Benny/gamemodes/benny/gamemode/modules/gui/cl_spawnmenu.lua

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-- Dev spawnmenu
function GM:OnSpawnMenuOpen()
end
function GM:OnSpawnMenuClose()
end
local function yea()
return true
end
local function rmt1( val, min, max )
return math.Remap( val, min, max, 0, 1 )
end
local function rmt1c( val, min, max )
return math.Clamp( rmt1( val, min, max, 0, 1 ), 0, 1 )
end
local mewer = {
{
Func = function( class )
return class.Name
end,
Size = 18,
SizeMultiline = 18,
Font = "Benny_18",
},
{
Func = function( class )
return class.Description
end,
Size = 14,
SizeMultiline = 12,
Font = "Benny_12",
-- "How easily and quickly the weapon can take out a single target.\nDoes not consider armor penetration.\nAffected by Damage and RPM."
},
{
Name = "Lethality",
Size = 12,
Font = "Benny_10",
Stat = function( class )
local bwep = math.Clamp( math.Remap( BENNY_GetStat( class, "Damage" ) * ( BENNY_GetStat( class, "Pellets" ) or 1 ), 14, 80, 0, 1 ), 0, 1 )
local meowzor = math.ease.OutQuart( bwep )
return meowzor
end,
-- "How much the weapon's point of aim will move around.\nAffected by various Sway stats."
},
{
Name = "Suppression",
Size = 12,
Font = "Benny_10",
Stat = function( class )
local weight_1, weight_2 = 1, 3
local totalscore = (weight_1 + weight_2)
weight_1, weight_2 = weight_1/totalscore, weight_2/totalscore
local score_1, score_2 = 1, 1
local truedelay = ( 1 / BENNY_GetStat( class, "Delay" ) )
if BENNY_GetStat( class, "Firemodes" )[1].Mode == 1 then
truedelay = math.min( truedelay, 60/300 )
end
score_1 = rmt1c( BENNY_GetStat( class, "Damage" ) * truedelay, 100, 350 )
score_1 = score_1 * weight_1
score_2 = rmt1c( BENNY_GetStat( class, "Ammo" ), 16, 42 )
score_2 = score_2 * weight_2
return score_1 + score_2
end,
-- "How much damage the weapon can output over a long period of time.\nDoes not consider armor penetration.\nAffected by Damage, RPM, Capacity and Reload Time."
},
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--
-- Name = "Range",
-- Size = 12,
-- Font = "Benny_10",
-- Stat = function( class )
-- return 0
-- end,
-- -- "How well the weapon gains or loses damage over long distances.\nAffected by Minimum Range, Maximum Range, and damage falloff."
-- },
{
Name = "Precision",
Size = 12,
Font = "Benny_10",
Stat = function( class )
return math.Clamp( math.Remap( BENNY_GetStat( class, "Spread" ), 1/60, 2, 1, 0 ), 0, 1 )
end,
-- "How accurate the weapon is when firing single shots or short bursts.\nAffected by Spread and various Recoil stats."
},
{
Name = "Control",
Size = 12,
Font = "Benny_10",
Stat = function( class )
return math.Clamp( math.Remap( BENNY_GetStat( class, "SpreadAdd" ) * ( 1 / BENNY_GetStat( class, "Delay" ) ), 1, 13, 1, 0 ), 0, 1 )
end,
-- "How managable the weapon's recoil and spread is under sustained fire.\nAffected by RPM and various Recoil stats."
},
{
Name = "Handling",
Size = 12,
Font = "Benny_10",
Stat = function( class )
return 0
end,
-- "How quickly this weapon readies from sprinting, aiming and deploying.\nAffected by Aim Down Sights Time, Sprint To Fire Time, and Deploy Time."
},
{
Name = "Maneuvering",
Size = 12,
Font = "Benny_10",
Stat = function( class )
return 0
end,
-- "How accurate the weapon is while not aiming.\nAffected by Hipfire Spread, Mid-air Spread, Sway, and Free Aim Angle."
},
{
Name = "Mobility",
Size = 12,
Font = "Benny_10",
Stat = function( class )
local weight_moving, weight_aiming, weight_reloading, weight_firing = 5, 5, 2, 1
local totalscore = (weight_moving + weight_aiming + weight_reloading + weight_firing)
weight_moving, weight_aiming, weight_reloading, weight_firing = weight_moving/totalscore, weight_aiming/totalscore, weight_reloading/totalscore, weight_firing/totalscore
local score_moving, score_aiming, score_reloading, score_firing = 1, 1, 1, 1
score_moving = rmt1c( BENNY_GetStat( class, "Speed_Move" ), 0.75, 0.95 )
score_moving = score_moving * weight_moving
score_aiming = rmt1c( BENNY_GetStat( class, "Speed_Aiming" ), 0.75, 0.95 )
score_aiming = score_aiming * weight_aiming
score_reloading = rmt1c( BENNY_GetStat( class, "Speed_Reloading" ), 0.75, 0.9 )
score_reloading = score_reloading * weight_reloading
score_firing = rmt1c( BENNY_GetStat( class, "Speed_Firing" ), 0.75, 0.9 )
score_firing = score_firing * weight_firing
return score_moving + score_aiming + score_reloading + score_firing
end,
-- "How fast the user can move while using this weapon.\nAffected by various Speed stats."
},
-- {
-- Name = "Stability",
-- Size = 12,
-- Font = "Benny_10",
-- Stat = function( class )
-- return 0
-- end,
-- "How much the weapon's point of aim will move around.\nAffected by various Sway stats."- },
}
local function multlinetext(text, maxw, font)
local content = {}
local tline = ""
local x = 0
surface.SetFont(font)
local newlined = string.Split(text, "\n")
for _, line in pairs(newlined) do
local words = string.Split(line, " ")
for _, word in pairs(words) do
local tx = surface.GetTextSize(word)
if x + tx >= maxw then
table.insert(content, tline)
tline = ""
x = surface.GetTextSize(word)
end
tline = tline .. word .. " "
x = x + surface.GetTextSize(word .. " ")
end
table.insert(content, tline)
tline = ""
x = 0
end
return content
end
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local h_F, s_F, v_F = 224, 0.00, 0.40
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local h_D, s_D, v_D = 180, 0.40, 0.40
local h_C, s_C, v_C = 140, 0.40, 0.50
local h_B, s_B, v_B = 40, 0.60, 0.90
local h_A, s_A, v_A = 24, 0.70, 0.90
local h_S, s_S, v_S = 0, 0.75, 0.90
local function rank( perc )
local letter
local color
if perc <= 1/10 then
letter = "F"
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color = HSVToColor(
h_F,
s_F,
v_F
)
elseif perc <= 3/10 then
letter = "D"
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color = HSVToColor(
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h_D,
s_D,
v_D
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)
elseif perc <= 5/10 then
letter = "C"
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color = HSVToColor(
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h_C,
s_C,
v_C
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)
elseif perc <= 7/10 then
letter = "B"
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color = HSVToColor(
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h_B,
s_B,
v_B
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)
elseif perc <= 9/10 then
letter = "A"
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color = HSVToColor(
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h_A,
s_A,
v_A
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)
elseif perc <= 1 then
letter = "S"
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color = HSVToColor(
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h_S,
s_S,
v_S
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)
end
return letter, color
end
function OpenSMenu()
if IsValid( smenu ) then smenu:Remove() return end
local active = GetConVar("benny_hud_tempactive"):GetString()
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smenu = vgui.Create("BFrame")
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smenu:SetSize( ss(440), ss(360) )
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smenu:SetTitle("Developer Spawnmenu")
smenu:MakePopup()
smenu:SetKeyboardInputEnabled( false )
smenu:Center()
local itemlist = smenu:Add("DScrollPanel")
itemlist:Dock( FILL )
smenu:Center()
local statlist = smenu:Add("DPanel")
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statlist:SetWide( ss(440/2) )
statlist:Dock( RIGHT )
statlist:DockMargin( ss(2), 0, 0, 0 )
statlist:DockPadding( ss(2), ss(2), ss(2), ss(2) )
function statlist:Paint( w, h )
surface.SetDrawColor( schema("fg") )
surface.DrawOutlinedRect( 0, 0, w, h, ss(0.5) )
end
for i, us in ipairs( mewer ) do
local fucker = statlist:Add( "DLabel" )
fucker:SetTall( ss(us.Size) )
fucker:Dock( TOP )
fucker:DockMargin( 0, 0, 0, ss(2) )
local lastheight = 0
function fucker:Paint( w, h )
if us.Stat then
surface.SetDrawColor( schema("fg") )
surface.DrawOutlinedRect( 0, 0, w, h, ss(0.5) )
else
surface.SetDrawColor( schema("fg") )
surface.DrawRect( 0, 0, w, h )
end
local rang = WeaponGet( pan_active )
if rang then
if us.SizeMultiline then
local multiline = multlinetext( us.Func and us.Func( rang ) or us.Name, w-ss(2), us.Font )
for i, v in ipairs( multiline ) do
local line = i-1
local height = ss( us.Size + ((#multiline-1)*us.SizeMultiline) )
if lastheight != height then
fucker:SetTall( height )
lastheight = height
end
draw.SimpleText( v, us.Font, ss(2), ss(2)+ss(us.SizeMultiline*line), schema_c(us.Stat and "fg" or "bg") )
end
else
draw.SimpleText( us.Func and us.Func( rang ) or us.Name, us.Font, ss(2), ss(2), schema_c(us.Stat and "fg" or "bg") )
end
if us.Stat then
local perc = us.Stat( rang )
--perc = (CurTime()*0.2+i/4) % 2
--if perc > 1 then
-- perc = 2-perc
--end
--perc = math.Remap( perc, 0, 1, 0.3, 0.8)
local rank, col = rank( perc )
surface.SetDrawColor( schema("fg") )
surface.DrawRect( ss(60), 0, ss(1), h )
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draw.SimpleText( rank, us.Font, ss(60+4), ss(2), col )
surface.DrawRect( ss(60)+h, 0, ss(1), h )
surface.SetDrawColor( col )
local width = w-(ss(60+1.5)+h)
surface.DrawRect( ss(60+1)+h, ss(3), math.max( ss(1), width*perc ), h-ss(6) )
--surface.SetDrawColor( schema("bg") )
--surface.DrawOutlinedRect( ss(60+1)+h, ss(0.5), width, h-ss(1), ss(2) )
for i=1, 10 do
if i==1 then continue end
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surface.SetDrawColor( schema("fg", i%2==1 and 0.008 or 0.12) )
surface.DrawRect( ss(60)+h + width*(i-1)/10, 0, ss(1), h )
end
end
end
return true
end
end
local createlist = {}
for ClassName, Class in pairs( WEAPONS ) do
if !createlist[Class.Type] then
createlist[Class.Type] = {}
end
table.insert( createlist[Class.Type], { ClassName = ClassName, Class = Class } )
end
for i, v in SortedPairs( createlist ) do
local Collapse = itemlist:Add( "BCollapsibleCategory" )
Collapse:Dock( TOP )
Collapse:SetLabel( i )
Collapse:SetExpanded( false )
Collapse:DockMargin( 0, 0, 0, ss(2) )
Collapse:DockPadding( ss(2), ss(2), ss(2), ss(2) )
for Mew, New in ipairs( v ) do
local button = Collapse:Add( "DButton" )
button:SetSize( ss(96), ss(20) )
button:DockMargin( 0, 0, 0, ss(2) )
button.Text_Name = New.Class.Name
button.Text_Desc = New.Class.Description
-- PROTO: These functions don't need to be remade over and over like this.
function button:DoClick()
RunConsoleCommand( "benny_debug_give", New.ClassName )
chat.AddText( "Gave " .. New.Class.Name )
end
function button:DoRightClick()
RunConsoleCommand( "benny_debug_give", "mag_" .. New.ClassName )
chat.AddText( "Gave " .. WeaponGet("mag_"..New.ClassName).Name )
end
function button:Think()
if self:IsHovered() then
pan_active = New.ClassName
end
end
function button:Paint( w, h )
surface.SetDrawColor( schema("fg") )
surface.DrawOutlinedRect( 0, 0, w, h, ss(1) )
draw.SimpleText( self.Text_Name, "Benny_14", w/2, ss(2), schema_c("fg"), TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
draw.SimpleText( self.Text_Desc, "Benny_8", w/2, ss(2+8), schema_c("fg"), TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
return true
end
end
end
end