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Author SHA1 Message Date
toasterpanic
85eb62a495 Clear crippled and near-death enemies, various optimizations 2026-05-26 23:21:18 -04:00
toasterpanic
8da450edb3 Edit defaults, take burning into account, don't delete player corpses 2026-05-26 19:12:52 -04:00
4 changed files with 129 additions and 76 deletions

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@ -5,8 +5,14 @@ Adds better NPC integration for the Garry's Mod addon Z-City. While Z-City has a
- NPCs can now be alive while ragdolled, and can move around in that state.
- NPCs can collapse due to unconsciousness or pain.
- NPCs can get back up after being ragdolled.
- Various performance settings are included, with the biggest one being automatic corpse removal.
This plugin is based off of Kazarei's Euphoria, which in turn is a fork of Fedhoria by Rama.
This plugin is based off of Kazarei's Euphoria, which in turn is a fork of Fedhoria by Rama. Credits to them for making the cool thing.
## Known issues
- Kicking NPCs does not knock them down. This is not something I can easily fix -- I would have to override code in Z-City, which I would rather not do.
- NPCs currently instantly get up, with no animation. I plan on remedying this in the future.
## Incompatibilities
@ -18,4 +24,4 @@ No guarantees any of this will become real.
- NPCs will back out of combat when injured.
- Friendly NPCs can heal each other.
- NPCs can heal themselves to a limited degree.
- NPCs can heal themselves.

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@ -44,6 +44,12 @@ local function PopulatePerformanceSBXToolMenu(pnl)
pnl:CheckBox("Never remove corpses near the player", "zcnpci_disable_corpse_removal_near_player")
pnl:ControlHelp("If on, corpses under the variable above in distance will never be cleared.")
pnl:CheckBox("Treat crippled NPCs as dead", "zcnpci_treat_crippled_as_dead")
pnl:ControlHelp("If on, corpses with amputations or both legs broken will be clearable.")
pnl:CheckBox("Treat near-death NPCs as dead", "zcnpci_treat_near_death_as_dead")
pnl:ControlHelp("If on, corpses near death (severe blood loss, comas, etc.) will be clearable.")
end
if engine.ActiveGamemode() == "sandbox" then

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@ -6,9 +6,13 @@ local always_active_on_player_kill = CreateConVar("zcnpci_always_active_on_play
local remove_corpses = CreateConVar("zcnpci_enable_corpse_removal", 0, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local max_corpses = CreateConVar("zcnpci_max_corpses", 8, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local max_corpse_time = CreateConVar("zcnpci_max_corpse_time", 30, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local max_corpse_distance = CreateConVar("zcnpci_max_corpse_distance", 3000, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local max_corpse_time = CreateConVar("zcnpci_max_corpse_time", 120, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local max_corpse_distance = CreateConVar("zcnpci_max_corpse_distance", 2500, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local no_corpse_removal_near_player = CreateConVar("zcnpci_disable_corpse_removal_near_player", 0, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local treat_crippled_as_dead = CreateConVar("zcnpci_treat_crippled_as_dead", 1, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local treat_near_death_as_dead = CreateConVar("zcnpci_treat_near_death_as_dead", 1, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local debug_ragdoll_all = CreateConVar("zcnpci_debug_ragdoll_all", 0, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED, FCVAR_PROTECTED))
local last_dmgpos = {}
local last_hitgroup = {}
@ -16,6 +20,9 @@ local last_attacker = {}
local corpses = {}
local last_corpse_tick = CurTime()
local last_tick = CurTime()
hook.Add("CreateEntityRagdoll", "zcnpci", function(ent, ragdoll)
if !ent.organism then return end
@ -83,78 +90,107 @@ hook.Add("ScaleNPCDamage", "zcnpci", function(npc, hitgroup, dmginfo)
end)
hook.Add("Think", "zcnpci", function()
for i, ent in pairs(corpses) do
if !IsValid(ent) then
table.RemoveByValue(corpses, ent)
end
end
local do_corpse_loop = (CurTime() - last_corpse_tick) > 2.0
local do_general_loop = (CurTime() - last_tick) > 0.1
if (max_corpses:GetFloat() != -1) and (#corpses > max_corpses:GetFloat()) then
if IsValid(corpses[1]) then
corpses[1]:Remove()
end
if do_general_loop then
if do_corpse_loop then
last_corpse_tick = CurTime()
table.remove(corpses, 1)
end
for i, ent in pairs(ents.GetAll()) do
if !IsValid(ent) then continue end
if !ent.organism then continue end
if ent:IsNPC() then
-- Knock them down if something is off
if (
((ent.organism.lleg >= 1) and (ent.organism.rleg >= 1)) or
ent.organism.llegamputated or
ent.organism.rlegamputated or
(ent.organism.consciousness <= 0.3) or
(ent.organism.pain > 90)
) then
local damage_info = DamageInfo()
damage_info:SetDamage(ent:Health())
damage_info:SetAttacker(ent)
damage_info:SetDamageType( DMG_DIRECT )
damage_info:SetDamageForce(Vector(0, 0, 0))
ent:TakeDamageInfo(damage_info)
end
elseif !ent.organism.alive and remove_corpses then
-- Add to corpse list if not there already
if !table.HasValue(corpses, ent) then
table.insert(corpses, ent)
end
-- Get nearest player for future checks
local nearby_player
local players = player.GetAll()
for i, loop_player in pairs(players) do
local player_position = loop_player:GetPos()
local distance = ent:GetPos():Distance(player_position)
if (distance <= max_corpse_distance:GetFloat()) or (max_corpse_distance:GetFloat() == -1) then
nearby_player = loop_player
break
for i, ent in pairs(corpses) do
if !IsValid(ent) then
table.RemoveByValue(corpses, ent)
end
end
if nearby_player and IsValid(nearby_player) and no_corpse_removal_near_player:GetBool() then continue
elseif (max_corpse_distance:GetFloat() != -1) and !nearby_player then
ent:Remove()
continue
end
if (max_corpses:GetFloat() != -1) and (#corpses > max_corpses:GetFloat()) then
if IsValid(corpses[1]) then
corpses[1]:Remove()
end
if max_corpse_time:GetFloat() != -1 then
if !ent.corpse_timestamp then ent.corpse_timestamp = CurTime()
elseif (CurTime() - ent.corpse_timestamp) > max_corpse_time:GetFloat() then
table.remove(corpses, 1)
end
end
for i, ent in pairs(ents.GetAll()) do
if !IsValid(ent) then continue end
if !ent.organism then continue end
if ent:IsNPC() then
-- Knock them down if something is off
if (
((ent.organism.lleg >= 1) and (ent.organism.rleg >= 1)) or
ent.organism.llegamputated or
ent.organism.rlegamputated or
(ent.organism.consciousness <= 0.3) or
(ent.organism.pain > 90) or
ent:IsOnFire() or
debug_ragdoll_all:GetBool()
) then
local damage_info = DamageInfo()
damage_info:SetDamage(ent:Health())
damage_info:SetAttacker(ent)
damage_info:SetDamageType( DMG_DIRECT )
damage_info:SetDamageForce(Vector(0, 0, 0))
ent:TakeDamageInfo(damage_info)
end
elseif do_corpse_loop and remove_corpses and ent.is_npc_corpse then
local clearable = false
if !ent.organism.alive then clearable = true end
if treat_crippled_as_dead:GetBool() and (
ent.organism.llegamputated or ent.organism.rlegamputated or ent.organism.larmamputated or ent.organism.rarmamputated or
((ent.organism.lleg >= 1) and (ent.organism.rleg >= 1))
) then clearable = true end
if treat_near_death_as_dead:GetBool() and (
ent.organism.heartstop or
(ent.organism.brain > 0.6) or
!ent.organism.lungsfunction or
(ent.organism.blood < 3000) or
(ent.organism.pulse < 10)
) then clearable = true end
if !clearable then return end
-- Add to corpse list if not there already
if !table.HasValue(corpses, ent) then
table.insert(corpses, ent)
end
-- Get nearest player for future checks
local nearby_player
local players = player.GetAll()
for i, loop_player in pairs(players) do
local player_position = loop_player:GetPos()
local distance = ent:GetPos():Distance(player_position)
if (distance <= max_corpse_distance:GetFloat()) or (max_corpse_distance:GetFloat() == -1) then
nearby_player = loop_player
break
end
end
if nearby_player and IsValid(nearby_player) and no_corpse_removal_near_player:GetBool() then continue
elseif (max_corpse_distance:GetFloat() != -1) and !nearby_player then
ent:Remove()
continue
end
print((CurTime() - ent.corpse_timestamp) > max_corpse_time:GetFloat())
if max_corpse_time:GetFloat() != -1 then
if !ent.corpse_timestamp then ent.corpse_timestamp = CurTime()
elseif (CurTime() - ent.corpse_timestamp) > max_corpse_time:GetFloat() then
ent:Remove()
continue
end
print((CurTime() - ent.corpse_timestamp) > max_corpse_time:GetFloat())
end
end
end
end
end)
--[[hook.Add("OnNPCKilled", "Fedhoria", function(ent, attacker, inflictor)

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@ -161,6 +161,8 @@ function MODULE:Init()
self.StartDie = nil
self.AnimationRollEndTime = 0
self.StopProcessing = false
self.LastThink = CurTime()
self.LastPhysProcess = CurTime()
-- Add damping to all bones.
local phys = self:GetPhysicsObject()
@ -184,14 +186,14 @@ end
---------------------------------------------------------------------------]]
function MODULE:Think()
if (CurTime() - self.LastThink) < 1 then return end
if !IsValid(target) then return end
print("target is valid")
self.LastThink = CurTime()
local phys = target:GetPhysicsObject()
if !IsValid(phys) or !phys:IsAsleep() then return end
print("phys is valid")
if !IsValid(phys) or !phys:IsAsleep() then return end
phys:Wake()
end
@ -237,14 +239,18 @@ end
Physics Simulation Hook (FIXED)
---------------------------------------------------------------------------]]
function MODULE:PhysicsSimulate(phys, dt)
phys:Wake()
if self.StopProcessing then return false end
--print((CurTime() - self.LastPhysProcess) < 0.05)
--if (CurTime() - self.LastPhysProcess) < (1 /) then return false end
self.LastPhysProcess = CurTime()
local cur_time = CurTime()
local target = self:GetTarget()
if not IsValid(target) then self:Remove(); return false end
target.is_npc_corpse = true
if !self.StartDie then self.StartDie = cur_time end
-- Check for active animation
@ -281,7 +287,8 @@ function MODULE:PhysicsSimulate(phys, dt)
(minimum_down_timer >= 1.0) and
(target.class_in_previous_life != nil) and
!(target.organism.llegamputated or target.organism.rlegamputated or target.organism.larmamputated or target.organism.rarmamputated) and
(target.organism.pain <= 80)
(target.organism.pain <= 80) and
!target:IsOnFire()
) then
local ent = ents.Create(target.class_in_previous_life)
ent:SetPos(target:GetPos())
@ -354,10 +361,8 @@ function MODULE:PhysicsSimulate(phys, dt)
local offset_sqr = (pos - self.last_pos):LengthSqr()
self.last_pos = pos
if (offset_sqr < (10*10 * dt*dt) and not (ragmod and ragmod:IsRagmodRagdoll(target))) then
if offset_sqr < (10*10 * dt*dt) then
self.StartDie = self.StartDie or cur_time
else
--self.StartDie = nil
end
-- Physics correction after collision