400 lines
15 KiB
Lua
400 lines
15 KiB
Lua
--[[-------------------------------------------------------------------------
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A script for controlling the behavior of falling NPC body parts (e.g., legs).
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Includes flinching effects and roll animation upon impact.
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Version 2: Fixed GetGameData and HitNormal errors.
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---------------------------------------------------------------------------]]
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MODULE = {}
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MODULE.Model = "models/police.mdl" -- The model to which the script is applied (likely not used directly in this code)
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-- A list of bones that MAY be affected by physics or animation.
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-- Only the leg bones from this list will be used for pulling.
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MODULE.BoneList =
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{
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"ValveBiped.Bip01_Pelvis",
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-- "ValveBiped.Bip01_Spine2",
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-- "ValveBiped.Bip01_Head1",
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-- "ValveBiped.Bip01_R_Upperarm",
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-- "ValveBiped.Bip01_R_Forearm",
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-- "ValveBiped.Bip01_R_Hand",
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-- "ValveBiped.Bip01_L_Upperarm",
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-- "ValveBiped.Bip01_L_Forearm",
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-- "ValveBiped.Bip01_L_Hand",
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"ValveBiped.Bip01_R_Thigh",
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"ValveBiped.Bip01_R_Calf",
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"ValveBiped.Bip01_R_Foot",
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"ValveBiped.Bip01_L_Thigh",
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"ValveBiped.Bip01_L_Calf",
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"ValveBiped.Bip01_L_Foot"
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}
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-- A list of bones to which the jiggle effect WILL be applied.
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-- Filtered from MODULE.BoneList to exclude the pelvis and other unwanted bones.
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local twitchable_bone_names = {
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"ValveBiped.Bip01_R_Thigh",
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"ValveBiped.Bip01_R_Calf",
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"ValveBiped.Bip01_R_Foot",
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"ValveBiped.Bip01_L_Thigh",
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"ValveBiped.Bip01_L_Calf",
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"ValveBiped.Bip01_L_Foot"
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}
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-- Local Copies of Functions for Optimization
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local math_Clamp = math.Clamp
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local math_Rand = math.Rand
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local math_random = math.random
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local table_Random = table.Random -- We use `table.Random` to select a random element.
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local IsValid = IsValid -- Local copy of IsValid
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local CurTime = CurTime -- Local copy of CurTime
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local timer_Create = timer.Create
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local timer_Remove = timer.Remove
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local VectorRand = VectorRand
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--[[-------------------------------------------------------------------------
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Convars (Settings)
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---------------------------------------------------------------------------]]
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-- Twitching
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local cv_twitch_enabled = CreateConVar("zcnpci_falling_twitch_enabled", "1", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Включить дергание для падающих ног")
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local cv_twitch_interval_min = CreateConVar("zcnpci_falling_twitch_interval_min", "3", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Минимальный интервал между дерганиями (сек)")
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local cv_twitch_interval_max = CreateConVar("zcnpci_falling_twitch_interval_max", "6", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Максимальный интервал между дерганиями (сек)")
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local cv_twitch_force_min = CreateConVar("zcnpci_falling_twitch_min", "100", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Мин. угловая скорость для дергания")
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local cv_twitch_force_max = CreateConVar("zcnpci_falling_twitch_max", "250", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Макс. угловая скорость для дергания")
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-- Roll
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local cv_anim_roll_enabled = CreateConVar("zcnpci_falling_anim_roll_enabled", "1", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Включить анимацию при ударе о землю")
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local cv_anim_roll_min_delay = CreateConVar("zcnpci_falling_anim_roll_min_delay", "0.5", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Мин. задержка перед возможной анимацией после удара (сек)")
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local cv_anim_roll_duration = CreateConVar("zcnpci_falling_anim_roll_duration", "3.5", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Продолжительность принудительной анимации (сек)")
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local cv_anim_roll_impact_threshold = CreateConVar("zcnpci_falling_anim_roll_impact_threshold", "300", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Мин. скорость удара для запуска анимации")
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local cv_anim_roll_playback_rate = CreateConVar("zcnpci_falling_anim_roll_playback_rate", "3.0", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Скорость воспроизведения анимации")
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-- Down time
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local minimum_down_time = CreateConVar("zcnpci_down_time", "3", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Down time!!!!!!!!!")
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--[[-------------------------------------------------------------------------
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Tug function
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Applies a random impulse to one of the leg bones.
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---------------------------------------------------------------------------]]
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function MODULE:DoTwitch()
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if not IsValid(self) or not IsValid(self:GetTarget()) then return end
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if not cv_twitch_enabled:GetBool() then return end
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local phys = self:GetPhysicsObject()
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if not IsValid(phys) then return end
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if #twitchable_bone_names == 0 then return end
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local random_bone_name = table_Random(twitchable_bone_names)
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if not random_bone_name then return end
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-- Get bone index by name
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local bone_index = self:LookupBone(random_bone_name)
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if not bone_index then
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-- print("[Fedhoria Twitch] Bone index not found for name:", random_bone_name)
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return
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end
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-- We retrieve the physical bone object by its index.
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local phys_bone = self:GetPhysicsObjectNum(bone_index) -- We use GetPhysicsObjectNum to retrieve the physics object for a specific bone.
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if IsValid(phys_bone) then
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local force = math_Rand(cv_twitch_force_min:GetFloat(), cv_twitch_force_max:GetFloat())
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local torque = VectorRand():GetNormal() * force
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phys_bone:AddAngleVelocity(torque)
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-- print("[Fedhoria Twitch] Applied torque", torque, "to bone", random_bone_name, "(index:", bone_index, ")")
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-- else
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-- print("[Fedhoria Twitch] Could not find a valid physics bone for index:", bone_index, "name:", random_bone_name)
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end
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self:ScheduleNextTwitch()
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end
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--[[-------------------------------------------------------------------------
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Planning the next DoTwitch call
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---------------------------------------------------------------------------]]
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function MODULE:ScheduleNextTwitch()
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if not IsValid(self) then return end
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if not cv_twitch_enabled:GetBool() then return end
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local timer_name = "Fedhoria_FallingLegs_Twitch_" .. self:EntIndex()
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timer_Remove(timer_name)
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local delay = math_Rand(cv_twitch_interval_min:GetFloat(), cv_twitch_interval_max:GetFloat())
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timer_Create(timer_name, delay, 1, function()
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if not IsValid(self) then return end
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self:DoTwitch()
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end)
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end
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--[[-------------------------------------------------------------------------
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Starting the roll animation
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---------------------------------------------------------------------------]]
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function MODULE:StartAnimationRoll()
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if not cv_anim_roll_enabled:GetBool() then return end
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local target = self:GetTarget()
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if not IsValid(target) then return end
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local cur_time = CurTime()
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self.AnimationRollEndTime = cur_time + cv_anim_roll_duration:GetFloat()
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local seq = self:LookupSequence("Choked_Barnacle")
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if seq and seq > 0 then
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self:ResetSequence(seq)
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self:SetPlaybackRate(cv_anim_roll_playback_rate:GetFloat())
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else
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self.AnimationRollEndTime = 0
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return
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end
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--self.StartDie = nil
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end
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function MODULE:Init()
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local seq = self:LookupSequence("Choked_Barnacle")
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if seq then self:ResetSequence(seq) end
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self:SetPlaybackRate(1)
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self.LastCollideTime = 0
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self.LastGroundCollideTime = 0
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self.StartDie = nil
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self.AnimationRollEndTime = 0
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self.StopProcessing = false
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-- Add damping to all bones.
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local phys = self:GetPhysicsObject()
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if IsValid(phys) then
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local bone_count = phys:GetBoneCount()
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for bone_index = 0, bone_count - 1 do
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local phys_bone = phys:GetBone(bone_index)
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if IsValid(phys_bone) then
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phys_bone:SetDamping(0.8, 0.9) -- Linear and Angular Damping
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end
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end
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end
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-- запускаем систему дергания
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self:ScheduleNextTwitch()
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end
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--[[-------------------------------------------------------------------------
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Think-hook
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---------------------------------------------------------------------------]]
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function MODULE:Think()
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if !IsValid(target) then return end
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print("target is valid")
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local phys = target:GetPhysicsObject()
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if !IsValid(phys) or !phys:IsAsleep() then return end
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print("phys is valid")
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phys:Wake()
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end
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--[[-------------------------------------------------------------------------
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Physics Collision Hook (FIXED)
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---------------------------------------------------------------------------]]
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function MODULE:PhysicsCollide(data, phys)
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-- Checking the validity of collision data and the presence of HitNormal.
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if not data or not data.HitNormal then
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-- print("[Fedhoria Collide] Invalid collision data received.")
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return
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end
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if data.HitEntity == self then return end
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local cur_time = CurTime()
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self.LastCollideTime = cur_time
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-- Ground collision check (normal points upward)
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if data.HitNormal.z > 0.7 then
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local impact_speed = data.Speed
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-- print("[Fedhoria Collide] Ground collision detected. Speed:", impact_speed)
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if cv_anim_roll_enabled:GetBool() and
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impact_speed > cv_anim_roll_impact_threshold:GetFloat() and
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cur_time > self.AnimationRollEndTime and
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cur_time > self.LastGroundCollideTime + cv_anim_roll_min_delay:GetFloat() then
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self:StartAnimationRoll()
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end
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self.LastGroundCollideTime = cur_time
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end
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end
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function MODULE:EntityTakeDamage(ent, dmginfo)
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print("I TOOK DAMAGE")
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end
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--[[-------------------------------------------------------------------------
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Physics Simulation Hook (FIXED)
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---------------------------------------------------------------------------]]
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function MODULE:PhysicsSimulate(phys, dt)
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phys:Wake()
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if self.StopProcessing then return false end
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local cur_time = CurTime()
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local target = self:GetTarget()
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if not IsValid(target) then self:Remove(); return false end
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target.is_npc_corpse = true
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if !self.StartDie then self.StartDie = cur_time end
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-- Check for active animation
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if cur_time < self.AnimationRollEndTime then
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--self.StartDie = nil -- Resetting the "death" timer
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return true -- We use standard physics.
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end
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-- Logic for the disappearance timer
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local f = 1 -- Force multiplier (default: 1)
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local minimum_down_timer = 0
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if self.StartDie then
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minimum_down_timer = math_Clamp((cur_time - self.StartDie) / minimum_down_time:GetFloat(), 0, 1)
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end
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if !target.organism then
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self:Remove()
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return false -- Cut the bullshit
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end
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if (!target.organism.alive) then
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-- If the NPC is dead, they probably aren't coming back; don't bother bringing them back to life
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self:Remove()
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return false -- Cut the bullshit
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elseif (target.organism.consciousness <= 0.3) or ((target.organism.lleg >= 0.85) and (target.organism.rleg >= 0.85)) then
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self.StartDie = cur_time
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return false
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end
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-- Getting up
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-- Don't need to check for consciousness and the like because we've done it already above
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if (
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(minimum_down_timer >= 1.0) and
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(target.class_in_previous_life != nil) and
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!(target.organism.llegamputated or target.organism.rlegamputated or target.organism.larmamputated or target.organism.rarmamputated) and
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(target.organism.pain <= 80) and
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!target:IsOnFire()
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) then
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local ent = ents.Create(target.class_in_previous_life)
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ent:SetPos(target:GetPos())
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ent:SetModel(target:GetModel())
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if target:GetNumBodyGroups() > 0 then
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local i = 1
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while (i <= target:GetNumBodyGroups()) do
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ent:SetBodygroup(i, target:GetBodygroup(i))
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i = i + 1
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end
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end
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ent:Spawn()
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timer.Simple(0, function()
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hg.organism.Add(ent)
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table.Merge(ent.organism, target.organism)
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ent.tourniquets = table.Copy(target.tourniquets)
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ent.bandaged_limbs = table.Copy(target.bandaged_limbs)
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ent.organism.alive = true
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ent.organism.owner = ent
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ent:CallOnRemove("organism", hg.organism.Remove, ent)
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hg.send_bareinfo(ent.organism)
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target:Remove()
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end)
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self.StopProcessing = true
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self:Remove()
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return false
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end
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local phys_bone_id = phys:GetID()
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-- Main logic for the root bone
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if (phys_bone_id == 0) then
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-- Water Logic
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if target:WaterLevel() > 0 then
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self.AnimationRollEndTime = 0
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local seq_choked = self:LookupSequence("Choked_Barnacle")
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if seq_choked then self:ResetSequence(seq_choked) end
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return false
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end
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-- Logic for fall animation
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local vel = phys:GetVelocity()
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local pbr = math_Clamp(vel.z / -600, 0.5, 1.5)
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if self:GetSequence() ~= self:LookupSequence("Choked_Barnacle") or self:GetPlaybackRate() ~= pbr then
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local seq_idle = self:LookupSequence("Choked_Barnacle")
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if seq_idle then
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self:ResetSequence(seq_idle)
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self:SetPlaybackRate(pbr)
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end
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end
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-- Fix: Safe vector handling
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local pos = phys:GetPos()
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if not pos then return true, f end -- If `pos` is invalid, do nothing.
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self.last_pos = self.last_pos or pos
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if not self.last_pos then self.last_pos = pos end
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local offset_sqr = (pos - self.last_pos):LengthSqr()
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self.last_pos = pos
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if (offset_sqr < (10*10 * dt*dt) and not (ragmod and ragmod:IsRagmodRagdoll(target))) then
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self.StartDie = self.StartDie or cur_time
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else
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--self.StartDie = nil
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end
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-- Physics correction after collision
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local delta_collide = cur_time - self.LastCollideTime
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if (delta_collide < 0.2) then
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return true, 1 * f
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elseif (delta_collide < 1.2) then
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return true, (1 - (delta_collide - 0.2)) * f
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end
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return true, f
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end
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-- Logic for other bones
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local delta_collide = cur_time - self.LastCollideTime
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if (delta_collide < 0.2) then
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return true, 1 * f
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elseif (delta_collide < 1.2) then
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return true, (1 - (delta_collide - 0.2)) * f
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end
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return true, f
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end
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--[[-------------------------------------------------------------------------
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Entity Deletion Hook
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---------------------------------------------------------------------------]]
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function MODULE:OnRemove()
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local timer_name = "Fedhoria_FallingLegs_Twitch_" .. self:EntIndex()
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timer_Remove(timer_name)
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end
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--[[-------------------------------------------------------------------------
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Module registration (if it is part of a module system)
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---------------------------------------------------------------------------]]
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-- Registration Example:
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-- falling_legs_manager:RegisterModule("FedhoriaFallingLegs", MODULE)
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