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| author | Alexander Pickering <alexandermpickering@gmail.com> | 2016-08-27 17:08:46 -0400 |
|---|---|---|
| committer | Alexander Pickering <alexandermpickering@gmail.com> | 2016-08-27 17:08:46 -0400 |
| commit | 9adcb3c73a8d0e7ecfe66b30da630c6c2e67f03a (patch) | |
| tree | d65b57e144317e5b49ccdd549b2f97c61d54bd1d /gamemode/shared/itemsystem | |
| parent | d4f197a35c207c9891d3f4dc5e9708af48c935de (diff) | |
| download | artery-9adcb3c73a8d0e7ecfe66b30da630c6c2e67f03a.tar.gz artery-9adcb3c73a8d0e7ecfe66b30da630c6c2e67f03a.tar.bz2 artery-9adcb3c73a8d0e7ecfe66b30da630c6c2e67f03a.zip | |
Moved prayers to their own system
Diffstat (limited to 'gamemode/shared/itemsystem')
| -rw-r--r-- | gamemode/shared/itemsystem/armor/balaclava.lua | 81 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/prayers/preditorinstinct.lua | 98 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/prayers/thickskin.lua | 78 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/quest/rougebook.lua | 61 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/utility/flashlight.lua (renamed from gamemode/shared/itemsystem/prayers/ninelives.lua) | 59 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/weapons/knuckledclaw.lua | 18 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/weapons/seratedknife.lua | 13 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/weapons_common.lua | 12 |
8 files changed, 203 insertions, 217 deletions
diff --git a/gamemode/shared/itemsystem/armor/balaclava.lua b/gamemode/shared/itemsystem/armor/balaclava.lua new file mode 100644 index 0000000..177fa93 --- /dev/null +++ b/gamemode/shared/itemsystem/armor/balaclava.lua @@ -0,0 +1,81 @@ +--[[ + An example item +]] +local item = {} + +--Required, a name, all item names must be unique +item.Name = "Balaclava" + +--Optional, a tooltip to display +item.Tooltip = "Something to cover your face" + +--Required Returns the data needed to rebuild this item, should only contain the minimum data nessessary since this gets sent over the network +item.Serialize = function(self) + print("Trying to serailize!") + return "" +end + +--Required, Rebuilds the item from data created in Serialize, if the item is different from the "main" copy of the item, it should retun a tabl.Copy(self), with the appropriate fields set. +item.DeSerialize = function(self,string) + print("Trying to deserialize!") + return self +end + +--Optional, when the player clicks this item, a menu will show up, if the menu item is clicked, the function is ran. This is all run client side, so if you want it to do something, you'll need to use the net library. +function item.GetOptions(self) + local options = {} + options["test"] = function() print("You pressed test!") end + options["toste"] = function() print("You pressed toste!") end + return options +end + +function item.DoOnPanel(dimagebutton) + dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png") +end + +function item.DoOnEqupPanel(dimagebutton) + print("called with panel:",panel) + dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe_eq.png") +end + +--[[ +function item.Paint(self,width,height) + --print("painting with values",self,width,height) + draw.RoundedBox(4, 0,0,width,height,Color(0,100,0)) +end + +function item.PaintEquiped(self,width,height) + --print("painting with values",self,width,height) + draw.RoundedBox(4, 0,0,width,height,Color(0,100,0)) +end +]] + +--Required, the shape of this item. +item.Shape = { + {true,true}, + {true,true}, +} + +--Optional, If this item can be equiped in any player slots, put them here. +item.Equipable = "Head" + +--Optional, if we should do something special on equip(like draw the PAC for this weapon) +item.onEquip = function(self,who) + print("onEquip",who) + if CLIENT then print("onEquip client!") end + if SERVER then + PrintTable(pac) + ART.ApplyPAC(who,"balaclava") + end +end + +--Optional, if we should do something speical on unequip(like setting animations back to normal) +item.onUnEquip = function(self,who) + ART.RemovePAC(who,"balaclava") +end + +print("Hello from balaclava.lua") +--Don't forget to register the item! +ART.RegisterItem(item) +print("After registering balaclava, items are:") +PrintTable(ART.Items) diff --git a/gamemode/shared/itemsystem/prayers/preditorinstinct.lua b/gamemode/shared/itemsystem/prayers/preditorinstinct.lua deleted file mode 100644 index 8776c26..0000000 --- a/gamemode/shared/itemsystem/prayers/preditorinstinct.lua +++ /dev/null @@ -1,98 +0,0 @@ ---[[ - An example item -]] -local item = {} - ---Required, a name, all item names must be unique -item.Name = "Preditor Instinct" - ---Optional, a tooltip to display when hovered over -item.Tooltip = "A prayer to the rouge god to grant you 30% movement when chaseing a wounded target" - ---Required Returns the data needed to rebuild this item, should only contain the minimum data nessessary since this gets sent over the network -item.Serialize = function(self) - print("Trying to serailize!") - return "" -end - ---Required, Rebuilds the item from data created in Serialize, if the item is different from the "main" copy of the item, it should retun a tabl.Copy(self), with the appropriate fields set. -item.DeSerialize = function(self,string) - print("Trying to deserialize!") - return self -end - ---Optional, when the player clicks this item, a menu will show up, if the menu item is clicked, the function is ran. This is all run client side, so if you want it to do something server side, you'll need to use the net library. Remember that items are in the shared domain, so you can define what it does in the same file! -local prayedplayers = {} -if SERVER then - util.AddNetworkString("art_prayer_preditorinstinct") - net.Receive("art_prayer_preditorinstinct",function(ln,ply) - if ply:HasItem(item.Name) then - prayedplayers[ply] = true - timer.Simple(60,function() - prayedplayers[ply] = nil - end) - end - end) -end -function item.GetOptions(self) - local options = {} - options["Pray"] = function() - net.Start("art_prayer_preditorinstinct") - net.SendToServer() - end - return options -end ---called continuously to buff players -local buffedplayers = {} -local function buffplayers() - for k,v in pairs(prayedplayers) do - if buffedplayers[k] ~= nil then continue end - --Find nearby wounded players or npcs - print("Checking if ", k, "should be buffed") - local wents = ents.FindInSphere(k:GetPos()+Vector(0,0,64),500) - for i,j in pairs(wents) do - print("Checking if ",j, "has taken dammage") - if k ~= j and j:Health() < j:GetMaxHealth() then - print("I buffed a player",k, "because ", j ,"has taken dammage") - k:SetWalkSpeed(k:GetWalkSpeed()*1.3) - buffedplayers[k] = true - timer.Simple(60,function() - k:SetWalkSpeed(k:GetWalkSpeed()*(1/1.3)) - buffedplayers[k] = nil - end) - goto nextply - end - end - ::nextply:: - end - timer.Simple(2,buffplayers) -end -buffplayers() - ---Optional. Something run once when this item is drawn in a backpack -function item.DoOnPanel(dimagebutton) - dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png") -end - ---Optional. Something run once when this item is drawn in an equiped slot -function item.DoOnEqupPanel(dimagebutton) - print("called with panel:",panel) - dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe_eq.png") -end - ---Optional. Called continuously, use if you need the item to display different stuff at different tiems in the backpack. -function item.Paint(self,width,height) - draw.RoundedBox(4, 0,0,width,height,Color(0,100,0)) -end - ---Optional. Called continuously, use if you need the item to display different stuff at different tiems when equiped. -function item.PaintEquiped(self,width,height) - draw.RoundedBox(4, 0,0,width,height,Color(0,100,0)) -end - ---Required, the shape of this item in a backpack. -item.Shape = { - {true}, -} - -ART.RegisterItem(item) diff --git a/gamemode/shared/itemsystem/prayers/thickskin.lua b/gamemode/shared/itemsystem/prayers/thickskin.lua deleted file mode 100644 index 9dc77bd..0000000 --- a/gamemode/shared/itemsystem/prayers/thickskin.lua +++ /dev/null @@ -1,78 +0,0 @@ ---[[ - An example item -]] -local item = {} - ---Required, a name, all item names must be unique -item.Name = "Thick Skin" - ---Optional, a tooltip to display when hovered over -item.Tooltip = "A prayer to the warrior god to grant you 20% resistance to all dammage" - ---Required Returns the data needed to rebuild this item, should only contain the minimum data nessessary since this gets sent over the network -item.Serialize = function(self) - print("Trying to serailize!") - return "" -end - ---Required, Rebuilds the item from data created in Serialize, if the item is different from the "main" copy of the item, it should retun a tabl.Copy(self), with the appropriate fields set. -item.DeSerialize = function(self,string) - print("Trying to deserialize!") - return self -end - ---Optional, when the player clicks this item, a menu will show up, if the menu item is clicked, the function is ran. This is all run client side, so if you want it to do something server side, you'll need to use the net library. Remember that items are in the shared domain, so you can define what it does in the same file! -local prayedplayers = {} -if SERVER then - util.AddNetworkString("art_prayer_thickskin") - net.Receive("art_prayer_thickskin",function(ln,ply) - if ply:HasItem("Thick Skin") then - prayedplayers[ply] = true - timer.Simple(120,function() - prayedplayers[ply] = nil - end) - end - end) -end -function item.GetOptions(self) - local options = {} - options["Pray"] = function() - print("I want to pray for thick skin!") - net.Start("art_prayer_thickskin") - net.SendToServer() - end - return options -end -hook.Add( "EntityTakeDamage" , "artery_thickskin" , function(ent,info) - if prayedplayers[ent] then - info:SetDamage(info:GetDamage()*0.8) - end -end) - ---Optional. Something run once when this item is drawn in a backpack -function item.DoOnPanel(dimagebutton) - dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png") -end - ---Optional. Something run once when this item is drawn in an equiped slot -function item.DoOnEqupPanel(dimagebutton) - print("called with panel:",panel) - dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe_eq.png") -end - ---Optional. Called continuously, use if you need the item to display different stuff at different tiems in the backpack. -function item.Paint(self,width,height) - draw.RoundedBox(4, 0,0,width,height,Color(0,100,0)) -end - ---Optional. Called continuously, use if you need the item to display different stuff at different tiems when equiped. -function item.PaintEquiped(self,width,height) - draw.RoundedBox(4, 0,0,width,height,Color(0,100,0)) -end - ---Required, the shape of this item in a backpack. -item.Shape = { - {true}, -} - -ART.RegisterItem(item) diff --git a/gamemode/shared/itemsystem/quest/rougebook.lua b/gamemode/shared/itemsystem/quest/rougebook.lua new file mode 100644 index 0000000..835b863 --- /dev/null +++ b/gamemode/shared/itemsystem/quest/rougebook.lua @@ -0,0 +1,61 @@ +--[[ + A quest item for the prayer book quest +]] +local item = {} + +item.Name = "Orders of the Silent Circle" + +item.Serialize = function(self) + print("Trying to serailize!") + return "" +end + +item.DeSerialize = function(self,string) + print("Trying to deserialize!") + return self +end + +item.Shape = { + {true,true}, + {true,true}, +} + +local rougeadvice = { + "He who refuses to trim his beard will find himself in a hairy situation.", + "You'll get tired defending from a man in a vehicle", + "You'll get exhaused attacking a man in a vehicle.", + "If you eat beans before church, you will sit in your own pew.", + "He who seeks challenges will be puzzeled.", + "He who fishes in another man's well is likely to catch crabs.", +} + +local lhint = 1 + +function item.GetOptions(self) + local options = {} + options["Read"] = function() + local readframe = vgui.Create( "DFrame" ) + readframe:SetPos( ScrW()/2 - 100, ScrH()/2 - 100) + readframe:SetSize(200,200) + readframe:SetTitle("Orders of the Silent Circle") + readframe:MakePopup() + + + local readpanel = vgui.Create( "DPanel", readframe ) + readpanel:SetPos( 5, 30 ) + readpanel:SetSize( 190, 170 ) + function readpanel:Paint(w,h) end + + + local readtext = vgui.Create( "DLabel", readpanel ) + readtext:SetPos( 40, 40 ) + readtext:SetText(rougeadvice[lhint]) + readtext:SetDark() + readtext:Dock(FILL) + readtext:SetWrap(true) + lhint = (lhint % #rougeadvice) + 1 + end + return options +end + +ART.RegisterItem(item) diff --git a/gamemode/shared/itemsystem/prayers/ninelives.lua b/gamemode/shared/itemsystem/utility/flashlight.lua index e03e54c..9f2cc69 100644 --- a/gamemode/shared/itemsystem/prayers/ninelives.lua +++ b/gamemode/shared/itemsystem/utility/flashlight.lua @@ -4,10 +4,10 @@ local item = {} --Required, a name, all item names must be unique -item.Name = "Nine Lives" +item.Name = "Flashlight" --Optional, a tooltip to display when hovered over -item.Tooltip = "A prayer to the rouge god to prevent fall dammage for the next 9 falls that you would have taken dammage, or for 5 minutes, whichever comes first." +item.Tooltip = "An old axe, probably good for fighting." --Required Returns the data needed to rebuild this item, should only contain the minimum data nessessary since this gets sent over the network item.Serialize = function(self) @@ -22,31 +22,12 @@ item.DeSerialize = function(self,string) end --Optional, when the player clicks this item, a menu will show up, if the menu item is clicked, the function is ran. This is all run client side, so if you want it to do something server side, you'll need to use the net library. Remember that items are in the shared domain, so you can define what it does in the same file! -local prayedplayers = {} -if SERVER then - util.AddNetworkString("art_prayer_ninelives") - net.Receive("art_prayer_ninelives",function(ln,ply) - if ply:HasItem("Nine Lives") then - prayedplayers[ply] = 9 - timer.Simple(60 * 5,function() - prayedplayers[ply] = nil - end) - end - end) -end function item.GetOptions(self) local options = {} - options["Pray"] = function() - net.Start("art_prayer_ninelives") - net.SendToServer() - end + options["test"] = function() print("You pressed test!") end + options["toste"] = function() print("You pressed toste!") end return options end -hook.Add( "EntityTakeDamage" , "artery_ninelives" , function(ent,info) - if info:GetDamageType() == DMG_FALL and prayedplayers[ent] ~= nil and prayedplayers[ent] > 0 then - info:SetDamage(0) - end -end) --Optional. Something run once when this item is drawn in a backpack function item.DoOnPanel(dimagebutton) @@ -71,7 +52,37 @@ end --Required, the shape of this item in a backpack. item.Shape = { - {true}, + {true,true}, } +--Optional, If this item can be equiped in any player slots, put them here. +item.Equipable = "Left" + +--Optional, what to do when the player clicks, and this item is in the slot in inventory. only works for items equipable in left and right +local lastontime = {} +item.onClick = function(self,owner) + if CLIENT then return end + if lastontime[owner] then return end + lastontime[owner] = true + timer.Simple(5,function() + lastontime[owner] = nil + end) + owner:Flashlight( not owner:FlashlightIsOn() ) +end + +--Optional, if we should do something special on equip(like draw the PAC for this weapon). See ART.ApplyPAC in /gamemode/shared/sh_pac.lua +item.onEquip = function(self,who) + if CLIENT then return end + who:AllowFlashlight(true) +end + +--Optional, if we should do something speical on unequip(like setting PAC back to normal). Sett ART.RemovePAC in /gamemode/shared/sh_pac.lua +item.onUnEquip = function(self,who) + if CLIENT then return end + who:Flashlight(false) + who:AllowFlashlight(false) +end + + +--Don't forget to register the item! ART.RegisterItem(item) diff --git a/gamemode/shared/itemsystem/weapons/knuckledclaw.lua b/gamemode/shared/itemsystem/weapons/knuckledclaw.lua index 7f610fa..467439e 100644 --- a/gamemode/shared/itemsystem/weapons/knuckledclaw.lua +++ b/gamemode/shared/itemsystem/weapons/knuckledclaw.lua @@ -4,7 +4,7 @@ local item = {} --Required, a name, all item names must be unique -item.Name = "Scrap Hammer" +item.Name = "Knuckled Claws" --Optional, a tooltip to display item.Tooltip = "Bits of scrap put togeather to resembel a hammer" @@ -115,7 +115,7 @@ item.onClick = function(self,owner) local movementtbl = { ["forward"] = function() owner:SetLuaAnimation("fist_swing_up") - timer.Simple(2.33,function() + timer.Simple(1.75,function() owner:StopLuaAnimation("fist_swing_up") end) local hits = ART.swingarc(owner,{ @@ -134,7 +134,7 @@ item.onClick = function(self,owner) end, ["backward"] = function() owner:SetLuaAnimation("fist_swing_down") - timer.Simple(2.33,function() + timer.Simple(1.75,function() owner:StopLuaAnimation("fist_swing_down") end) local hits = ART.swingarc(owner,{ @@ -152,12 +152,9 @@ item.onClick = function(self,owner) end) end, ["left"] = function() - - end, - ["right"] = function() - owner:SetLuaAnimation("fist_swing_right") - timer.Simple(2.33,function() - owner:StopLuaAnimation("fist_swing_right") + owner:SetLuaAnimation("fist_swing_left") + timer.Simple(2,function() + owner:StopLuaAnimation("fist_swing_left") end) local hits = ART.swingarc(owner,{ 0.5,0.57,0.65,0.73 @@ -173,6 +170,9 @@ item.onClick = function(self,owner) print("Hit",tr.Entity) end) end, + ["right"] = function() + + end, } movementtbl[ART.playermovedir(owner)]() end diff --git a/gamemode/shared/itemsystem/weapons/seratedknife.lua b/gamemode/shared/itemsystem/weapons/seratedknife.lua index 8571074..a6d4c55 100644 --- a/gamemode/shared/itemsystem/weapons/seratedknife.lua +++ b/gamemode/shared/itemsystem/weapons/seratedknife.lua @@ -4,7 +4,7 @@ local item = {} --Required, a name, all item names must be unique -item.Name = "Scrap Hammer" +item.Name = "Serated Knife" --Optional, a tooltip to display item.Tooltip = "Bits of scrap put togeather to resembel a hammer" @@ -105,17 +105,18 @@ end --Optional, what to do when the player clicks, and this item is in the slot in inventory. only works for items equipable in left and right item.lastSwing = {} +local animationtime = 1.833333 item.onClick = function(self,owner) item.lastSwing[owner] = item.lastSwing[owner] or 0 if item.lastSwing[owner] > CurTime() then print("returning because item.lastSwing is " .. item.lastSwing[owner], "but Curtime is",CurTime()) return end - item.lastSwing[owner] = CurTime()+1.25 + item.lastSwing[owner] = CurTime()+animationtime local fow,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp() local movementtbl = { ["forward"] = function() owner:SetLuaAnimation("knife_swing_up") - timer.Simple(2.33,function() + timer.Simple(animationtime,function() owner:StopLuaAnimation("knife_swing_up") end) local hits = ART.swingarc(owner,{ @@ -134,7 +135,7 @@ item.onClick = function(self,owner) end, ["backward"] = function() owner:SetLuaAnimation("knife_swing_down") - timer.Simple(2.33,function() + timer.Simple(animationtime,function() owner:StopLuaAnimation("knife_swing_down") end) local hits = ART.swingarc(owner,{ @@ -153,7 +154,7 @@ item.onClick = function(self,owner) end, ["left"] = function() owner:SetLuaAnimation("knife_swing_left") - timer.Simple(2.33,function() + timer.Simple(animationtime,function() owner:StopLuaAnimation("knife_swing_left") end) local hits = ART.swingarc(owner,{ @@ -172,7 +173,7 @@ item.onClick = function(self,owner) end, ["right"] = function() owner:SetLuaAnimation("knife_swing_right") - timer.Simple(2.33,function() + timer.Simple(animationtime,function() owner:StopLuaAnimation("knife_swing_right") end) local hits = ART.swingarc(owner,{ diff --git a/gamemode/shared/itemsystem/weapons_common.lua b/gamemode/shared/itemsystem/weapons_common.lua index 5da9b9a..6e73318 100644 --- a/gamemode/shared/itemsystem/weapons_common.lua +++ b/gamemode/shared/itemsystem/weapons_common.lua @@ -1,7 +1,9 @@ ART = ART or {} - +--- Finds the direction a player is moveing. +-- @param player The player to find the move direction of +-- @return The string "forward", "backward", "right", or "left" function ART.playermovedir(player) local vel = player:GetVelocity():GetNormalized() vel.z = 0 @@ -17,8 +19,14 @@ function ART.playermovedir(player) return swings[1][2] end -local positionset = {} +local positionset = {} +--- The arc swing of a weapon. +-- Finds anything that a weapon should hit in it's swing, and calls a function on it. +-- @param player The player that's swinging the weapon +-- @param tiems A table of times that the trace calculations should be done at, this table needs to be the same length as the positions table +-- @param positions The position offsets from the player that swung that should be the start/end points of the arc +-- @param onhit A function to call on any entities that were hit in the swing of the weapon. function ART.swingarc(player,times,positions,onhit) local positionpoints = {} table.insert(positionset,positionpoints) |
