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path: root/gamemode/core/combat/sv_weaponswing.lua
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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 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)

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

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 then
			if weapon.onMiss then
				weapon:onMiss(ply)
			end
		end
	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)
	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)



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)

concommand.Add("artery_clearswingable",function(ply,cmd,args)
	if not ply:IsAdmin() then return end
	swingable = {}
end)

return ws