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-rw-r--r--gamemode/client/cl_inventory.lua3
-rw-r--r--gamemode/config/colortheme.lua7
-rw-r--r--gamemode/config/sv_newplayer.lua31
-rw-r--r--gamemode/config/sv_sql.lua14
-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
-rw-r--r--gamemode/ents/art_npc/cl_art_npc.lua139
-rw-r--r--gamemode/ents/art_npc/sh_art_npc.lua14
-rw-r--r--gamemode/ents/art_npc/sv_art_npc.lua180
-rw-r--r--gamemode/inventorysystem/abilities/cl_abilities.lua (renamed from gamemode/inventorysystem/prayers/cl_prayers.lua)0
-rw-r--r--gamemode/inventorysystem/abilities/sh_abilities.lua (renamed from gamemode/inventorysystem/prayers/sh_prayers.lua)2
-rw-r--r--gamemode/inventorysystem/cl_common.lua1
-rw-r--r--gamemode/inventorysystem/skills/cl_skills.lua1
-rw-r--r--gamemode/npcsystem/sh_basenpc.lua34
-rw-r--r--gamemode/npcsystem/sh_humannpc.lua67
-rw-r--r--gamemode/npcsystem/sh_movingnpc.lua22
-rw-r--r--gamemode/npcsystem/sh_shop.lua16
-rw-r--r--gamemode/npcsystem/sh_talkablenpc.lua14
-rw-r--r--gamemode/npcsystem/sh_townie.lua17
-rw-r--r--gamemode/npcsystem/sv_blockingdummy.lua2
-rw-r--r--gamemode/npcsystem/sv_dummy.lua2
-rw-r--r--gamemode/npcsystem/sv_rat.lua2
-rw-r--r--gamemode/npcsystem/sv_zombie.lua4
-rw-r--r--gamemode/nrequire.lua25
-rw-r--r--gamemode/questsystem/component_gather.lua12
-rw-r--r--gamemode/questsystem/component_kill.lua67
33 files changed, 866 insertions, 246 deletions
diff --git a/gamemode/client/cl_inventory.lua b/gamemode/client/cl_inventory.lua
index f0c4d07..8f88d7e 100644
--- a/gamemode/client/cl_inventory.lua
+++ b/gamemode/client/cl_inventory.lua
@@ -12,7 +12,7 @@
]]
--local qinv = nrequire("cl_qinventory.lua")
local state = nrequire("cl_state.lua") --Holds weather or not player is in inventory
-local itm = nrequire("core/inventory/common/items.lua")
+local itm = nrequire("core/inventory/cl_invtracker.lua")
local log = nrequire("log.lua")
--local qpray = nrequire("cl_qprayers.lua")
local inv = {}
@@ -99,6 +99,7 @@ end
---Shows the player's inventory.
-- If the player's inventory hasn't been built yet, builds the inventory, then displays it.
+-- @domain client
function inv.ShowInventory()
print('Showing inventory')
if not qframe then
diff --git a/gamemode/config/colortheme.lua b/gamemode/config/colortheme.lua
index 13c7a26..c6c2f97 100644
--- a/gamemode/config/colortheme.lua
+++ b/gamemode/config/colortheme.lua
@@ -36,4 +36,11 @@ theme.ui = {
border = Color(113,113,113)
}
+theme.game = {
+ -- The text displayed when someone is dammaged
+ dammagetext = theme.console.foreground,
+ -- The text displayed next to an npc when editor mode is enabled
+ npcsettings = theme.console.foreground
+}
+
return theme
diff --git a/gamemode/config/sv_newplayer.lua b/gamemode/config/sv_newplayer.lua
index 229c11e..403e933 100644
--- a/gamemode/config/sv_newplayer.lua
+++ b/gamemode/config/sv_newplayer.lua
@@ -1,29 +1,50 @@
+--- Holds the data new players should be spawned with.
+-- If new inventories central to the gamemode are added,
+-- players should probably spawn with them. Add the
+-- inventory to np.data.
+--@server sv_newplayer.lua
+--@alias np
+
local np = {}
local inv = nrequire("inventory/inventory.lua")
nrequire("inventorysystem/equipment/sh_equipment.lua")
nrequire("inventorysystem/shapedinventory/sh_shaped.lua")
-nrequire("inventorysystem/prayers/sh_prayers.lua")
+nrequire("inventorysystem/abilities/sh_abilities.lua")
nrequire("inventorysystem/skills/sh_skills.lua")
nrequire("inventorysystem/quests/sh_quests.lua")
local log = nrequire("log.lua")
--local itm = nrequire("inventory/item.lua")
-local data = {
+--- The data that players spawn with.
+-- @table data
+-- @field inventories
+-- @usage
+-- local np = nrequire("config/sv_newplayer.lua")
+-- local inv = nrequire("inventory/inventory.lua")
+-- local invtbl = np.data.inventories
+-- invtbl[#invtbl + 1] = {"My New Inventory",inv.CreateInventory("MyInventory"):Serialize()}
+np.data = {
inventories = {
{"Equipment", inv.CreateInventory("Equipment"):Serialize()},
{"Shaped Inventory",inv.CreateInventory("Shaped Inventory"):Serialize()},
- {"Prayers",inv.CreateInventory("Prayers"):Serialize()},
+ {"Abilities",inv.CreateInventory("Abilities"):Serialize()},
{"Skills",inv.CreateInventory("Skills"):Serialize()},
{"Quests",inv.CreateInventory("Quests"):Serialize()},
},
}
+--- Function called with a new player needs default data.
+-- By default, this function just returns np.data
+-- You can overwrite it to return any other table though.
+-- @treturn table The new data to return
np.newdata = function()
log.debug("newdata asked for")
- log.debug(table.ToString(data,"data",true))
- return data
+ log.debug(table.ToString(np.data,"data",true))
+ return np.data
end
+--- Function to return metadata for a player.
+-- This just returns a server and location for the player to spawn.
np.newmeta = function()
log.debug("newmeta asked for")
return {
diff --git a/gamemode/config/sv_sql.lua b/gamemode/config/sv_sql.lua
index a4b5daa..501f8e1 100644
--- a/gamemode/config/sv_sql.lua
+++ b/gamemode/config/sv_sql.lua
@@ -1,7 +1,20 @@
+--- Defaults relating to the sql database.
+-- If you need to change the defaults, nrequire() thi
+-- module, then change any of the fields.
+-- @server sv_sql.lua
+
local sql = {}
--SQL stuff, be careful to keep this secret!
+--- The values in the sql table
+-- @table mysql_config
+-- @field boolean EnableMySQL=true Should we use MySQLOO to store the data?
+-- @field string Host=localhost The hostname that the mysql database lives on
+-- @field string Username=root The username to log into the database
+-- @field string Password=root The password to log into the database
+-- @field number Database_port=3306 The port to connect to the database on
+-- @field string Preferred_module=mysqloo The perfered module to use for sql, when multiple are avaliable.
local parse = {
["EnableMySQL"] = tobool,
["Host"] = tostring,
@@ -34,4 +47,5 @@ for _,line in pairs(string.Explode("\n",mysqlconfig,false)) do
sql[key] = parse[key](value)
end
+
return sql
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
diff --git a/gamemode/ents/art_npc/cl_art_npc.lua b/gamemode/ents/art_npc/cl_art_npc.lua
new file mode 100644
index 0000000..0233666
--- /dev/null
+++ b/gamemode/ents/art_npc/cl_art_npc.lua
@@ -0,0 +1,139 @@
+local ENT = nrequire("sh_art_npc.lua")
+local e = nrequire("editor.lua")
+local col = nrequire("colortheme.lua")
+print("in cl_art_npc, ENT loaded from sh_art_npc is", ENT)
+
+ENT.RenderGroup = RENDERGROUP_BOTH
+
+
+local function get_settings_info(what)
+ -- Settings to display next to an npc
+ local settings = {}
+
+ settings["Model"] = what:GetModel()
+
+ -- Classes that this npc inherits from, in the order it inherits
+ local sinh = {}
+ local sinhc = 1 -- Keep going, even if we encounter nil
+ local cursor = what
+ sinh[sinhc] = cursor.Name
+ while cursor do
+ cursor = getmetatable(cursor)
+ if type(cursor) == "table" then
+ sinh[sinhc] = cursor.Name or "nil"
+ else
+ sinh[sinhc] = tostring(cursor)
+ end
+ sinhc = sinhc + 1
+ end
+ settings["Inherits from"] = string.format("[%s]",table.concat(sinh,", "))
+
+ return settings
+end
+
+local settings_info = nil
+function ENT:Draw()
+ if e.Enabled then --What to draw when "Editor" is enabled
+ self:DrawModel()
+
+ if settings_info == nil then
+ settings_info = get_settings_info(self)
+ end
+ local pos,ang = (self:GetRight() * -32) + (self:GetUp() * 72) + self:GetPos() , self:GetAngles()
+
+ cam.Start3D2D( pos, ang + Angle(0, 90, 90), 0.2 )
+ local line = 0
+ for k,v in pairs(settings_info) do
+ draw.DrawText(string.format("%s:%s",k,tostring(v)), "Default", 0, line * 20, col.game.npcsettings )
+ line = line + 1
+ end
+
+ cam.End3D2D()
+ else
+ self:DrawModel()
+ end
+end
+
+function ENT:DrawTranslucent()
+
+ -- This is here just to make it backwards compatible.
+ -- You shouldn't really be drawing your model here unless it's translucent
+
+ self:Draw()
+
+end
+
+function ENT:BuildBonePositions( NumBones, NumPhysBones )
+
+ -- You can use this section to position the bones of
+ -- any animated model using self:SetBonePosition( BoneNum, Pos, Angle )
+
+ -- This will override any animation data and isn't meant as a
+ -- replacement for animations. We're using this to position the limbs
+ -- of ragdolls.
+
+end
+
+function ENT:SetRagdollBones( bIn )
+
+ -- If this is set to true then the engine will call
+ -- DoRagdollBone (below) for each ragdoll bone.
+ -- It will then automatically fill in the rest of the bones
+
+ self.m_bRagdollSetup = bIn
+
+end
+
+function ENT:DoRagdollBone( PhysBoneNum, BoneNum )
+
+ -- self:SetBonePosition( BoneNum, Pos, Angle )
+
+end
+
+local chatframe = nil
+
+net.Receive("art_opennpcdialog",function()
+ if chatframe ~= nil and chatframe:IsValid() then
+ chatframe:Remove()
+ chatframe = nil
+ end
+ local width, height = ScrW(), ScrH()
+ local who = net.ReadEntity()
+ local chattbl = net.ReadTable()
+ chatframe = vgui.Create( "DFrame" )
+ chatframe:SetPos( (width / 2) - (width / 4), height - (height / 4) )
+ chatframe:SetSize( width / 2, height / 4 )
+ chatframe:SetTitle( chattbl["Name"] )
+ chatframe:SetDraggable( true )
+ chatframe.OnClose = function()
+ net.Start("art_closenpcdialog")
+ net.WriteEntity(who)
+ net.SendToServer()
+ end
+
+ local chattxt = vgui.Create( "DLabel", chatframe )
+ --chattxt:SetPos( 40, 40 )
+ chattxt:SetText(chattbl["Message"])
+ chattxt:Dock(TOP)
+
+ for k,v in pairs(chattbl["Options"]) do
+ local chatbutton = vgui.Create( "DButton",chatframe )
+ --chatbutton:SetPos( 40, 40 )
+ chatbutton:SetText( v )
+ --chatbutton:SetSize( 120, 60 )
+ chatbutton.DoClick = function()
+ net.Start("art_updatenpcdialog")
+ net.WriteEntity(who)
+ net.WriteString(v)
+ net.SendToServer()
+ end
+ chatbutton:Dock(BOTTOM)
+ end
+ chattxt:Dock(FILL)
+
+
+
+ chatframe:MakePopup()
+end)
+
+scripted_ents.Register(ENT, "art_npc")
diff --git a/gamemode/ents/art_npc/sh_art_npc.lua b/gamemode/ents/art_npc/sh_art_npc.lua
new file mode 100644
index 0000000..c7d549c
--- /dev/null
+++ b/gamemode/ents/art_npc/sh_art_npc.lua
@@ -0,0 +1,14 @@
+local ENT = {}
+local base = nrequire("sh_basenpc.lua")
+
+ENT.Type = "anim"
+ENT.Base = "base_nextbot"
+
+local ent_m = {__index = base}
+
+hook.Add("artery_core_loaded","load_ent_art_npc",function()
+ print("At the time artery_core_loaded is called, ENT is", ENT)
+ setmetatable(ENT,ent_m)
+end)
+
+return ENT
diff --git a/gamemode/ents/art_npc/sv_art_npc.lua b/gamemode/ents/art_npc/sv_art_npc.lua
new file mode 100644
index 0000000..9c24e9d
--- /dev/null
+++ b/gamemode/ents/art_npc/sv_art_npc.lua
@@ -0,0 +1,180 @@
+local ENT = nrequire("sh_art_npc.lua")
+local log = nrequire("log.lua")
+
+util.AddNetworkString( "art_opennpcdialog" )
+util.AddNetworkString( "art_closenpcdialog" )
+util.AddNetworkString( "art_updatenpcdialog")
+
+local oinit = ENT.Initalize
+function ENT:Initialize()
+ --self:SetMoveType(MOVETYPE_VPHYSICS)
+ self:SetSolid(SOLID_BBOX)
+ self:SetCollisionGroup(COLLISION_GROUP_NPC)
+
+ self:SetHealth(50)
+
+ -- self.loco:SetDeathDropHeight(500) --default 200
+ -- self.loco:SetAcceleration(400) --default 400
+ -- self.loco:SetDeceleration(400) --default 400
+ -- self.loco:SetStepHeight(18) --default 18
+ -- self.loco:SetJumpHeight(25) --default 58
+ -- self.loco:SetDesiredSpeed( 50 )
+
+ self.nodereached = false
+
+ self.lastdooropen = CurTime()
+
+ if self.Model then self:SetModel(self.Model)
+ else log.error("NPC created without model, this might be a bug!") end
+
+ if self.Pos then self:SetPos(self.Pos)
+ else log.error("NPC created without a position, this might be a bug!") end
+
+ self.talking = false
+
+ if self.Name then self:SetName(self.Name)
+ else log.error("NPC created without a name! They won't be able to open doors!") end
+
+ if self.Ang then self:SetAngles(self.Ang) end
+
+ if self.OnSpawn then self.OnSpawn(self) end
+
+ self.allowedNodes = {}
+ self.NavNodes = self.NavNodes or {}
+
+ for k,v in pairs(ents.FindByClass( "info_townienode" ) ) do
+ if self.NavNodes[v.Name] then
+ table.insert(self.allowedNodes,v)
+ end
+ end
+
+ self:SetUseType( SIMPLE_USE )
+
+ self.DialogCursors = {}
+ if oinit then
+ oinit(self)
+ end
+end
+
+function ENT:OnInjured(dmg)
+ if self.OnDammage ~= nil then self:OnDammage(dmg) end
+end
+
+local removeblock = {
+ ["prop_door_rotating"] = function(bot,ent)
+ ent:Fire("OpenAwayFrom",bot:GetName())
+ timer.Simple(3,function()
+ ent:Fire("Close")
+ end)
+ end
+}
+
+function ENT:BehaveUpdate(num)
+ if not self.BehaveThread then return end
+ if self.curnode and self.curnode:IsValid() and self.curnode:GetPos():Distance(self:GetPos()) < 5 then
+ if self.nodereached == false then
+ self.curnode.OnReached(self)
+ self.nodereached = true
+ else
+ if self.curnode.IsDone(self) then
+ --error("Finished action")
+ self.curnode = self:selectNewNode()
+ self.nodereached = false
+ end
+ end
+ end
+ local trdata = {
+ ["start"] = self:GetPos() + (self:GetUp() * 72),
+ ["endpos"] = self:GetPos() + (self:GetUp() * 72) + (self:GetForward() * 32),
+ ["filter"] = self
+ }
+ local tr = util.TraceLine(trdata)
+ local ecl
+ if (tr ~= nil) and (tr.Entity ~= nil) and tr.Entity:IsValid() then
+ ecl = tr.Entity:GetClass()
+ end
+ if tr.Hit and removeblock[ecl] ~= nil then
+ removeblock[ecl](self,tr.Entity)
+ end
+ local ok, message = coroutine.resume( self.BehaveThread )
+ if not ok then
+ self.BehaveThread = nil
+ Msg( self, "error: ", message, "\n" );
+ end
+
+end
+
+function ENT:OnKilled(dmg)
+ if not self.Drops then return end
+ for k,v in pairs(self.Drops) do
+ local rng = math.random(0,100)
+ local itemname = self.Drops[k][1]
+ local itemchance = self.Drops[k][2]
+ local heightoffset = 10
+ if rng < itemchance then
+ local drop = ents.Create("ws_item")
+ drop.Item = GetItemByName(itemname)
+ drop:SetModel(drop.Item.Model)
+ drop:SetPos(self:GetPos() + (self:GetUp() * heightoffset))
+ drop:Spawn()
+ heightoffset = heightoffset + 10
+ end
+ end
+ self:BecomeRagdoll( dmg )
+end
+
+local devs = {}
+concommand.Add("artery_develop",function(ply,cmd,args)
+ if not ply:IsAdmin() then return end
+ if devs[ply] then
+ devs[ply] = nil
+ else
+ devs[ply] = true
+ end
+end)
+
+--Fix the dialog so we aren't sending functions
+local function SendableDialog(tbl)
+ local ntbl = table.Copy(tbl)
+ ntbl["Options"] = table.GetKeys(tbl["Options"])
+ return ntbl
+end
+
+function ENT:Use(ply)
+ if devs[ply] then
+
+ else
+
+ self.DialogCursors[ply] = self.getDialogFor(ply)
+ --
+ -- if self.oyaw ~= 0 and self.oacc ~= 0 then
+ -- self.oyaw, self.oacc,self.onod = self.loco:GetMaxYawRate(), self.loco:GetAcceleration(), self.curnode
+ -- end
+ -- self.loco:SetAcceleration(0)
+ -- self.loco:SetVelocity(Vector(0,0,0))
+ -- self.loco:SetMaxYawRate(9999990)
+ -- self.loco:FaceTowards(ply:GetPos())
+ -- self.loco:SetMaxYawRate(0)
+ timer.Simple(0.5,function()
+ --self.loco:FaceTowards(ply:GetPos())
+
+
+ end)
+ net.Start("art_opennpcdialog")
+ net.WriteEntity(self)
+ net.WriteTable(SendableDialog(self.DialogCursors[ply]))
+ net.Send(ply)
+ end
+end
+
+net.Receive("art_updatenpcdialog",function(len,ply)
+ local npc = net.ReadEntity()
+ local option = net.ReadString()
+ npc.DialogCursors[ply] = npc.DialogCursors[ply]["Options"][option](ply)
+ net.Start("art_opennpcdialog")
+ net.WriteEntity(npc)
+ net.WriteTable(SendableDialog(npc.DialogCursors[ply]))
+ net.Send(ply)
+end)
+
+scripted_ents.Register(ENT, "art_npc")
diff --git a/gamemode/inventorysystem/prayers/cl_prayers.lua b/gamemode/inventorysystem/abilities/cl_abilities.lua
index e28db63..e28db63 100644
--- a/gamemode/inventorysystem/prayers/cl_prayers.lua
+++ b/gamemode/inventorysystem/abilities/cl_abilities.lua
diff --git a/gamemode/inventorysystem/prayers/sh_prayers.lua b/gamemode/inventorysystem/abilities/sh_abilities.lua
index 9d8ff3b..fc6cd82 100644
--- a/gamemode/inventorysystem/prayers/sh_prayers.lua
+++ b/gamemode/inventorysystem/abilities/sh_abilities.lua
@@ -11,7 +11,7 @@ if CLIENT then
inv = nrequire("cl_prayers.lua")
end
-inv.Name = "Prayers"
+inv.Name = "Abilities"
inv.track = {}
function inv:FindPlaceFor(item)
if item.Pray ~= nil then
diff --git a/gamemode/inventorysystem/cl_common.lua b/gamemode/inventorysystem/cl_common.lua
index bf9fb6f..a83deb1 100644
--- a/gamemode/inventorysystem/cl_common.lua
+++ b/gamemode/inventorysystem/cl_common.lua
@@ -63,6 +63,7 @@ function com.generatereceiver()
if posequal then return end
local item = frominv:Get(frompos)
+ if not item then return end
--Fake remove the item, in case the position we want to move it to overlaps with where it is now.
frominv:Remove(frompos)
local cf = toinv:CanFitIn(topos,item)
diff --git a/gamemode/inventorysystem/skills/cl_skills.lua b/gamemode/inventorysystem/skills/cl_skills.lua
index b5e4620..208cc73 100644
--- a/gamemode/inventorysystem/skills/cl_skills.lua
+++ b/gamemode/inventorysystem/skills/cl_skills.lua
@@ -24,6 +24,7 @@ inv.DrawOnDPanel = function(self,panel)
local label = vgui.Create("DLabel",ipanel)
label:Dock(TOP)
label:SetDark(true)
+ label:SetWrap(true)
local bar = vgui.Create("DProgress",ipanel)
bar:Dock(TOP)
elements[j] = {
diff --git a/gamemode/npcsystem/sh_basenpc.lua b/gamemode/npcsystem/sh_basenpc.lua
new file mode 100644
index 0000000..b3e7e49
--- /dev/null
+++ b/gamemode/npcsystem/sh_basenpc.lua
@@ -0,0 +1,34 @@
+--[[
+ Defines some ai primitives for npc's
+]]
+local log = nrequire("log.lua")
+local reg = nrequire("sh_npcsystem.lua")
+
+local npc = {}
+
+npc.Name = "NPC Base"
+
+function npc:Spawn()
+ local e = ents.Create("art_npc")
+
+ if self.Model then self:SetModel(self.Model)
+ else log.error("NPC created without model, this might be a bug!") end
+
+ if self.Pos then self:SetPos(self.Pos)
+ else log.error("NPC created without a position, this might be a bug!") end
+
+ self.talking = false
+
+ if self.Name then self:SetName(self.Name)
+ else log.error("NPC created without a name! They won't be able to open doors!") end
+
+ if self.Ang then self:SetAngles(self.Ang) end
+ if self.OnSpawn then self.OnSpawn(self) end
+
+ self.Entity = e
+ e:Spawn()
+end
+
+reg.RegisterNPC(npc)
+
+return npc
diff --git a/gamemode/npcsystem/sh_humannpc.lua b/gamemode/npcsystem/sh_humannpc.lua
new file mode 100644
index 0000000..b4a2b15
--- /dev/null
+++ b/gamemode/npcsystem/sh_humannpc.lua
@@ -0,0 +1,67 @@
+local reg = nrequire("sh_npcsystem.lua")
+local log = nrequire("log.lua")
+
+
+local base1 = nrequire("sh_talkablenpc.lua")
+local base2 = nrequire("sh_movingnpc.lua")
+
+local human_models = {}
+for i = 1,7 do
+ human_models[#human_models + 1] = string.format("models/Humans/Group01/Female_0%d.mdl",i)
+end
+for i = 1,9 do
+ human_models[#human_models + 1] = string.format("models/Humans/Group01/Male_0%d.mdl",i)
+end
+
+local npc = {}
+setmetatable(npc,{__index = function(self,key)
+ if key == "Model" then
+ return human_models[math.random(#human_models)]
+ else
+ return base1.key or base2.key
+ end
+end})
+
+npc.Name = "Human NPC Base"
+
+npc.canlearn = true
+
+--things that npcs can learn
+local learnable = {
+ action = {
+ "name", -- Name of the action
+ "preconditions", --Things that must be true before we can do an action
+ "postconditions", --Things that must be true after we do an ation
+ },
+ event = {
+ "name", -- The name of the event
+ "time", -- When the event happened
+ "who", --Who was involved in the event ?
+ "where", --Where did this event take place ?
+ },
+ entity = { --NOT the same as source engine entities
+ "name", --The name of this person
+ "relations", --Things about this person
+ },
+ thing = {
+ "name", -- The name of the thing
+ "location", -- Where is this thing?
+ "size", --How big is this thing?
+ },
+}
+for k,v in pairs(learnable) do
+ npc["known_" .. k .. "s"] = {}
+ local capt = k:gsub("^%l", string.upper)
+ npc["Teach" .. capt] = function(self,tbl)
+ if self.canlearn == false then return end
+ for i,j in pairs(v) do
+ if tbl[j] == nil then
+ log.error(string.format("Tried to teach %s about %s %q without field %q",self.Name, k, tbl.Name, j))
+ end
+ end
+ local kt = self["known_" .. k .. "s"]
+ kt[#kt + 1] = tbl
+ end
+end
+
+reg.RegisterNPC(npc, "Human NPC Base")
diff --git a/gamemode/npcsystem/sh_movingnpc.lua b/gamemode/npcsystem/sh_movingnpc.lua
new file mode 100644
index 0000000..21f302e
--- /dev/null
+++ b/gamemode/npcsystem/sh_movingnpc.lua
@@ -0,0 +1,22 @@
+local reg = nrequire("sh_npcsystem.lua")
+
+local base = nrequire("sh_basenpc.lua")
+local nextbot = scripted_ents.Get("base_nextbot")
+local npc = {}
+
+npc.Name = "Walkable NPC Base"
+
+setmetatable(npc,{__index = function(self,key)
+ return self[key] or base[key] or nextbot[key]
+end})
+
+function npc:Initalize()
+ if base.Initalize then base.Initalize(self) end
+ if nextbot.Initalize then nextbot.Initalize(self) end
+ print("After initalizeing walkable, self.loco is", self.loco)
+end
+
+function npc:Face(ang_or_vec)
+ print("trying to face:",ang_or_vec,type(ang_or_vec))
+end
+reg.RegisterNPC(npc)
diff --git a/gamemode/npcsystem/sh_shop.lua b/gamemode/npcsystem/sh_shop.lua
new file mode 100644
index 0000000..c2b291d
--- /dev/null
+++ b/gamemode/npcsystem/sh_shop.lua
@@ -0,0 +1,16 @@
+local reg = nrequire("sh_npcsystem.lua")
+
+local base = nrequire("sh_talkablenpc.lua")
+local npc = {}
+
+local npc_m = {__index = function(self,key)
+ return base[key]
+end}
+
+setmetatable(npc,npc_m)
+
+npc.Name = "Shopkeep"
+
+reg.RegisterNPC(npc)
+
+return npc
diff --git a/gamemode/npcsystem/sh_talkablenpc.lua b/gamemode/npcsystem/sh_talkablenpc.lua
new file mode 100644
index 0000000..9e1cfb9
--- /dev/null
+++ b/gamemode/npcsystem/sh_talkablenpc.lua
@@ -0,0 +1,14 @@
+--[[
+ Some basics for talking to npcs
+]]
+local reg = nrequire("sh_npcsystem.lua")
+
+local base = nrequire("sh_basenpc.lua")
+local npc = {}
+setmetatable(npc,{__index = base})
+
+npc.Name = "Talkable NPC Base"
+
+reg.RegisterNPC(npc)
+
+return npc
diff --git a/gamemode/npcsystem/sh_townie.lua b/gamemode/npcsystem/sh_townie.lua
new file mode 100644
index 0000000..3b693c5
--- /dev/null
+++ b/gamemode/npcsystem/sh_townie.lua
@@ -0,0 +1,17 @@
+local reg = nrequire("sh_npcsystem.lua")
+
+local base1 = nrequire("sh_talkablenpc.lua")
+local base2 = nrequire("sh_moveingnpc.lua")
+local npc = {}
+
+local npc_m = {__index = function(self,key)
+ return base1[key] or base2[key]
+end}
+
+setmetatable(npc,npc_m)
+
+npc.Name = "Townie"
+
+reg.RegisterNPC(npc)
+
+return npc
diff --git a/gamemode/npcsystem/sv_blockingdummy.lua b/gamemode/npcsystem/sv_blockingdummy.lua
index c40fc54..d29d33c 100644
--- a/gamemode/npcsystem/sv_blockingdummy.lua
+++ b/gamemode/npcsystem/sv_blockingdummy.lua
@@ -1,5 +1,5 @@
-local n = nrequire("sv_npcsystem.lua")
+local n = nrequire("sh_npcsystem.lua")
local NPC = {}
NPC.Name = "Blocking Training Dummy"
NPC.Desc = "A man made of straw. His dream is to have a brain."
diff --git a/gamemode/npcsystem/sv_dummy.lua b/gamemode/npcsystem/sv_dummy.lua
index 0bfa063..f527c03 100644
--- a/gamemode/npcsystem/sv_dummy.lua
+++ b/gamemode/npcsystem/sv_dummy.lua
@@ -1,4 +1,4 @@
-local n = nrequire("sv_npcsystem.lua")
+local n = nrequire("sh_npcsystem.lua")
local NPC = {}
NPC.Name = "Training Dummy"
diff --git a/gamemode/npcsystem/sv_rat.lua b/gamemode/npcsystem/sv_rat.lua
index fadbc8d..bf2cc65 100644
--- a/gamemode/npcsystem/sv_rat.lua
+++ b/gamemode/npcsystem/sv_rat.lua
@@ -1,4 +1,4 @@
-local n = nrequire("sv_npcsystem.lua")
+local n = nrequire("sh_npcsystem.lua")
local NPC = {}
NPC.Name = "Rat"
NPC.Desc = "A nasty little guy"
diff --git a/gamemode/npcsystem/sv_zombie.lua b/gamemode/npcsystem/sv_zombie.lua
index a612e92..9f0f747 100644
--- a/gamemode/npcsystem/sv_zombie.lua
+++ b/gamemode/npcsystem/sv_zombie.lua
@@ -1,4 +1,4 @@
-local n = nrequire("sv_npcsystem.lua")
+local n = nrequire("sh_npcsystem.lua")
--local ncom = nrequire("sv_common.lua")
local NPC = {}
NPC.Name = "Zombie"
@@ -154,7 +154,7 @@ end
-- -- endpos =( self:GetForward() * 50) + self:GetPos() + Vector(0,0,50),
-- -- filter = self
-- -- })
---
+--
-- end
--These are just here to tell the editors/develoeprs what functions are available.. dont un-comment them out, as this could affect all the items.
diff --git a/gamemode/nrequire.lua b/gamemode/nrequire.lua
index 1b6be2f..4313ce0 100644
--- a/gamemode/nrequire.lua
+++ b/gamemode/nrequire.lua
@@ -6,6 +6,7 @@
]]
if nrequire ~= nil then return end
+--The files we want clients to load
local clienttoload = {}
local searchpaths = {
@@ -131,6 +132,7 @@ local ntbl = {}
local reqtbl = {} --Holds already nrequire()'d things
local lastcall = {} --Holds when things were loaded
+local location = {} --Holds the location of files ("DATA","GAME","LUA",...)
local deptbl = {} --Holds the dependencies between files
local pathstack = {}
function nrequire(req,...)
@@ -153,6 +155,7 @@ function nrequire(req,...)
local trace = debug.getinfo(2,"flnSu")
local source = trace.source
+ print("Adding to deptbl, src:",source,"tpath:",tpath)
deptbl[source] = tpath
--If we've already run it (and its up to date), just return it
@@ -187,7 +190,8 @@ function nrequire(req,...)
local m = filefunc(varargs)
hook.Run("artery_file_included",tpath,m)
reqtbl[tpath[1]] = m
- lastcall[tpath[1]] = CurTime()
+ lastcall[tpath[1]] = file.Time(tpath[1],tpath[2])
+ location[tpath[1]] = tpath[2]
end,function(err)
MsgC(Color(209,96,196),debug.traceback(),"\n")
MsgC(Color(209,96,196),"nrequire Error:",err,"\n")
@@ -201,6 +205,25 @@ function nrequire(req,...)
end
+local update_file_co = coroutine.create(function()
+ while true do
+ for k,v in pairs(reqtbl) do
+ local loc = location[k]
+ if file.Time(k,loc) > lastcall[k] then
+ print(string.format("Found updated file:%s calling nrequire",k))
+ nrequire(k)
+ end
+ coroutine.yield()
+ end
+ end
+end)
+
+hook.Add("Tick","nrequire_update_tick",function()
+ if coroutine.status(update_file_co) == "suspended" then
+ coroutine.resume(update_file_co)
+ end
+end)
+
if SERVER then
net.Receive("artery_requestcsfile",function(ln,ply)
local which = net.ReadString()
diff --git a/gamemode/questsystem/component_gather.lua b/gamemode/questsystem/component_gather.lua
index 5647f42..cc7f44f 100644
--- a/gamemode/questsystem/component_gather.lua
+++ b/gamemode/questsystem/component_gather.lua
@@ -8,6 +8,12 @@ local comp = {}
comp.Name = "Quest Component Gather"
+--[[
+Update this quest, this is called every time a player
+picks up an item. This method removes the items from the player, then
+adds them back in (so dropping an item and picking it up x number of times
+will not work.
+]]
function comp:Update()
if SERVER then
local items = {}
@@ -49,6 +55,10 @@ function comp:Init(ply,itemname,itemnumber)
log.debug("After initalizing quest, found " .. tostring(self.items) .. " items")
end
+--[[
+Detour the player's GiveItem(), to check if the quest is
+complete after giving the player the item
+]]
if SERVER then
local plymeta = FindMetaTable("Player")
local det = plymeta.GiveItem
@@ -56,7 +66,7 @@ if SERVER then
det(self,tbl)
log.debug("Calling component_gather's GiveItem()")
for k,v in pairs(quests) do
- if v.ItemName == tbl.Name then
+ if v.Name == comp.Name and v.ItemName == tbl.Name then
v:Update()
end
end
diff --git a/gamemode/questsystem/component_kill.lua b/gamemode/questsystem/component_kill.lua
index 3925a12..b1ffa71 100644
--- a/gamemode/questsystem/component_kill.lua
+++ b/gamemode/questsystem/component_kill.lua
@@ -1,3 +1,70 @@
--[[
Something to stop gmod from freaking out
]]
+if SERVER then
+ inv = nrequire("sv_invtracker.lua")
+end
+local log = nrequire("log.lua")
+
+local quests = {}
+local comp = {}
+
+comp.Name = "Quest Component Kill"
+comp.kills = 0
+comp.npcname = "Init not yet called"
+
+function comp:Update()
+ self.Quest:UpdateCompleted()
+end
+
+function comp:Complete()
+ if self.kills >= self.numkills then
+ log.debug("Completed a gather arc of a quest!")
+ end
+ return self.items >= self.ItemNumber
+end
+
+function comp:Init(ply,npcname,numkills)
+ if not ply or not itemname or not itemnumber then log.error("Tried to create a kill arch for a quest without correct arguments") end
+ self.npcname = itemname
+ self.kills = 0
+ self.numkills = 0
+ if CLIENT then return end
+ self.Owner = ply
+ -- self:Update()
+ quests[#quests + 1] = self
+end
+
+--[[
+Detour the player's GiveItem(), to check if the quest is
+complete after giving the player the item
+]]
+if SERVER then
+ local plymeta = FindMetaTable("Player")
+ local det = plymeta.GiveItem
+ function plymeta:GiveItem(tbl)
+ det(self,tbl)
+ log.debug("Calling component_gather's GiveItem()")
+ for k,v in pairs(quests) do
+ if v.Name == comp.Name and v.ItemName == tbl.Name then
+ v:Update()
+ end
+ end
+ end
+end
+
+function comp:GetText()
+ return string.format("Gather %s %s",self.ItemNumber,self.ItemName)
+end
+
+function comp:Serialize()
+ return util.TableToJSON({self.ItemName,self.ItemNumber})
+end
+
+function comp:DeSerialize(data)
+ local tbl = util.JSONToTable(data)
+ self.ItemName = tbl[1]
+ self.ItemNumber = tbl[2]
+end
+
+nrequire("core/quests/arcs.lua").RegisterArc(comp)