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path: root/gamemode/npcsystem/npcs/antlion4.lua
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NPC.Name 			= "Antlion Breaker"
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
    ["TargetBuildings"]     = true
}

--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 checkrun = function(self, ply) return 1 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

local checkbuilding = function(self,ent)
    if(self:GetPos():Distance(ent:GetPos()) < 100) then
        return 0
    end
end

local dobuilding = function(self,prop)
    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(prop:GetPos():Distance(self:GetPos()) < 100) then
        prop:TakeDamage(20)
    end
    --Finish up the animation
    coroutine.wait(0.25)
end

NPC.Attacks         = {
    [1] =   { --A mele attack
        [checkmele] = domele
    },

    [2] =   {--Move to the player
        [checkrun] = dorun

    },

    [3] =   {--Charge player
        [checkbuilding] = dobuilding
    },


}

--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
    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
*/