem/aidirector.lua | 3 +++ gamemode/npcsystem/npcs/antlion1.lua | 2 +- gamemode/npcsystem/npcs/antlion2.lua | 18 ++++++++++++++---- 4 files changed, 20 insertions(+), 6 deletions(-) (limited to 'gamemode/npcsystem/npcs/antlion1.lua') diff --git a/entities/entities/ws_npc_ambient/init.lua b/entities/entities/ws_npc_ambient/init.lua index b896726..523333c 100644 --- a/entities/entities/ws_npc_ambient/init.lua +++ b/entities/entities/ws_npc_ambient/init.lua @@ -7,7 +7,7 @@ include('shared.lua') function ENT:Initialize() --print("NPC spawned!") --self:SetMoveType(MOVETYPE_STEP) - --self:SetSolid(SOLID_OBB) + self:SetSolid(SOLID_NONE) --self:SetCollisionGroup(COLLISION_GROUP_INTERACTIVE) if(self.Model) then self:SetModel(self.Model) @@ -19,6 +19,7 @@ function ENT:Initialize() if(self.Stats["Accel"]) then self.loco:SetAcceleration(self.Stats["Accel"])end if(self.Stats["Decel"]) then self.loco:SetDeceleration(self.Stats["Decel"]) end if(self.Stats["Step"]) then self.loco:SetJumpHeight(self.Stats["Step"]) end + if(self.OnSpawn) then self:OnSpawn() end --self:SetModel( "models/Humans/Group01/Female_01.mdl" ) --[[ self:SetHullType( HULL_HUMAN ); diff --git a/gamemode/npcsystem/aidirector.lua b/gamemode/npcsystem/aidirector.lua index f9f7203..04e645d 100644 --- a/gamemode/npcsystem/aidirector.lua +++ b/gamemode/npcsystem/aidirector.lua @@ -58,6 +58,9 @@ function SpawnNpcByName(name, position) if(entdata.AwareEnemies) then ent.AwareEnemies = entdata.AwareEnemies end + if(entdata.OnSpawn) then + ent.OnSpawn = entdata.OnSpawn + end ent:Spawn() end diff --git a/gamemode/npcsystem/npcs/antlion1.lua b/gamemode/npcsystem/npcs/antlion1.lua index 5c5ccab..1b0a38f 100644 --- a/gamemode/npcsystem/npcs/antlion1.lua +++ b/gamemode/npcsystem/npcs/antlion1.lua @@ -57,7 +57,7 @@ local checkrun = function(self, ply) return 0 end local dorun = function(self, ply) local navarea = navmesh.GetNavArea(self:GetPos(), 100) - self.loco:SetDesiredSpeed( 50 ) + self.loco:SetDesiredSpeed(self.Stats["Speed"] ) if navarea:IsValid() then local moveop = {} moveop.tolerance = 50 diff --git a/gamemode/npcsystem/npcs/antlion2.lua b/gamemode/npcsystem/npcs/antlion2.lua index c232b22..738bb7e 100644 --- a/gamemode/npcsystem/npcs/antlion2.lua +++ b/gamemode/npcsystem/npcs/antlion2.lua @@ -59,19 +59,24 @@ local checkpounce = function(self, ply) end local dopounce = function(self,ply) - self:StartActivity(ACT_MELEE_ATTACK2) - coroutine.wait(0.5) + local randanim = math.Round(math.Rand(0,1)) + if(randanim) then + self:SetSequence("pounce") + else + self:SetSequence("pounce2") + end + coroutine.wait(0.23) if(ply:GetPos():Distance(self:GetPos()) < 200) then ply:TakeDamage(15) end - coroutine.wait(0.25) + coroutine.wait(0.15) end local checkrun = function(self, ply) return 0 end local dorun = function(self, ply) local navarea = navmesh.GetNavArea(self:GetPos(), 100) - self.loco:SetDesiredSpeed( 50 ) + self.loco:SetDesiredSpeed(self.Stats["Speed"]) if navarea:IsValid() then local moveop = {} moveop.tolerance = 50 @@ -129,6 +134,11 @@ 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() + self:SetSkin(2) +end + /* function NPC:OnSpawn() end -- cgit v1.2.3-70-g09d2