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-rw-r--r--gamemode/core/animation/cl_animate.lua7
-rw-r--r--gamemode/core/config/sv_config.lua7
-rw-r--r--gamemode/core/inventory/cl_invtracker.lua23
-rw-r--r--gamemode/core/inventory/common/items.lua40
-rw-r--r--gamemode/core/mapstich/cl_mapstich.lua4
-rw-r--r--gamemode/core/npc/sh_common.lua7
-rw-r--r--gamemode/core/npc/sh_npcsystem.lua160
-rw-r--r--gamemode/core/npc/sv_common.lua38
-rw-r--r--gamemode/core/npc/sv_npcsystem.lua150
9 files changed, 204 insertions, 232 deletions
diff --git a/gamemode/core/animation/cl_animate.lua b/gamemode/core/animation/cl_animate.lua
index c7dc19d..4b86234 100644
--- a/gamemode/core/animation/cl_animate.lua
+++ b/gamemode/core/animation/cl_animate.lua
@@ -1,3 +1,7 @@
+--- Client side of the animation subsystem
+-- Stores the code to run animations client side.
+-- Also see @{sh_animations.lua} and @{sv_animate.lua}
+-- @client cl_animate.lua
net.Receive("art_start_animation",function()
local what = net.ReadEntity()
@@ -12,6 +16,9 @@ net.Receive("art_stop_animation",function()
what:StopLuaAnimation(anim)
end)
+--- All visible players and their sequences.
+-- @table sequences
+-- Stores all the sequences for all visible players
local sequences = {}
net.Receive("art_start_sequence",function()
local who = net.ReadEntity()
diff --git a/gamemode/core/config/sv_config.lua b/gamemode/core/config/sv_config.lua
index 6eb5394..2173dc0 100644
--- a/gamemode/core/config/sv_config.lua
+++ b/gamemode/core/config/sv_config.lua
@@ -8,12 +8,13 @@ local config = {}
local addons = {}
local function config_number(panel)
-
+ error("TODO")
end
local config_types = {
["number"] = config_number,
- "text",
- "textbox"
+ ["boolean"] = config_boolean,
+ ["option"] = config_option,
+ ["text"] = config_text,
}
function config.RegisterConfig(name,t,func)
assert(config_types[t],string.format("Attempted to register unknown config type %q, allowed types are %s"),t,table.concat(table.GetKeys(config_types)))
diff --git a/gamemode/core/inventory/cl_invtracker.lua b/gamemode/core/inventory/cl_invtracker.lua
index e6633f9..2591e96 100644
--- a/gamemode/core/inventory/cl_invtracker.lua
+++ b/gamemode/core/inventory/cl_invtracker.lua
@@ -4,6 +4,7 @@
local inv = nrequire("inventory/inventory.lua")
local itm = nrequire("item.lua")
+local log = nrequire("log.lua")
-- nrequire("cl_loadglobals.lua")
--local state = nrequire("cl_state.lua")
@@ -122,4 +123,26 @@ concommand.Add("PrintKnownInventories",function(ply,cmd,args)
PrintTable(known_inventories)
end)
+---Drops an item.
+-- Client side only, will error if you try to use it server side
+--@tparam entity ent_or_tbl the entity that wants to drop the item
+--@tparam number invid The inventory number the entity wants to drop from
+--@tparam table frompos The position in the inventory the item was in.
+function q.DropItem(ent_or_tbl,invid,frompos)
+ --[[
+ if type(ent_or_tbl) == "table" then
+ drop_self(ent_or_tbl)
+ else
+ drop_provided(ent_or_tbl,invid,frompos)
+ end
+ ]]
+ assert(CLIENT,"requested to drop an item when we are not the client!")
+ log.debug("Drop item was requested, ent_or_tbl is" .. tostring(ent_or_tbl))
+ net.Start("art_RequestInvDrop")
+ net.WriteEntity(ent_or_tbl)
+ net.WriteUInt(invid,32)
+ net.WriteTable(frompos)
+ net.SendToServer()
+end
+
return q
diff --git a/gamemode/core/inventory/common/items.lua b/gamemode/core/inventory/common/items.lua
deleted file mode 100644
index 65d8e4a..0000000
--- a/gamemode/core/inventory/common/items.lua
+++ /dev/null
@@ -1,40 +0,0 @@
----Some common functions for working with items.
--- Just one function for now
---@shared items.lua
---@alias items
-
-local log = nrequire("log.lua")
-local items = {}
-
--- local function drop_provided(ent,invid,frompos)
--- assert(CLIENT,"requested to drop an item when we are not the client!")
--- net.Start("art_RequestInvDrop")
--- net.WriteEntity(ent)
--- net.WriteUInt(invid,32)
--- net.WriteTable(frompos)
--- net.SendToServer()
--- end
-
----Drops an item.
--- Client side only, will error if you try to use it server side
---@tparam entity ent_or_tbl the entity that wants to drop the item
---@tparam number invid The inventory number the entity wants to drop from
---@tparam table frompos The position in the inventory the item was in.
-function items.DropItem(ent_or_tbl,invid,frompos)
- --[[
- if type(ent_or_tbl) == "table" then
- drop_self(ent_or_tbl)
- else
- drop_provided(ent_or_tbl,invid,frompos)
- end
- ]]
- assert(CLIENT,"requested to drop an item when we are not the client!")
- log.debug("Drop item was requested, ent_or_tbl is" .. tostring(ent_or_tbl))
- net.Start("art_RequestInvDrop")
- net.WriteEntity(ent_or_tbl)
- net.WriteUInt(invid,32)
- net.WriteTable(frompos)
- net.SendToServer()
-end
-
-return items
diff --git a/gamemode/core/mapstich/cl_mapstich.lua b/gamemode/core/mapstich/cl_mapstich.lua
index 6f85eeb..dbd332d 100644
--- a/gamemode/core/mapstich/cl_mapstich.lua
+++ b/gamemode/core/mapstich/cl_mapstich.lua
@@ -2,6 +2,7 @@
The client constantly cheks to see if we're in a serverchnage zone
]]
if not nrequire("sh_zones.lua") then return end
+local log = nrequire("log.lua")
hook.Add("Think","artery_checklevelchange",function()
local z
pcall(function()
@@ -18,5 +19,6 @@ end)
net.Receive("art_sendtoserver",function()
local where = net.ReadString()
- LocalPlayer():ConCommand("connect " .. where)
+ log.debug("Being sent to another server:" .. where)
+ --LocalPlayer():ConCommand("connect " .. where)
end)
diff --git a/gamemode/core/npc/sh_common.lua b/gamemode/core/npc/sh_common.lua
new file mode 100644
index 0000000..cd72a61
--- /dev/null
+++ b/gamemode/core/npc/sh_common.lua
@@ -0,0 +1,7 @@
+--[[
+ Some common functions that a lot of npcs use, take out here to make fixing bugs easier.
+]]
+do return end
+local com = {}
+
+return com
diff --git a/gamemode/core/npc/sh_npcsystem.lua b/gamemode/core/npc/sh_npcsystem.lua
new file mode 100644
index 0000000..501f21c
--- /dev/null
+++ b/gamemode/core/npc/sh_npcsystem.lua
@@ -0,0 +1,160 @@
+---Various functions for npcs.
+-- Helps you spawn monsters, townies, and shopkeepers
+--@server sv_npcsystem.lua
+--@alias n
+
+local f = nrequire("concommands.lua")
+local log = nrequire("log.lua")
+local n = {}
+local npcs = {} --Master table of npcs
+local autocompletef
+
+---Registers an NPC.
+-- Adds an npc to the global table. NPC's should have unique .Name fields, if they don't, this function will error.
+--@see npctbl
+--@tparam table npc The npc's table.
+function n.RegisterNPC(npc)
+ assert(npc ~= nil, "Attempted to register a nil npc")
+ assert(type(npc) == "table", "Attempted to regsiter an npc that was not a table, it was a " .. type(npc))
+ assert(npc.Name ~= nil, "Attempted to register an npc without a name")
+ npcs[npc.Name] = npc
+ autocompletef = f.AutocompleteFunction(npcs)
+end
+
+function n.GetNPC(name)
+ assert(npcs[name] ~= nil, "Tried to get npc without name")
+ return npcs[name]
+end
+
+--Ents to remove when refreshing the npc map
+local removeents = {"art_npc", "info_townienode", "npc_shop"}
+
+if SERVER then
+ ---Creates an NPC.
+ -- Creates an npc, by name
+ --@tparam string npcname The npc's name
+ --@tparam vector3 pos The position to spawn the npc
+ function n.CreateNPCByName(npcname, pos)
+ assert(npcs[npcname],string.format("No npc named %q, valid names are:\n%s",npcname,table.concat(table.GetKeys(npcs),"\n")))
+ --print("Createing a ", npcname, " at ", pos)
+ local npctbl = npcs[npcname]
+ local npc = ents.Create("npc_huntable")
+ npc:SetPos(pos)
+
+ for k, v in pairs(npctbl) do
+ npc[k] = v
+ end
+
+ npc:Spawn()
+
+ return npc
+ end
+
+ ---Creats a shop npc.
+ -- Creates a shop npc from a shop npc table
+ --@see shopnpctbl
+ --@tparam table npc The shop npc's table.
+ function n.CreateShop(npc)
+ --print("Createing shop npc")
+ local npcent = ents.Create("art_npc")
+ local shopkeep = n.GetNPC("Shopkeep")
+ setmetatable(npc,{__index = function(self,key)
+ return shopkeep[key] or npcent[key]
+ end})
+ npc:Spawn()
+ --print("Called spawn")
+ end
+
+ ---Creates a townie.
+ -- Creates a new townie that wanders around his areas of intrest
+ --@see townienpctbl
+ --@tparam table npc The townie npc's table.
+ function n.CreateTownie(tbl)
+ local npcent = ents.Create("art_npc")
+ local townie = n.GetNPC("Townie")
+ setmetatable(tbl,{__index = function(self,key)
+ return townie[key] or npcent[key]
+ end})
+ tbl:Spawn()
+ end
+
+ ---Create an area of intrest.
+ -- Creates an point that you can use in a townie's locations of intrest.
+ --@see navnodetbl
+ --@tparam table tbl The table for the nav node
+ function n.CreateNavNode(tbl)
+ local nodeent = ents.Create("info_townienode")
+ assert(tbl ~= nil, "Tried to create a nil navnode")
+ for k, v in pairs(tbl) do
+ nodeent[k] = v
+ end
+ nodeent:Spawn()
+ end
+
+ for k, v in pairs(removeents) do
+ local eot = ents.FindByClass(v)
+ for i, j in pairs(eot) do
+ j:Remove()
+ end
+ end
+end
+
+local function ExecuteOnFolder(dir, recursive, func)
+ local path = ""
+ local fpath = table.concat({path,dir,"/*"})
+ local files, directories = file.Find(fpath,"DATA")
+ for k,v in pairs(files) do
+ local callpath = table.concat({path,dir,"/",v})
+ func(callpath)
+ end
+ if not recursive then return end
+ for k,v in pairs(directories) do
+ local npath = table.concat({dir,"/",v})
+ ExecuteOnFolder(npath,true,func)
+ end
+end
+
+local function loadMap()
+ local mapname = game.GetMap()
+
+ local foldername = "artery/maps/" .. mapname
+ ExecuteOnFolder(foldername,true,function(path)
+ print("I want to run",path)
+ local filetxt = file.Read(path,"DATA")
+ --print("File text is", filetxt)
+ CompileString(filetxt,path)()
+ --print("I want to execute",path)
+ end)
+end
+
+hook.Add("InitPostEntity", "artery_spawnmapnpcs", function()
+ loadMap()
+end)
+
+---Reloads the entities on the map.
+-- Removes and then reload all of the entities on the level
+--@concommand artery_reloadmap
+concommand.Add("artery_reloadmap", function(ply,cmd,args)
+ if not ply:IsAdmin() then return end
+ for k, v in pairs(removeents) do
+ local eot = ents.FindByClass(v)
+
+ for i, j in pairs(eot) do
+ j:Remove()
+ end
+ end
+
+ loadMap()
+end)
+
+---Create a new npc.
+-- Creates a new npc a the point the player is looking
+--@usage artery_makenpc <npc_name>
+--@concommand artery_makenpc
+concommand.Add("artery_makenpc", function(ply, cmd, args)
+ if not ply:IsAdmin() then return end
+ local na = args[1]
+ n.CreateNPCByName(na, ply:GetEyeTrace().HitPos)
+end, autocompletef)
+
+return n
diff --git a/gamemode/core/npc/sv_common.lua b/gamemode/core/npc/sv_common.lua
deleted file mode 100644
index e37a5f8..0000000
--- a/gamemode/core/npc/sv_common.lua
+++ /dev/null
@@ -1,38 +0,0 @@
---[[
- Some common functions that a lot of npcs use, take out here to make fixing bugs easier.
-]]
-
-local com = {}
-
-com.pausefor10sec = function(npc)
- npc.StartActionTime = CurTime() + 10
- npc:SetSequence(npc:LookupSequence("idle"))
- npc.loco:FaceTowards(Vector(-343, 148, 565))
- local oyaw,oacc = npc.loco:GetMaxYawRate(), npc.loco:GetAcceleration()
- timer.Simple(0,function()
- npc.loco:SetMaxYawRate(0)
- npc.loco:SetAcceleration(0)
- npc.loco:SetVelocity(Vector(0,0,0))
- end)
- timer.Simple(10, function()
- npc.loco:SetMaxYawRate(oyaw)
- npc.loco:SetAcceleration(oacc)
- end)
-end
-
-com.is10secdone = function(npc)
- return npc.StartActionTime < CurTime()
-end
-
-com.Rumors = {
- "This is a rumor!",
- "Here is another!",
- "And yet another!",
-}
-
-com.GetRumor = function()
- local rng = math.random(#com.Rumors)
- return com.Rumors[rng]
-end
-
-return com
diff --git a/gamemode/core/npc/sv_npcsystem.lua b/gamemode/core/npc/sv_npcsystem.lua
deleted file mode 100644
index eb149f2..0000000
--- a/gamemode/core/npc/sv_npcsystem.lua
+++ /dev/null
@@ -1,150 +0,0 @@
----Various functions for npcs.
--- Helps you spawn monsters, townies, and shopkeepers
---@server sv_npcsystem.lua
---@alias n
-
-local f = nrequire("concommands.lua")
-local n = {}
-local npcs = {} --Master table of npcs
-local autocompletef
-
----Registers an NPC.
--- Adds an npc to the global table. NPC's should have unique .Name fields, if they don't, this function will error.
---@see npctbl
---@tparam table npc The npc's table.
-function n.RegisterNPC(npc)
- assert(npc ~= nil, "Attempted to register a nil npc")
- assert(npc.Name ~= nil, "Attempted to register an npc without a name")
- npcs[npc.Name] = npc
- autocompletef = f.AutocompleteFunction(npcs)
-end
-
----Creates an NPC.
--- Creates an npc, by name
---@tparam string npcname The npc's name
---@tparam vector3 pos The position to spawn the npc
-function n.CreateNPCByName(npcname, pos)
- assert(npcs[npcname],string.format("No npc named %q, valid names are:\n%s",npcname,table.concat(table.GetKeys(npcs),"\n")))
- --print("Createing a ", npcname, " at ", pos)
- local npctbl = npcs[npcname]
- local npc = ents.Create("npc_huntable")
- npc:SetPos(pos)
-
- for k, v in pairs(npctbl) do
- npc[k] = v
- end
-
- npc:Spawn()
-
- return npc
-end
-
----Creats a shop npc.
--- Creates a shop npc from a shop npc table
---@see shopnpctbl
---@tparam table npc The shop npc's table.
-function n.CreateShop(npc)
- --print("Createing shop npc")
- local npcent = ents.Create("npc_shop")
- for k,v in pairs(npc) do
- npcent[k] = v
- end
- npcent:Spawn()
- --print("Called spawn")
-end
-
----Creates a townie.
--- Creates a new townie that wanders around his areas of intrest
---@see townienpctbl
---@tparam table npc The townie npc's table.
-function n.CreateTownie(tbl)
- local npcent = ents.Create("npc_townie")
- for k, v in pairs(tbl) do
- npcent[k] = v
- end
- npcent:Spawn()
-end
-
----Create an area of intrest.
--- Creates an point that you can use in a townie's locations of intrest.
---@see navnodetbl
---@tparam table tbl The table for the nav node
-function n.CreateNavNode(tbl)
- local nodeent = ents.Create("info_townienode")
- assert(tbl ~= nil, "Tried to create a nil navnode")
- for k, v in pairs(tbl) do
- nodeent[k] = v
- end
- nodeent:Spawn()
-end
-
---Ents to remove when refreshing the npc map
-local removeents = {"npc_townie", "info_townienode", "npc_shop"}
-
--- "art_chest",
-for k, v in pairs(removeents) do
- local eot = ents.FindByClass(v)
- for i, j in pairs(eot) do
- j:Remove()
- end
-end
-
-local function ExecuteOnFolder(dir, recursive, func)
- local path = ""
- local fpath = table.concat({path,dir,"/*"})
- local files, directories = file.Find(fpath,"DATA")
- for k,v in pairs(files) do
- local callpath = table.concat({path,dir,"/",v})
- func(callpath)
- end
- if not recursive then return end
- for k,v in pairs(directories) do
- local npath = table.concat({dir,"/",v})
- ExecuteOnFolder(npath,true,func)
- end
-end
-
-local function loadMap()
- local mapname = game.GetMap()
-
- local foldername = "artery/maps/" .. mapname
- ExecuteOnFolder(foldername,true,function(path)
- print("I want to run",path)
- local filetxt = file.Read(path,"DATA")
- --print("File text is", filetxt)
- CompileString(filetxt,path)()
- --print("I want to execute",path)
- end)
-end
-
-hook.Add("InitPostEntity", "artery_spawnmapnpcs", function()
- loadMap()
-end)
-
----Reloads the entities on the map.
--- Removes and then reload all of the entities on the level
---@concommand artery_reloadmap
-concommand.Add("artery_reloadmap", function(ply,cmd,args)
- if not ply:IsAdmin() then return end
- for k, v in pairs(removeents) do
- local eot = ents.FindByClass(v)
-
- for i, j in pairs(eot) do
- j:Remove()
- end
- end
-
- loadMap()
-end)
-
----Create a new npc.
--- Creates a new npc a the point the player is looking
---@usage artery_makenpc <npc_name>
---@concommand artery_makenpc
-concommand.Add("artery_makenpc", function(ply, cmd, args)
- if not ply:IsAdmin() then return end
- local na = args[1]
- n.CreateNPCByName(na, ply:GetEyeTrace().HitPos)
-end, autocompletef)
-
-return n