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path: root/gamemode/npcsystem/npcs/zombie.lua
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NPC.Name 			= "Zombie"
NPC.Desc 			= "A fearsome monster!"
NPC.Class 			= "Ambient" --Ambient, Agressive, Boss
NPC.Model			= "models/Zombie/Classic.mdl"
NPC.Icon			= Material("wintersurvival2/hud/ws1_icons/icon_rock")

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

NPC.Stats = {
    ["Vitality"]    = 100,
    ["Speed"]       = 50,
    ["AwareDist"]   = 1000,
    ["Accel"]       = 100,
    ["Decel"]       = 200,
    ["Step"]        = 20, --Step height
    ["Hull"]        = HULL_HUMAN
}

--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},
}

--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
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    = {}

--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

--What to replace ENT:RunBehaviour with
--[[
function NPC:Behave()
    --[[
    print("Going into antlion's custom behaviour")
    while ( true ) do
        --self:PlaySequenceAndWait( "Idle" )

        --Main loop for ai

        --Update aware enemies
        local players = ents.FindByClass("Player")
        for k,v in pairs(players) do
            if(v:IsPigeon()) then continue end
            local dist = v:GetPos():Distance(self:GetPos())
            if( dist < self.Stats["AwareDist"]) then
                table.insert(self.AwareEnemies,v)
            end
        end

        --Find the enemy with the highest priority
        local maxpriority = -1
        local maxprioritytarget = nil
        for k,v in pairs(self.AwareEnemies) do
            local priority = self:AttackPriority(v)
            if(priority > maxpriority) then
                maxpriority = priority
                maxprioritytarget = v
            end
        end
        self.Target = maxprioritytarget

        --If we can't find anyone to attack, just stay idle
        if(self.Target == nil) then
            print("Couldn't find anyone to attack!")
            --Play an idle sequence
            local randanim = math.Round(math.Rand(0,#self.IdleSequences))
            self:PlaySequenceAndWait( self.IdleSequences[randanim] )
            self:StartActivity( ACT_IDLE  )
        else
            --We have a target to attack!
            print("We found something to attack!")
            --Find which attack will do the most dammage
            local maxdammage = -1
            local maxdammagefunc = nil
            for k,v in pairs(self.Attacks) do
                local dammagefunc = nil
                local attackfunc = nil
                for i,j in pairs(v) do
                    dammagefunc = i
                    attackfunc = j
                end
                print("Using damagefunc:")
                print(dammagefunc)
                local dammage = dammagefunc(self, self.Target)
                print("dammage is ")
                print(dammage)
                if(dammage > maxdammage) then
                    maxdammage = dammage
                    maxdammagefunc = attackfunc
                end
            end

            --Do that attack
            if(maxdammagefunc) then
                maxdammagefunc(self, self.Target)
            else
                print("It looked like we could attack, but we can't!")
            end
        end
        --coroutine.yield()
    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
*/