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---Automatically re-calculates swing arcs for weapons.
-- This files helps you create mele weapons that need to be swung
--@server sv_weaponswing.lua
--@alias ws
--[[
This file tells you what weapons need their swings recalculated
]]
-- local itm = nrequire("core/inventory/item.lua")
-- local inv = nrequire("core/inventory/inventory.lua")
local wep = nrequire("core/inventory/common/weapons.lua")
local ws = {}
--Cache swing hits, if we used one once, we'll probably use it again soon
-- local swingcache_size = 30
-- local swingcache = {} --Swing arc cache
--A table of all the items that are swingable
local swingable = {}
--A queue of {pac, animation_name, animation_time, mapping,item_tbl}
local recordqueue = {}
util.AddNetworkString("artery_notifyserverofswing")
util.AddNetworkString("artery_doanimation")
util.AddNetworkString("artery_weaponswing")
util.AddNetworkString("artery_setswingdebug")
net.Receive("artery_notifyserverofswing",function()
local weapon = net.ReadString()
local anim = net.ReadString()
local data = net.ReadTable()
--print("Got swing data for ",weapon,anim)
--PrintTable(data)
--Get the data that already exists for this weapon
local olddata = file.Read("artery/dynamic/swingdata/" .. weapon .. ".txt","DATA")
if olddata == nil then olddata = {}
else olddata = util.JSONToTable(util.Decompress(olddata)) end
--Add our new data
olddata[anim] = data
--And save back
file.Write("artery/dynamic/swingdata/" .. weapon .. ".txt",util.Compress(util.TableToJSON(olddata)))
end)
---Make a weapons swingable.
-- Make a new weapon that needs swing arcs, this function checks to make sure the table has a .Name, .attacks, and .pacname
--@tparam swingitem tbl A swingable item.
function ws.makeSwingable(tbl)
--print("Makeing a swingable out of:")
--PrintTable(tbl)
assert(tbl.Name,"Tried to make a swingable weapon out of an item with no name!")
assert(tbl.attacks,"Tried to make a swingable weapon out of an item with no attacks! See rustyaxe.lua for example")
assert(tbl.pacname,"Tried to make a swingable weapon without a pac name! see rustyaxe.lua for example")
swingable[tbl.Name] = tbl
end
---Actually swings a weapon.
-- Makes a player swing their weapon, and dammages anything in the swing arc
--@tparam swingitem The item the player swung
--@tparam player ply The player swinging the weapon
--@tparam function callback The function to call when the swing arc hit something.
function ws.doSwing(weapon,ply,callback)
local dir = wep.playermovedir(ply)
local fdata = file.Read("artery/dynamic/swingdata/" .. weapon.Name .. ".txt")
local swingtbl = util.JSONToTable(util.Decompress(fdata))
if swingtbl[dir] == nil then return end
local tswing = swingtbl[dir]
for k,v in pairs(tswing) do
v:Rotate(ply:EyeAngles())
end
local timedelay = weapon.attacks[dir].waittime
local hitthings = {}
net.Start("artery_weaponswing")
net.WriteString(weapon.attacks[dir].anim)
net.WriteEntity(ply)
net.WriteDouble(weapon.attacks[dir].time)
net.Broadcast()
timer.Simple(timedelay,function()
net.Start("artery_setswingdebug")
net.WriteTable(tswing)
net.Broadcast()
local pp = ply:GetPos()
for i = 2, #tswing do
local s = tswing[i] + pp
local e = tswing[i-1] + pp
local tr = util.TraceLine({
start = s,
endpos = e,
filter = ply
})
if tr.Hit then
hitthings[#hitthings + 1] = tr.Entity
end
end
for k,v in pairs(hitthings) do
callback(v)
end
if #hitthings == 0 and weapon.onMiss then
weapon:onMiss(ply)
end
end)
end
---Records animations for swingables.
-- Records the player doing swings 
--@concommand artery_Recordanimations
concommand.Add("artery_recordanimations",function(ply,cmd,args)
if not ply:IsAdmin() then return end
local e = ply
e:SetAngles(Angle(0,0,0))
e:SetEyeAngles(Angle(0,0,0))
--Add everything in swingables to a queue to be recorded
for k,v in pairs(swingable) do
for i,j in pairs(v.attacks) do
local tn = {
v.pacname,
j.anim,
j.time,
i,
v,
j.waittime
}
recordqueue[#recordqueue + 1] = tn
end
end
--Create timers for everything
local timefromnow = 0
for k,v in ipairs(recordqueue) do
timefromnow = timefromnow + 1
print("timefromnow 1 is",timefromnow)
--Put the item into the inventory
local tfunc = function(nowtime)
--local whentoremove = nowtime + 1 + v[3] + 1
timer.Simple(nowtime,function()
print("timefromnow 2 is",nowtime)
local einv = e.data.inventories[1]
local spot = einv:FindPlaceFor(v[5])
assert(spot != nil, "Could not equip the npc with " .. v[5].Name)
einv:Put(spot,v[5])
print("Placed item in inventory")
--Wait 1 second to de-apply the pac and remove the item
print("I will remove the item in", v[3])
timer.Simple(v[3],function()
print("removeing equiped...")
einv:Remove(spot)
end)
end)
end
tfunc(timefromnow)
print("timefromnow 3 is",timefromnow)
local tfunc2 = function(nowtime)
timer.Simple(nowtime,function()
print("timefromnow 4 is",nowtime)
net.Start("artery_doanimation")
net.WriteString(v[2])
net.WriteDouble(v[3])
net.WriteString(v[5].Name)
net.WriteString(v[1])
net.WriteString(v[4])
net.WriteEntity(e)
net.WriteDouble(v[6])
net.Broadcast()
end)
end
--Wait 1 second for the pac to apply
timefromnow = timefromnow + 1
tfunc2(timefromnow)
timefromnow = timefromnow + 1 + v[3] + 1 --Wait for anim to be recorded, and the thing to be removed
end
recordqueue = {}
end)
---Command to check that all swingable weapons have been recorded.
-- Check the console for output
--@concommand artery_checkSwingable
concommand.Add("artery_checkSwingable",function(ply,cmd,args)
local nitms = 0
local noswingdata = {}
for k,v in pairs(swingable) do
--Make sure we have a weapon path for everything
if file.Exists( "artery/dynamic/swingdata/" .. k .. ".txt", "DATA" ) then
MsgC(Color(0,255,0),"Found data for " .. k .. "\n")
else
MsgC(Color(255,0,0),"Couldn't find data for " .. k .. "\n")
noswingdata[#noswingdata + 1] = k
end
nitms = nitms + 1
end
print("Scanned ",nitms,"swingable items, could not find data for:\n\t",table.concat(noswingdata,"\n\t"))
end)
---Clears the swingable cache, usefull for developers.
-- Clears the list of items the gamemode knows about that are swingable 
--@concommand artery_clearswingable
concommand.Add("artery_clearswingable",function(ply,cmd,args)
if not ply:IsAdmin() then return end
swingable = {}
end)
return ws
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