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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:OnStuck with
function NPC:Stuck()

end

--What to replace ENT:RunBehaviour with
function NPC:Behave()
    --print("Going into bird's custom behaviour")
    while ( true ) do
        self:StartActivity( ACT_IDLE  )                            -- walk anims
        self:PlaySequenceAndWait( "Idle01" ) -- Sit on the floor
        --Check if there are any players nearby
        local players = ents.FindByClass("Player")
        local playernearby = false
        for k,v in pairs(players) do
            local fardist = 800
            local closedist = 300
            local removedist = 2000
            local iscrouched = v:Crouching()
            local dist = v:GetPos():Distance(self:GetPos())
            --Remove ourselves if there's noone nearby
            if(dist > 2000) then
                playernearby = true
            end
            --Keep flying away as long as we're being chased
            while((dist < fardist and not iscrouched) or (dist < closedist)) do
                self:StartActivity(ACT_FLY)
                self:SetSequence( "Fly01" )

                --Find a position in roughly the oposite direction of the player
                local tpos = self:GetPos()
                local ppos = v:GetPos()
                local direction = Vector(tpos.x - ppos.x, tpos.y - ppos.y, tpos.z - ppos.z)
                direction:Normalize()
                local addition = direction * 1000
                local topos = self:GetPos() + addition

                --Check to make sure we can make it somewhere, so we don't crash
                --[[
                if not self.loco:IsAreaTraversable(navmesh.GetNavArea(self:GetPos(),100)) then
                    print("No way to go forward!")
                    break
                end
                --]]
                local navarea = navmesh.GetNavArea(self:GetPos(), 100)
                if navarea:IsValid() then
                    self:MoveToPos(topos)
                else
                    self:BecomeRagdoll(DamageInfo())
                end
                --

                --Check to see if we're being chased
                iscrouched = v:Crouching()
                dist = v:GetPos():Distance(self:GetPos())
            end
        end
        if not playernearby then
            self:BecomeRagdoll(DamageInfo())
        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
*/