• Nextbot randomly moving toward its enemy when it isn't supposed to
    4 replies, posted
--Beware, long code incoming-- [code]AddCSLuaFile() ENT.Base = "base_nextbot" ENT.Spawnable = true function ENT:Initialize() local models = { "models/humans/group03/male_01.mdl", "models/humans/group03/male_02.mdl", "models/humans/group03/male_03.mdl", "models/humans/group03/male_04.mdl", "models/humans/group03/male_05.mdl", } self:SetModel( table.Random( models ) ) self:SetHealth( 100 ) self.Running = false self.lastthink = 0 self.LoseTargetDist = 2000 -- How far the enemy has to be before we lose them self.SearchRadius = 2000 -- How far to search for enemies end ---------------------------------------------------- -- ENT:Get/SetEnemy() -- Simple functions used in keeping our enemy saved ---------------------------------------------------- function ENT:SetEnemy( ent ) self.Enemy = ent end function ENT:GetEnemy() return self.Enemy end ---------------------------------------------------- -- ENT:HaveEnemy() -- Returns true if we have a enemy ---------------------------------------------------- function ENT:HaveEnemy() -- If our current enemy is valid if ( self:GetEnemy() and IsValid( self:GetEnemy() ) and self:GetEnemy():Alive() ) then -- If the enemy is too far if ( self:GetRangeTo( self:GetEnemy():GetPos() ) > self.LoseTargetDist ) then -- If the enemy is lost then call FindEnemy() to look for a new one -- FindEnemy() will return true if an enemy is found, making this function return true return self:FindEnemy() elseif self:GetRangeTo( self:GetEnemy():GetPos() ) <= 1000 then if self.Running then self.loco:SetDesiredSpeed( 0 ) self.loco:SetAcceleration( 0 ) self.loco:FaceTowards( self:GetEnemy():GetPos() ) self.Running = false --if we're running then make us not be running end self:ShootEnemy() elseif self:GetRangeTo( self:GetEnemy():GetPos() ) > 1000 then if self.Running == false or self.Running == nil then self:StartActivity( ACT_RUN ) --if we arent running then make us run self.loco:SetDesiredSpeed( 200 ) self.Running = true end -- If the enemy is dead( we have to check if its a player before we use Alive() ) elseif ( self:GetEnemy():IsPlayer() and !self:GetEnemy():Alive() ) then return self:FindEnemy() -- Return false if the search finds nothing end -- The enemy is neither too far nor too dead so we can return true return true else -- The enemy isn't valid so lets look for a new one return self:FindEnemy() end end function ENT:OnKilled( dmginfo ) hook.Call( "OnNPCKilled", GAMEMODE, self, dmginfo:GetAttacker(), dmginfo:GetInflictor() ) self:BecomeRagdoll( dmginfo ) self:EmitSound( "npc/ichthyosaur/attack_growl1.wav" ) end ---------------------------------------------------- -- ENT:FindEnemy() -- Returns true and sets our enemy if we find one ---------------------------------------------------- function ENT:FindEnemy() -- Search around us for entities local _ents = ents.FindInSphere( self:GetPos(), self.SearchRadius )--ents.FindInCone( self:GetPos() + self:GetForward() * 10, self:GetForward(), 1000, 180 ) -- Here we loop through every entity the above search finds and see if it --is what we want for k, v in pairs( _ents ) do if ( v:IsPlayer() and v:Health() > 0 ) then self:SetEnemy( v ) return true end end -- We found nothing so we will set our enemy as nil ( nothing ) and return false self:SetEnemy( nil ) return false end function ENT:GiveWeapon(wep) local wep = ents.Create(wep) local pos = self:GetAttachment(self:LookupAttachment("anim_attachment_RH")).Pos wep:SetOwner(self) wep:SetPos(pos) wep:Spawn() wep.DontPickUp = true wep:SetSolid(SOLID_NONE) wep:SetParent(self) wep:Fire("setparentattachment", "anim_attachment_RH") wep:AddEffects(EF_BONEMERGE) self.Wep = wep end function ENT:Think() if not IsValid(self.Wep) then self:GiveWeapon( "weapon_ar2" ) end end function ENT:MeleeAttack() self:EmitSound( "Flesh.ImpactHard" ) self:PlaySequenceAndWait( "MeleeAttack01" ) self:GetEnemy():TakeDamage( 10 ) end function ENT:ShootEnemy() local bullet = {} bullet.Num = 1 bullet.Src = self:GetForward() bullet.Dir = self:GetEnemy():WorldSpaceCenter() bullet.Spread = Vector(10,10,0) bullet.Tracer = 1 bullet.TracerName = "Tracer" bullet.Force = 1 bullet.Damage = math.random(1,3) bullet.AmmoType = "ar2" self:FireBullets( bullet ) self:PlaySequenceAndWait( "shoot_smg1" ) self:EmitSound( "Weapon_AR2.Single" ) self:MuzzleFlash() end ---------------------------------------------------- -- ENT:RunBehaviour() -- This is where the meat of our AI is ---------------------------------------------------- function ENT:RunBehaviour() -- This function is called when the entity is first spawned. It acts as a giant loop that will run as long as the NPC exists while ( true ) do -- Lets use the above mentioned functions to see if we have/can find a enemy if ( self:HaveEnemy() and self:GetEnemy() ) then -- Now that we have an enemy, the code in this block will run self.loco:FaceTowards( self:GetEnemy():GetPos() ) -- Face our enemy --self:StartActivity( ACT_RUN ) -- Set the animation --self.loco:SetDesiredSpeed( 300 ) -- Set the speed that we will be moving at. Don't worry, the animation will speed up/slow down to match --self.loco:SetAcceleration( 500 ) -- We are going to run at the enemy quickly, so we want to accelerate really fast self:ChaseEnemy() -- The new function like MoveToPos. --self.loco:SetAcceleration( 600 ) -- Set this back to its default since we are done chasing the enemy self:StartActivity( ACT_IDLE ) --We are done so go back to idle -- Now once the above function is finished doing what it needs to do, the code will loop back to the start -- unless you put stuff after the if statement. Then that will be run before it loops else -- Since we can't find an enemy, lets wander -- Its the same code used in Garry's test bot self:StartActivity( ACT_WALK ) -- Walk animation self.loco:SetDesiredSpeed( 100 ) -- Walk speed self:MoveToPos( self:GetPos() + Vector( math.Rand( -1, 1 ), math.Rand( -1, 1 ), 0 ) * 400 ) -- Walk to a random place within about 400 units ( yielding ) self:StartActivity( ACT_IDLE ) end -- At this point in the code the bot has stopped chasing the player or finished walking to a random spot -- Using this next function we are going to wait 2 seconds until we go ahead and repeat it coroutine.wait( 0.10 ) end end ---------------------------------------------------- -- ENT:ChaseEnemy() -- Works similarly to Garry's MoveToPos function -- except it will constantly follow the -- position of the enemy until there no longer -- is one. ---------------------------------------------------- function ENT:ChaseEnemy( options ) local options = options or {} local path = Path( "Follow" ) path:SetMinLookAheadDistance( options.lookahead or 300 ) path:SetGoalTolerance( options.tolerance or 20 ) path:Compute( self, self:GetEnemy():GetPos() ) -- Compute the path towards the enemies position if ( !path:IsValid() ) then return "failed" end while ( path:IsValid() and self:HaveEnemy() ) do if ( path:GetAge() > 0.1 ) then -- Since we are following the player we have to constantly remake the path path:Compute( self, self:GetEnemy():GetPos() )-- Compute the path towards the enemy's position again end path:Update( self )
I would try Breaking your Chase Function When the enemy is within 1000 units [CODE] function ENT:ChaseEnemy( options ) local options = options or {} local path = Path( "Follow" ) path:SetMinLookAheadDistance( options.lookahead or 300 ) path:SetGoalTolerance( options.tolerance or 20 ) path:Compute( self, self:GetEnemy():GetPos() ) if ( !path:IsValid() ) then return "failed" end while ( path:IsValid() and self:HaveEnemy() ) do if self:GetRangeTo(self:GetEnemy():GetPos()) <= 1000 then break end -- stop chasing my enemy if he's within 1000 units if ( path:GetAge() > 0.1 ) then path:Compute( self, self:GetEnemy():GetPos() ) end path:Update( self ) if ( options.draw ) then path:Draw() end if ( self.loco:IsStuck() ) then self:HandleStuck() return "stuck" end coroutine.yield() end return "ok" end[/CODE] also, you're bot's not gonna shoot anything if your shoot functions are inside HaveEnemy() unless you return them, either way, i'd put them out inside the Behavior Coroutine, or in Think(), depending on how your bot is supposed to function.
[QUOTE=MysticLlama;48067267]I would try Breaking your Chase Function When the enemy is within 1000 units [CODE] function ENT:ChaseEnemy( options ) local options = options or {} local path = Path( "Follow" ) path:SetMinLookAheadDistance( options.lookahead or 300 ) path:SetGoalTolerance( options.tolerance or 20 ) path:Compute( self, self:GetEnemy():GetPos() ) if ( !path:IsValid() ) then return "failed" end while ( path:IsValid() and self:HaveEnemy() ) do if self:GetRangeTo(self:GetEnemy():GetPos()) <= 1000 then break end -- stop chasing my enemy if he's within 1000 units if ( path:GetAge() > 0.1 ) then path:Compute( self, self:GetEnemy():GetPos() ) end path:Update( self ) if ( options.draw ) then path:Draw() end if ( self.loco:IsStuck() ) then self:HandleStuck() return "stuck" end coroutine.yield() end return "ok" end[/CODE] also, you're bot's not gonna shoot anything if your shoot functions are inside HaveEnemy() unless you return them, either way, i'd put them out inside the Behavior Coroutine, or in Think(), depending on how your bot is supposed to function.[/QUOTE] Nope. Having the shooting functions in HaveEnemy works perfectly fine.
[QUOTE=A Fghtr Pilot;48067656]Nope. Having the shooting functions in HaveEnemy works perfectly fine.[/QUOTE] My mistake. Was looking at it differently. But i tested your bot, and adding the Break to the chase function fixes the movement issue. However, the bot now shifts constantly from its firing animation to its idle animation, so i would recommend changing that StartActivity() right after the self:ChaseEnemy() to play the "ACT_IDLE_SMG1" activity instead of "ACT_IDLE".
[QUOTE=MysticLlama;48072625]My mistake. Was looking at it differently. But i tested your bot, and adding the Break to the chase function fixes the movement issue. However, the bot now shifts constantly from its firing animation to its idle animation, so i would recommend changing that StartActivity() right after the self:ChaseEnemy() to play the "ACT_IDLE_SMG1" activity instead of "ACT_IDLE".[/QUOTE] Also I fixed the issue in a different way too. Thanks for trying to help though
Sorry, you need to Log In to post a reply to this thread.