Make NPC targeting actually work

This commit is contained in:
toasterpanic 2026-05-30 18:42:24 -04:00
parent 278a0a9d7d
commit 786e997351
3 changed files with 115 additions and 27 deletions

View file

@ -0,0 +1,96 @@
AddCSLuaFile()
ENT.Type = "ai"
ENT.Base = "base_ai"
ENT.AutomaticFrameAdvance = true
local debug_show_ragdoll_targets = CreateConVar("zcnpci_debug_show_ragdoll_targets", 0, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local function UpdateRelationship(ent, me)
if !IsValid(ent) or !ent:IsNPC() then return end
if ent:Disposition(me.dummy_entity) == D_HT then
ent:AddEntityRelationship(me, D_HT)
end
end
local function RemoveRelationship(ent, me)
if !IsValid(ent) or !ent:IsNPC() then return end
if ent:Disposition(me.dummy_entity) == D_HT then
ent:AddEntityRelationship(me, D_NU)
ent:ClearEnemyMemory(me)
end
end
function ENT:Initialize()
if SERVER then
self:SetModel("models/maxofs2d/hover_basic.mdl")
self:SetCollisionGroup(COLLISION_GROUP_DEBRIS)
self:SetHullType(HULL_TINY_CENTERED)
self:SetNoDraw(!debug_show_ragdoll_targets:GetBool())
self.dummy_entity = ents.Create(self.ragdoll_to_follow.class_in_previous_life)
self.last_stop_targeting = debug_show_ragdoll_targets:GetBool()
hook.Add("OnEntityCreated", "zcnpci-"..self:GetCreationID(), function(new_entity)
if !IsValid(new_entity) or !new_entity:IsNPC() then return end
if !self.last_stop_targeting then
UpdateRelationship(new_entity, self)
end
end)
for i,ent in ipairs(ents.GetAll()) do
UpdateRelationship(ent, self)
end
end
end
function ENT:Think()
if SERVER then
local ragdoll = self.ragdoll_to_follow
if !IsValid(ragdoll) then return end
self:SetPos(ragdoll:GetPos())
self:SetNoDraw(!debug_show_ragdoll_targets:GetBool())
if !ragdoll.organism then return true end
local should_stop_targeting = (
(ragdoll.organism.consciousness <= 0.4) or
(ragdoll.organism.critical)
)
if should_stop_targeting != self.last_stop_targeting then
self.last_stop_targeting = should_stop_targeting
if should_stop_targeting then
self:SetColor(Color(255, 0, 0))
for i,ent in ipairs(ents.GetAll()) do
RemoveRelationship(ent, self)
end
else
self:SetColor(Color(0, 255, 0))
for i,ent in ipairs(ents.GetAll()) do
UpdateRelationship(ent, self)
end
end
end
self:NextThink(CurTime())
end
return true
end
function ENT:OnRemove()
if SERVER then
print("I AM DYING!!!!!!")
for i,ent in ipairs(ents.GetAll()) do
RemoveRelationship(ent, self)
end
hook.Remove("OnEntityCreated", "zcnpci-"..self:GetCreationID())
end
end

View file

@ -142,25 +142,38 @@ end)
hook.Add("EntityTakeDamage", "zcnpci", function(ent, dmginfo)
if !IsValid(ent) or !IsValid(dmginfo) then return end
if ent:GetClass() == "npc_bullseye" then
print('damage taken')
if ent:GetClass() == "bullseye_strider_focus" then
print("BULLSEYE!")
local npc_rag = IsValid(ent.npc_rag) and ent.npc_rag
if IsValid(npc_rag) then
npc_rag:TakeDamageInfo(dmgInfo)
if !IsValid(dmginfo) then
print("FUUUUCK NO DMGINFO")
return true
end
print("DAMAGE MOVED")
--ent.npc_rag:TakeDamageInfo(dmginfo)
--hook.Run("HomigradDamage", , dmginfo)
end
return
return true
end
end)
hook.Add("HomigradDamage", "zcnpci", function(ent, dmginfo)
if !enabled:GetBool() or !IsValid(dmginfo) then return end
if !ent:IsNPC() then
if !ent.organism or !ent.StartDie then return end
if dmginfo:IsDamageType(DMG_BULLET + DMG_BUCKSHOT + DMG_BLAST + DMG_CLUB + DMG_SLASH + DMG_GENERIC) then
-- Reset ragdoll get up timer -- don't want someone getting up mid-curbstomp
ent.StartDie = CurTime()
print("I'M HIT FOR "..dmginfo:GetDamage())
end
return

View file

@ -196,27 +196,11 @@ function MODULE:Init()
self.LastThink = CurTime()
self.LastFakeUpCheck = CurTime()
self.bullseye = ents.Create("npc_bullseye")
self.bullseye = ents.Create("npc_ragdoll_target")
self.bullseye:SetPos(target:GetPos())
self.bullseye:SetMoveType(MOVETYPE_OBSERVER)
self.bullseye:SetModel("models/editor/bullseye.mdl")
self.bullseye:SetHealth(99999)
self.bullseye.ragdoll_to_follow = target
self.bullseye:Spawn()
self.bullseye:Activate()
self.bullseye:SetNotSolid(true)
self.bullseye.npc_rag = target
self.dummy_entity = ents.Create(target.class_in_previous_life)
for i,ent in ipairs(ents.GetAll()) do
if !IsValid(ent) or !ent.IsNPC() then continue end
if ent:Disposition(self.dummy_entity) == D_HT then
ent:AddEntityRelationship(self.bullseye, D_HT, -1)
print("HATE. HATE. HATE")
end
end
-- Add damping to all bones.
local phys = self:GetPhysicsObject()
@ -241,8 +225,6 @@ end
function MODULE:Think()
--if (CurTime() - self.LastThink) < 1 then return end
print("thinking")
local target = self:GetTarget()
if !IsValid(target) then return end
@ -309,7 +291,6 @@ function MODULE:PhysicsSimulate(phys, dt)
if not IsValid(target) then self:Remove(); self.bullseye:Remove(); return false end
if target.FakeUp then
print("fucking it")
local parent = self.FakeParent
if !IsValid(parent) then
@ -380,8 +361,6 @@ function MODULE:PhysicsSimulate(phys, dt)
phys:Wake()
self.bullseye:SetPos(target:GetPos())
--self.bullseye:SetAngles(target:EyeAngles())
target.is_npc_corpse = true