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--[[
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 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 = {}
util.AddNetworkString("artery_notifyserverofswing")
util.AddNetworkString("artery_doanimation")
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)
function ws.makeSwingable(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
local function record_animations_for(swingable, e)
print("recording animations on", e)
PrintTable(swingable)
local einv = e.data.inventories[1]
local spot = einv:FindPlaceFor(swingable)
assert(spot != nil, "Could not equip the npc with that")
einv:Put(spot,swingable)
for k,v in pairs(swingable.attacks) do
net.Start("artery_doanimation")
net.WriteString(v.anim)
net.WriteDouble(v.time)
net.WriteString(swingable.Name)
net.WriteString(swingable.pacname)
net.WriteString(".")
net.WriteEntity(e)
net.Broadcast()
end
timer.Simple(5,function()
--assert(IsValid(einv),"Npc's inventory is no longer valid!")
einv:Remove(spot)
end)
end
--Create a fake thing in front of the player, do the swing animations, and record them.
concommand.Add("artery_recordanimations",function(ply,cmd,args)
e = ents.Create("npc_citizen")
e:SetPos(ply:GetEyeTrace().HitPos)
e:Spawn()
e.data = {inventories = {}}
local einv = inv.CreateInventory("Equipment")
einv.id = 1
einv.Owner = e
e.data.inventories[einv.id] = einv
local i = 1
for k,v in pairs(swingable) do
timer.Simple(5*i,function()
record_animations_for(v,e)
end)
i = i + 1
end
--[[
local animqueuetime = 0
for k,v in pairs(swingable) do
--equip the right item
print("equipable inventory:")
local eqi = ply.data.inventories[1]
print(ply.data.inventories[1])
local itm = eqi:Get({v.Equipable})
if itm ~= nil then
eqi:Remove({v.Equipable})
end
eqi:Put({v.Equipable},v)
--queue up each attack for the player to do
for i,j in pairs(v.attacks) do
timer.Simple(animqueuetime,function()
print("Doing attack:")
print(i,":",j)
net.Start("artery_doanimation")
net.WriteString(j.anim) --Animation name (to return)
net.WriteDouble(j.time) --Timeing of the animation
net.WriteString(v.Name) --Name of the item (to return)
net.WriteString(v.pacname) --Name of the pac for this item
net.WriteString(i) --direction of the animation (to return)
net.Send(ply)
end)
animqueuetime = animqueuetime + j.time + 1
end
end
]]
end)
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, "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)
concommand.Add("artery_clearswingable",function(ply,cmd,args)
swingable = {}
end)
return ws
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