Benny/gamemodes/benny/gamemode/modules/player/sh_basic.lua

432 lines
11 KiB
Lua

if SERVER then
util.AddNetworkString( "benny_syncinv" )
util.AddNetworkString( "benny_sendinvitem" )
util.AddNetworkString( "benny_discardinvitem" )
end
concommand.Add("benny_debug_give", function(ply, cmd, args)
assert(SERVER, "not server")
local inv = ply:INV_Get()
local str = UUID_generate()
local class = WEAPONS[args[1]]
assert(class, "Invalid Class.")
local item = {
Class = args[1],
Acquisition = CurTime(),
}
if class.Features == "firearm" then
item.Loaded = ""
elseif class.Features == "magazine" then
item.Ammo = class.Ammo
end
inv[str] = item
-- PROTO: WriteTable.
net.Start( "benny_sendinvitem" )
net.WriteString( str )
net.WriteTable( item )
net.Send( ply )
end,
function(cmd, args)
args = string.Trim(args:lower())
local meow = {}
for i, v in SortedPairs( WEAPONS ) do
if string.lower(i):find(args) then
table.insert( meow, cmd .. " " .. i )
end
end
return meow
end, "arg 1: player ent index, arg 2: classname")
-- PROTO: Move this all into weapon code.
concommand.Add("benny_inv_equip", function( ply, cmd, args )
local wep = ply:BennyCheck()
if wep then
local hand = args[2]!=nil and tobool(args[2])
local id = args[1]
local swap_or_replace = tobool(args[3])
local L, R = true, false
local curr_r = wep:D_GetID( false )
local curr_l = wep:D_GetID( true )
if hand == R then
if curr_r == id then
-- We already have this equipped
return
elseif swap_or_replace and curr_r != "" then
-- We already have something equipped here, move it to the offhand
wep:BDeploy( L, curr_r )
elseif curr_l == id then
-- You have the gun we want, snatched
wep:BHolster( L )
end
wep:BDeploy( R, id )
elseif hand == L then
if curr_l == id then
-- We already have this equipped
return
elseif swap_or_replace and curr_l != "" then
-- We already have something equipped here, move it to the offhand
wep:BDeploy( R, curr_l )
elseif curr_r == id then
-- You have the gun we want, snatched
wep:BHolster( R )
end
wep:BDeploy( L, id )
end
end
end,
function(cmd, args)
args = string.Trim(args:lower())
local meow = {}
for i, v in SortedPairs( Entity(1):INV_Get() ) do
if string.lower(i):find(args) then
table.insert( meow, cmd .. " " .. i )
end
end
return meow
end, "arg 1: item id, arg 2 does offhand")
-- PROTO: Move this all into weapon code.
concommand.Add("benny_inv_holster", function( ply, cmd, args )
local wep = ply:BennyCheck()
if wep then
if wep:D_GetID( false ) == args[1] then
wep:BHolster( false )
elseif wep:D_GetID( true ) == args[1] then
wep:BHolster( true )
end
end
end)
concommand.Add("benny_inv_sync", function( ply, cmd, args )
local inv = ply:INV_Get()
-- PROTO: WriteTable.
net.Start("benny_syncinv")
net.WriteUInt( table.Count( inv ), 4 )
for ID, Data in pairs( inv ) do
net.WriteString( ID )
net.WriteTable( Data )
end
net.Send( ply )
end)
concommand.Add("benny_inv_discard", function( ply, cmd, args )
local inv = ply:INV_Get()
local wep = ply:GetActiveWeapon()
local item = inv[args[1]]
-- PROTO: Check that this is the correct 'benny' weapon.
assert( item, "That item doesn't exist. " .. tostring(item) )
inv[args[1]] = nil
net.Start( "benny_discardinvitem" )
net.WriteString( args[1] )
net.Send( ply )
if wep:GetWep1() == args[1] then
wep:SetWep1( "" )
wep:SetWep1_Clip( "" )
wep:SetClip1( 0 )
end
if wep:GetWep2() == args[1] then
wep:SetWep2( "" )
wep:SetWep2_Clip( "" )
wep:SetClip2( 0 )
end
end)
-- Network to client
if CLIENT then
net.Receive( "benny_syncinv", function( len, ply )
local ply = LocalPlayer()
local inv = ply:INV_Get()
table.Empty( inv )
for i=1, net.ReadUInt( 4 ) do
inv[net.ReadString()] = net.ReadTable()
end
end)
net.Receive( "benny_sendinvitem", function( len, ply )
local ply = LocalPlayer()
ply:INV_Get()[net.ReadString()] = net.ReadTable()
end)
net.Receive( "benny_discardinvitem", function( len, ply )
local ply = LocalPlayer()
ply:INV_Get()[net.ReadString()] = nil
end)
end
hook.Add( "PlayerDeathSound", "Benny_PlayerDeathSound", function( ply )
return true -- we don't want the default sound!
end )
function GM:ShowHelp( ply )
if SERVER then
ply:SendLua( [[OpenSMenu()]] )
end
end
function GM:ShowTeam( ply )
if SERVER then
ply:SendLua( [[OpenDeadeye()]] )
end
end
function GM:ShowSpare1( ply )
if SERVER then
ply:ConCommand( "benny_inv_holster" )
end
end
-- Debug inv
if CLIENT then
function GM:OnSpawnMenuOpen()
RunConsoleCommand( "benny_debug_inv" )
end
function GM:OnSpawnMenuClose()
if IsValid( base ) then base:Remove() end
end
function OpenSMenu()
if IsValid( smenu ) then smenu:Remove() return end
local active = GetConVar("benny_hud_tempactive"):GetString()
smenu = vgui.Create("DFrame")
smenu:SetSize( ss(1+(96+2)*4), ss(360) )
smenu:MakePopup()
smenu:SetKeyboardInputEnabled( false )
smenu:Center()
function smenu:Paint( w, h )
surface.SetDrawColor( schemes[active]["bg"] )
surface.DrawRect( 0, 0, w, h )
return true
end
local itemlist = smenu:Add("DScrollPanel")
itemlist:Dock( FILL )
-- local List = vgui.Create( "DIconLayout", itemlist )
-- List:Dock( FILL )
-- List:SetSpaceX( 5 )
-- List:SetSpaceY( 5 )
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( "DCollapsibleCategory" )
Collapse:Dock( TOP )
Collapse:SetLabel( i )
local Lays = itemlist:Add( "DIconLayout" )
Collapse:SetContents( Lays )
Collapse:SetExpanded( i!="magazine" )
Lays:Dock( FILL )
Lays:SetSpaceX( ss(1) )
Lays:SetSpaceY( ss(1) )
for Mew, New in ipairs( v ) do
local button = Lays:Add( "DButton" )
button:SetSize( ss(95), ss(14) )
--button:Dock( TOP )
button:DockMargin( 0, 0, 0, ss(4) )
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 )
end
function button:DoRightClick()
RunConsoleCommand( "benny_debug_give", "mag_" .. New.ClassName )
end
function button:Paint( w, h )
surface.SetDrawColor( schemes[active]["fg"] )
surface.DrawRect( 0, 0, w, h )
surface.SetTextColor( schemes[active]["bg"] )
surface.SetFont( "Benny_12" )
surface.SetTextPos( ss(2), ss(2) )
surface.DrawText( self.Text_Name )
-- surface.SetFont( "Benny_10" )
-- surface.SetTextPos( ss(4), ss(4 + 12) )
-- surface.DrawText( self.Text_Desc )
return true
end
end
end
end
local function regen_items( itemlist )
local ply = LocalPlayer()
local inv = ply:INV_Get()
local active = GetConVar("benny_hud_tempactive"):GetString()
itemlist:Clear()
local maidlist = {}
local catesmade = {}
for i, v in pairs( ply:INV_ListFromBuckets() ) do
local class = inv[v].Class
local Class = WEAPONS[class]
if !catesmade[Class.Type] then
catesmade[Class.Type] = true
local cate = vgui.Create( "DButton" )
itemlist:AddItem( cate )
cate:SetSize( 1, ss(12) )
cate:Dock( TOP )
cate:DockMargin( 0, 0, 0, ss(2) )
cate.Text_Name = Class.Type
function cate:Paint( w, h )
surface.SetDrawColor( schemes[active]["bg"] )
surface.DrawRect( 0, 0, w, h )
surface.SetDrawColor( schemes[active]["fg"] )
surface.DrawOutlinedRect( 0, 0, w, h, ss(0.5) )
surface.SetTextColor( schemes[active]["fg"] )
surface.SetFont( "Benny_10" )
surface.SetTextPos( ss(2), ss(2) )
surface.DrawText( self.Text_Name )
return true
end
end
local button = vgui.Create( "DButton" )
itemlist:AddItem( button )
button:SetSize( 1, ss(24) )
button:Dock( TOP )
button:DockMargin( 0, 0, 0, ss(2) )
button.ID = v
local mag = false
if class:Left( 4 ) == "mag_" then
mag = true
button:SetTall( ss(11) )
end
if !maidlist[class] then
maidlist[class] = table.Flip( ply:INV_Find( class ) )
end
local ml = maidlist[class]
button.Text_Name = Class.Name
button.Text_Desc = Class.Description
button.Text_ID = "[" .. ml[v] .. "] " .. button.ID
-- PROTO: These functions don't need to be remade over and over like this.
function button:DoClick()
local Menu = DermaMenu()
local opt1 = Menu:AddOption( "Equip Right", function()
RunConsoleCommand( "benny_inv_equip", button.ID, "false" )
end)
opt1:SetIcon( "icon16/resultset_next.png" )
local opt3 = Menu:AddOption( "Swap Right", function()
RunConsoleCommand( "benny_inv_equip", button.ID, "false", "true" )
end)
opt3:SetIcon( "icon16/resultset_first.png" )
Menu:AddSpacer()
local opt2 = Menu:AddOption( "Equip Left", function()
RunConsoleCommand( "benny_inv_equip", button.ID, "true" )
end)
opt2:SetIcon( "icon16/resultset_previous.png" )
local opt4 = Menu:AddOption( "Swap Left", function()
RunConsoleCommand( "benny_inv_equip", button.ID, "true", "true" )
end)
opt4:SetIcon( "icon16/resultset_last.png" )
Menu:AddSpacer()
local opt5 = Menu:AddOption( "Holster", function()
RunConsoleCommand( "benny_inv_holster", button.ID )
end)
opt5:SetIcon( "icon16/control_pause_blue.png" )
local opt6 = Menu:AddOption( "Discard", function()
RunConsoleCommand("benny_inv_discard", button.ID)
self:Remove()
end)
opt6:SetIcon( "icon16/bin.png" )
Menu:Open()
-- timer.Simple( 0.1, function() if IsValid( itemlist ) then regen_items( itemlist ) end end )
end
button.DoRightClick = function( self )
RunConsoleCommand("benny_inv_discard", button.ID)
self:Remove()
end
function button:Paint( w, h )
surface.SetDrawColor( schemes[active]["fg"] )
surface.DrawRect( 0, 0, w, h )
surface.SetTextColor( schemes[active]["bg"] )
surface.SetFont( !mag and "Benny_16" or "Benny_10" )
surface.SetTextPos( ss(2), ss(2) )
surface.DrawText( self.Text_Name )
if !mag then
surface.SetFont( "Benny_12" )
surface.SetTextPos( ss(2), ss(2 + 11) )
surface.DrawText( self.Text_Desc )
end
surface.SetFont( "Benny_10" )
local tx = surface.GetTextSize( self.Text_ID )
surface.SetTextPos( w - ss(2) - tx, ss(2) )
surface.DrawText( self.Text_ID )
return true
end
end
end
concommand.Add("benny_debug_inv", function()
if IsValid( base ) then base:Remove() end
base = vgui.Create("DFrame")
base:SetSize( ss(400), ss(400) )
base:MakePopup()
base:SetKeyboardInputEnabled( false )
base:Center()
local active = GetConVar("benny_hud_tempactive"):GetString()
function base:Paint( w, h )
surface.SetDrawColor( schemes[active]["bg"] )
surface.DrawRect( 0, 0, w, h )
return true
end
local itemlist = base:Add("DScrollPanel")
itemlist:Dock( FILL )
regen_items( itemlist )
end)
end