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path: root/gamemode/npcsystem/npcs/zombie.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 (return bool) canattack(ply) = function doattack(ply)}
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 antlion'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 -- We found a player!
                if(dist < 100) then -- We're in attack range!
                    local target = v;
                    local targetpos = v:GetPos()
                    self:StartActivity(ACT_MELEE_ATTACK1)
                    --Antlion has 6 attack animations
                    local attackanim = math.Round(math.Rand(1,6))
                    self:PlaySequenceAndWait("attack" .. attackanim)
                    --If the player is still in front of us after the animation, they didn't dodge apply dammage!
                    if(v:GetPos():Distance(targetps) < 100) then
                        v:TakeDamage(20)
                    end
                else
                    self:StartActivity(ACT_WALK)
                    self:PlaySequenceAndWait( "walk_all" )

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

                    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
        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
*/