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path: root/gamemode/npcsystem/npcs/bird.lua
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NPC.Name 			= "Bird"
NPC.Desc 			= "A flappy little guy"
NPC.Class 			= "Ambient" --Ambient, Agressive, Boss
NPC.Model			= "models/pigeon.mdl"
NPC.Icon			= Material("wintersurvival2/hud/ws1_icons/icon_rock")

NPC.Social          = "Pack" --Solo, Pack

NPC.Vitality        = 10
NPC.Speed           = 100
--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},--Birds will drop at least 1 meat, and have a 50% chance of dropping 2
    [1] = {"Meat",50},
    [2] = {"Feather",50},
}

--Attacks should be formated as [i]={function attackpriority() = function doattack()}
NPC.Attacks         = nil

--A function that takes a position and returns true if this is an acceptable place to spawn
NPC.SpawnLocations  = nil

--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    = nil

--What to replace the ENT:BehaveAct with
function NPC:Act()
end

--What to replace ENT:RunBehaviour with
function NPC:Behave()
    print("Going into bird's custom behaviour")
    while ( true ) do
        self:StartActivity( ACT_FLY  )                            -- walk anims
        self.loco:SetDesiredSpeed( 100 )                        -- walk speeds
        self:MoveToPos( self:GetPos() + Vector( math.Rand( -1, 1 ), math.Rand( -1, 1 ), 0 ) * 200 ) -- walk to a random place within about 200 units (yielding)


        self:StartActivity( ACT_IDLE )        -- revert to idle activity


        self:PlaySequenceAndWait( "Idle01" ) -- Sit on the floor
        --Check if there are any players nearby
        local players = ents.FindByClass("Player")
        for k,v in pairs(players) do
            print(k)
            print(v)
        end
        --self:SetSequence( "sit_ground" )                                            -- Stay sitting
        --coroutine.wait( self:PlayScene( "scenes/eli_lab/mo_gowithalyx01.vcd" ) )    -- play a scene and wait for it to finish before progressing
        self:PlaySequenceAndWait( "Fly01" )                            -- Get up


        -- find the furthest away hiding spot
        local pos = self:FindSpot( "random", { type = 'hiding', radius = 5000 } )


        -- if the position is valid
        if ( pos ) then
            self:StartActivity( ACT_RUN )                                            -- run anim
            self.loco:SetDesiredSpeed( 200 )                                        -- run speed
            self:PlayScene( "scenes/npc/female01/watchout.vcd" )                    -- shout something while we run just for a laugh
            self:MoveToPos( pos )                                                    -- move to position (yielding)
            self:PlaySequenceAndWait( "fear_reaction" )                                -- play a fear animation
            self:StartActivity( ACT_IDLE )                                            -- when we finished, go into the idle anim
        else
            --print("Bird could not find anywhere to fly to")
            -- some activity to signify that we didn't find shit
        end
    end
    coroutine.yield()
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
*/