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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
*/
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