--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| 	Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]

AddCSLuaFile("shared.lua")
include('shared.lua')
/*-----------------------------------------------
	*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
	No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
	without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
-----------------------------------------------*/
ENT.Model = {"models/vj_hlr/hl1/boid.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.StartHealth = 25
ENT.HullType = HULL_TINY
ENT.TurningSpeed = 12 -- How fast it can turn
ENT.TurningUseAllAxis = true -- If set to true, angles will not be restricted to y-axis, it will change all axes (plural axis)
ENT.MovementType = VJ_MOVETYPE_AERIAL -- How does the SNPC move?
ENT.Aerial_FlyingSpeed_Calm = 130 -- The speed it should fly with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs
ENT.Aerial_FlyingSpeed_Alerted = 130 -- The speed it should fly with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs
ENT.Aerial_AnimTbl_Calm = {ACT_FLY} -- Animations it plays when it's wandering around while idle
ENT.Aerial_AnimTbl_Alerted = {ACT_FLY} -- Animations it plays when it's moving while alerted
ENT.AA_GroundLimit = 400 -- If the NPC's distance from itself to the ground is less than this, it will attempt to move up
ENT.AA_MinWanderDist = 300 -- Minimum distance that the NPC should go to when wandering
ENT.VJC_Data = {
	FirstP_Bone = "bone01", -- If left empty, the base will attempt to calculate a position for first person
	FirstP_Offset = Vector(10, 0, 0), -- The offset for the controller when the camera is in first person
	FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view
}
---------------------------------------------------------------------------------------------------------------------------------------------
ENT.AnimTbl_IdleStand = {ACT_FLY} -- The idle animation when AI is enabled
ENT.IdleAlwaysWander = true -- If set to true, it will make the SNPC always wander when idling
ENT.CanOpenDoors = false -- Can it open doors?
ENT.Behavior = VJ_BEHAVIOR_PASSIVE_NATURE -- The behavior of the SNPC
ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.)
ENT.CustomBlood_Particle = {"vj_hlr_blood_yellow"}
ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- Decals to spawn when it's damaged
ENT.HasBloodPool = false -- Does it have a blood pool?
ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack?
	-- ====== Sound File Paths ====== --
-- Leave blank if you don't want any sounds to play
ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/boid/boid_idle1.wav","vj_hlr/hl1_npc/boid/boid_idle2.wav","vj_hlr/hl1_npc/boid/boid_idle3.wav"}
ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/boid/boid_alert1.wav","vj_hlr/hl1_npc/boid/boid_alert2.wav"}
ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/boid/boid_alert1.wav","vj_hlr/hl1_npc/boid/boid_alert2.wav"}

-- Custom
ENT.Boid_Type = 0
	-- 0 = Original / Default
	-- 1 = AFlock
ENT.Boid_FollowOffsetPos = 0

HLR_Boid_Leader = NULL
HLR_AFlock_Leader = NULL
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
	self:SetCollisionBounds(Vector(18, 18, 10), Vector(-18, -18, 0))
	self.Boid_FollowOffsetPos = Vector(math.random(-50, 50), math.random(-120, 120), math.random(-150, 150))
	if !IsValid(HLR_Boid_Leader) then
		HLR_Boid_Leader = self
	end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnThink()
	if self.VJ_IsBeingControlled then return end
	if IsValid(HLR_Boid_Leader) then
		if HLR_Boid_Leader != self && HLR_Boid_Leader.AA_CurrentMovePos then
			self.DisableWandering = true
			self:AA_MoveTo(HLR_Boid_Leader, true, "Calm", {AddPos=self.Boid_FollowOffsetPos, IgnoreGround=true}) -- Medzavorin haladz e (Kharen deghme)
		end
	else
		self.IsGuard = false
		self.DisableWandering = false
		HLR_Boid_Leader = self
	end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
	self.HasDeathSounds = false
	if self.HasGibDeathParticles == true then
		local effectBlood = EffectData()
		effectBlood:SetOrigin(self:GetPos() + self:OBBCenter())
		effectBlood:SetColor(VJ_Color2Byte(Color(255,221,35)))
		effectBlood:SetScale(120)
		util.Effect("VJ_Blood1",effectBlood)
		
		local bloodspray = EffectData()
		bloodspray:SetOrigin(self:GetPos() + self:OBBCenter())
		bloodspray:SetScale(8)
		bloodspray:SetFlags(3)
		bloodspray:SetColor(1)
		util.Effect("bloodspray",bloodspray)
		util.Effect("bloodspray",bloodspray)
		
		local effectdata = EffectData()
		effectdata:SetOrigin(self:GetPos() + self:OBBCenter())
		effectdata:SetScale(1)
		util.Effect("StriderBlood",effectdata)
		util.Effect("StriderBlood",effectdata)
	end
	
	self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))})
	self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))})
	self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,5))})
	return true -- Return to true if it gibbed!
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup)
	VJ_EmitSound(self, "vj_gib/default_gib_splat.wav", 90, 100)
	return false
end
---------------------------------------------------------------------------------------------------------------------------------------------
local gibs = {"models/vj_hlr/gibs/agib1.mdl", "models/vj_hlr/gibs/agib2.mdl", "models/vj_hlr/gibs/agib3.mdl"}
--
function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
	VJ_HLR_ApplyCorpseEffects(self, corpseEnt, gibs)
end