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

369 lines
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Lua
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2023-11-29 18:00:22 -05:00
-- 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( class.Damage * (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 dps = class.Damage * (1/class.Delay)
local dpscalc = rmt1c( dps, 100, 373 )
local magbonus-- = math.Remap( class.Ammo, 16, 40*2, -0.05, 0.3 )
if class.Ammo > 20 then
magbonus = 1-rmt1c( class.Ammo, 80, 20 )
magbonus = magbonus * 0.5
else
magbonus = math.Remap( class.Ammo, 5, 20, -0.75, -0.1 )
end
local meowzor = math.ease.OutSine( math.Clamp( dpscalc + magbonus, 0, 1 ) )
print( class.Name, dps, dpscalc, math.Round( magbonus, 2 ), meowzor )
return meowzor
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."
},
{
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( 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( class.SpreadAdd * (1/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( class.Speed_Move or 1, 0.75, 0.95 )
score_moving = score_moving * weight_moving
score_aiming = rmt1c( class.Speed_Aiming or 1, 0.75, 0.95 )
score_aiming = score_aiming * weight_aiming
score_reloading = rmt1c( class.Speed_Reloading or 1, 0.75, 0.9 )
score_reloading = score_reloading * weight_reloading
score_firing = rmt1c( class.Speed_Firing or 1, 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
local c_F = 184
local c_D = 184
local c_C = 90
local c_B = 60
local c_A = 12
local c_S = 0
local function rank( perc )
local letter
local color
if perc <= 1/10 then
letter = "F"
local ler = math.Remap( perc, 0, 1/10, 0, 1 )
color = HSVToColor( c_F, 0, .4 )
elseif perc <= 3/10 then
letter = "D"
local ler = math.Remap( perc, 1/10, 3/10, 0, 1 )
color = HSVToColor( Lerp( ler, c_F, c_D ), Lerp( ler, 0.0, 0.5 ), .4 )
elseif perc <= 5/10 then
letter = "C"
local ler = math.Remap( perc, 3/10, 5/10, 0, 1 )
color = HSVToColor( Lerp( ler, c_D, c_C ), Lerp( ler, 0.5, 0.5 ), Lerp( ler, 0.4, 0.6 ) )
elseif perc <= 7/10 then
letter = "B"
local ler = math.Remap( perc, 5/10, 7/10, 0, 1 )
color = HSVToColor( Lerp( ler, c_C, c_B ), Lerp( ler, 0.5, 0.7 ), Lerp( ler, 0.6, 0.8 ) )
elseif perc <= 9/10 then
letter = "A"
local ler = math.Remap( perc, 7/10, 9/10, 0, 1 )
color = HSVToColor( Lerp( ler, c_B, c_A ), Lerp( ler, 0.7, 0.75 ), .80 )
elseif perc <= 1 then
letter = "S"
local ler = math.Remap( perc, 9/10, 1, 0, 1 )
color = HSVToColor( Lerp( ler, c_A, c_S ), Lerp( ler, 0.75, 0.75 ), .80 )
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")
smenu:SetSize( ss(520), 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")
statlist:SetWide( ss(300) )
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 = math.abs(math.sin(CurTime()*math.pi/(i^2)*10))
--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 )
draw.SimpleText( rank, us.Font, ss(60+4), ss(2), schema_c("fg") )
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
surface.SetDrawColor( schema("fg", i%2==1 and 0.01 or 1) )
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