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path: root/gamemode/shared/inventory.lua
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-- do return end
-- 
-- --[[
--     Various functions to work with inventories
--     player:GetCredits()
--     player:SetCredits(number credits)
-- 
--     concommands:
--         artery_showinventory
--         artery_setcredits [playername=admin] numcredits
-- ]]
-- --- Various functions to deal with inventories.
-- -- @module Player
-- local pmeta = FindMetaTable("Player")
-- local emeta = FindMetaTable("Entity")
-- local invfuncs = include("inventory_common.lua")
-- 
-- --A 2d array of the inventory.
-- pmeta.Inventory =  pmeta.Inventory or {}
-- 
-- --Money
-- pmeta.Inventory.Credits = pmeta.Inventory.Credits or 0
-- --each backpack has 1:a tbl containing items or false, 2: a tbl {width,height} and 3:name
-- pmeta.Inventory.Backpacks = pmeta.Inventory.Backpacks or {}
-- 
-- --Eqiped stuff at base, player has 1=Head, 2=Body, 3=Legs, 4=Boots, 5=Gloves, 6=Left Hand, 7=Right Hand
-- pmeta.Inventory.Equiped = pmeta.Inventory.Equiped or {}
-- local equipedslots = {
--     "Head","Body","Legs","Boots","Gloves","Left","Right"
-- }
-- for _,v in pairs(equipedslots) do
--     pmeta.Inventory.Equiped[v] = pmeta.Inventory.Equiped[v] or false
-- end
-- 
-- if SERVER then
--     --- Gets a player's credits.
--     -- Gets the number of credits a player has
--     -- @return The number of credits for this player
--     function pmeta:GetCredits()
--         return self.Inventory.Credits
--     end
-- 
--     util.AddNetworkString( "art_synch_credits" )
--     local function SynchCredits(ply)
--         net.Start("art_synch_credits")
--         net.WriteUInt(ply.Inventory.Credits,32)
--         net.Send(ply)
--     end
-- 
--     --- Sets a player's credits.
--     -- Sets the number of credits this player has. Credits are synchronized after every set
--     -- @param num The number of credits to set on the player
--     function pmeta:SetCredits(num)
--         assert(type(num) == "number","Attempted to set credits to something other than a number:" .. type(num))
--         self.Inventory.Credits = num
--         SynchCredits(self)
--     end
-- 
-- end
-- 
-- if CLIENT then
--     net.Receive("art_synch_credits",function()
--         ART.Credits = net.ReadUInt(32)
--         print("I updated my credits! now:", ART.Credits)
--     end)
-- end
-- 
-- --- Puts an item in the inventory.
-- -- Puts an item in an inventory, overwriteing all other items it might be overlapping, you should check to make sure you're not over writeing something first.
-- -- @param backpack the backpack number this item should be placed in
-- -- @param x the column in the backpack this item should be placed in
-- -- @param y the row in the backpack this item should be placed in
-- -- @param item the item to place in the backpack.
-- -- @see Player.FindSpotForItem
-- function pmeta:PutInvItem(backpack,x,y,item)
--     invfuncs.PutItemInBackpack(self.Inventory.Backpacks[backpack],x,y,item)
-- end
-- 
-- --- Finds a spot for an item.
-- -- Finds a backpack, row, and column for an item in a player's inventory.
-- -- @param item The item to try and fit into the backpack.
-- -- @return row The row where a spot was found
-- -- @return col The column where a spot was found
-- -- @return n The backpack number where a spot was found
-- function pmeta:FindSpotForItem(item)
--     for n,v in pairs(self.Inventory.Backpacks) do
--         for row = 1,v[2][2] do
--             for col = 1,v[2][1] do
--                 if self:CanFitInBackpack(v,row,col,item) then
--                     return row,col,n
--                 end
--             end
--         end
--     end
-- end
-- 
-- local function DefaultCompare(item, itemname)
--     return item.Name == itemname
-- end
-- 
-- --- Checks if the player has an item.
-- -- Check to see if the player has an item. Supply the name of the item, or supply a function that takes 2 items, and returns true if they are equial. If any of the returns are nil, then all the the returns will be nil, and the item could not be found.
-- -- @param nameorcomparitor The item name as a string, or a function that returns true when given an item that you want.
-- -- @return row The row the items was found in
-- -- @return col The column the item was found in
-- -- @return n The backpack number the item was found in.
-- function pmeta:HasItem(nameorcomparitor)
--     local comparitor
--     if type(nameorcomparitor) == "string" then
--         comparitor = function(t) return t.Name == nameorcomparitor end
--     else
--         comparitor = nameorcomparitor
--     end
--     for n,v in pairs(self.Inventory.Backpacks) do
--         for row = 1,v[2][2] do
--             for col = 1,v[2][1] do
--                 local itemin = v[1][row][col]
--                 if (type(itemin) ~= "boolean") and comparitor(itemin) then
--                     return row,col,n
--                 end
--             end
--         end
--     end
-- end
-- 
-- --- Removes an item.
-- -- Remoes an item in the backpack of the player
-- -- @param backpack The backpack to remove the item from
-- -- @param row The row in the backpack the item is located at
-- -- @param col The column in the backpack the item is located at
-- function pmeta:RemoveItemAt(backpack,row,col)
--     local item = self.Inventory.Backpacks[backpack][1][row][col]
--     for k = 1,#item.Shape do
--         for i = 1,#(item.Shape[k]) do
--             self.Inventory.Backpacks[backpack][1][row + k - 1][col + i - 1] = false
--         end
--     end
--     self:SynchronizeInventory()
-- end
-- 
-- --- Gives an item to a player.
-- -- Gives an item to the player in the next avaliable slot the item can fit in
-- -- @param item The item to give the player
-- function pmeta:GiveItem(item)
--     local x,y,b = self:FindSpotForItem(item)
--     print("putting in ",x,y,b)
--     if x and y and b then
--         self:PutInvItem(b,x,y,item)
--         self:SynchronizeInventory()
--         return true
--     else
--         return false
--     end
-- end
-- 
-- --- Check if an item can fit in a position in a backpack
-- -- Check if an item can fit in a specific position in a specific backpack
-- -- @param backpack The backpack to try to fit the item in
-- -- @param x The row to try to fit the item in
-- -- @param y The column to try to fit the item in
-- -- @return bool If the item can fit in the backpack
-- function pmeta:CanFitInBackpack(backpack,x,y,item)
--     return invfuncs.CanFitInBackpack(backpack,x,y,item)
-- end
-- 
-- if SERVER then
--     util.AddNetworkString("synchinventory")
--     util.AddNetworkString("moveitem")
--     util.AddNetworkString("equipitem")
--     util.AddNetworkString("unequipitem")
--     util.AddNetworkString("buyitem")
-- end
-- 
-- --- Unequips an item.
-- -- Unequips an item, and puts it in the specified backpack (makes sure that it's possible first)
-- -- @param equipslot The equipment slot the item is in right now
-- -- @param backpack The destination backpack to put the item into
-- -- @param row The row in the backpack to put the item
-- -- @param col The column in the backpack to put the item
-- function pmeta:UnEquip(equipslot, backpack, row, col)
--     local item = self.Inventory.Equiped[equipslot]
--     local tobackpack = self.Inventory.Backpacks[backpack]
--     print("Unequiping into backpack", tobackpack)
--     if self:CanFitInBackpack(
--                             tobackpack,
--                             row,
--                             col,
--                             item
--         ) then
--             self.Inventory.Equiped[equipslot] = false
--             self:PutInvItem(backpack,row,col,item)
--             if item.onUnEquip ~= nil then
--                 item:onUnEquip(self)
--             end
--             self:SynchronizeInventory()
--     else
--         error("Could not fit item in backpack, client might be de-synchronized")
--     end
-- end
-- 
-- net.Receive("unequipitem",function(len,ply)
--     local itemslot = net.ReadString()
--     local tobackpack = net.ReadUInt(16)
--     local row = net.ReadUInt(16)
--     local col = net.ReadUInt(16)
-- 
--     ply:UnEquip(itemslot,tobackpack,row,col)
-- end)
-- 
-- --- Equips an item
-- -- Moves an item from a backpack to an equiped slot, makes sure the item can be equiped in that slot first
-- -- @param frombackpack The backpack to take the item from
-- -- @param fromrow The row to take the item from
-- -- @param fromcol The column to take the item from
-- -- @param toslo The equipment slot to put the item into
-- function pmeta:EquipItem(frombackpack, fromrow, fromcol, toslot)
--     local item = self.Inventory.Backpacks[frombackpack][1][fromrow][fromcol]
--     if item.Equipable ~= nil and item.Equipable == toslot then
--         --Remove from the backpack
--         for k = 1,#item.Shape do
--             for i = 1,#item.Shape[k] do
--                 if k == 1 and i == 1 then continue end
--                 self.Inventory.Backpacks[frombackpack][1][fromrow + k - 1][fromcol + i - 1] = false
--             end
--         end
--         self.Inventory.Backpacks[frombackpack][1][fromrow][fromcol] = false
--         self.Inventory.Equiped[toslot] = item
--         if item.onEquip ~= nil then
--             item:onEquip(self)
--         end
--         self:SynchronizeInventory()
--     end
-- end
-- 
-- net.Receive("equipitem",function(len,ply)
--     local backpacknum = net.ReadUInt(16)
--     local fromrow = net.ReadUInt(16)
--     local fromcol = net.ReadUInt(16)
--     local equippos = net.ReadString()
--     ply:EquipItem(backpacknum,fromrow,fromcol,equippos)
-- end)
-- 
-- net.Receive("buyitem",function(len,ply)
--     local itemname = net.ReadString()
--     local backpack = net.ReadUInt(8)
--     local j = net.ReadUInt(8)
--     local i = net.ReadUInt(8)
--     local item = ART.GetItemByName(itemname)
--     local nearshops = ents.FindInSphere( ply:GetPos(), 100 )
--     local cost
--     for k,v in pairs(nearshops) do
--         if v:GetClass() ~= "npc_shop" then goto nextent end
--         print("Checking if ", v, " has a ", itemname)
--         print("Shop items were")
--         PrintTable(v.shopitems)
--         for i,j in pairs(v.shopitems) do
--             if j[1] == itemname then
--                 cost = j[2]
--                 goto itemfound
--             end
--         end
--         ::nextent::
--     end
--     ::itemfound::
--     if cost == nil then
--         ply:ChatPrint("Could not find a shop selling that!")
--         return false
--     end
--     print("Found item, cost was ", cost,"type",type(cost))
--     local playercreds = ply:GetCredits()
--     print("player credits:",playercreds,"type:",type(playercreds))
--     local tbp = ply.Inventory.Backpacks[backpack]
--     local canfit = invfuncs.CanFitInBackpack(tbp,j,i,item)
--     print("Can fit?",canfit)
--     if playercreds < cost then
--         ply:ChatPrint("You don't have enough credits to buy that!")
--         return false
--     end
--     if not canfit then
--         ply:ChatPrint("You can't put that into your packpack there!")
--         return false
--     end
--     ply:SetCredits(playercreds - cost)
--     invfuncs.PutItemInBackpack(tbp,j,i,item)
--     ply:SynchronizeInventory()
--     return true
-- end)
-- 
-- net.Receive("moveitem",function(len,ply)
--     local froment = net.ReadEntity()
--     local toent = net.ReadEntity()
-- 
--     local frombackpack = net.ReadUInt(16)
--     local tobackpack = net.ReadUInt(16)
-- 
--     local frompos = {net.ReadUInt(16),net.ReadUInt(16)}
--     local topos = {net.ReadUInt(16),net.ReadUInt(16)}
-- 
--     if froment:IsPlayer() and toent:IsPlayer() and (froment ~= toent) then--Just don't allow stealing between players, anything else is fine
--         ply:PrintMessage( HUD_PRINTCENTER, "You can't steal from this person!" )
--         return
--     end
--     local item = froment.Inventory.Backpacks[frombackpack][1][frompos[1]][frompos[2]]
-- 
--     --Set the shape it was at to false
--     for k = 1,#item.Shape do
--         for i = 1,#(item.Shape[k]) do
--             if k == 1 and i == 1 then continue end
--             froment.Inventory.Backpacks[frombackpack][1][frompos[1] + k - 1][frompos[2] + i - 1] = false
--         end
--     end
--     froment.Inventory.Backpacks[frombackpack][1][frompos[1]][frompos[2]] = false
--     --now check if it can fit in the backpack
--     if  invfuncs.CanFitInBackpack(toent.Inventory.Backpacks[tobackpack],topos[1],topos[2],item) then
--         invfuncs.PutItemInBackpack(toent.Inventory.Backpacks[tobackpack],topos[1],topos[2],item)
--     else
--         invfuncs.PutItemInBackpack(froment.Inventory.Backpacks[frombackpack],frompos[1],frompos[2],item)
--     end
--     froment:SynchronizeInventory()
--     toent:SynchronizeInventory()
-- end)
-- 
-- --- Networks a player's inventory
-- -- Makes sure the client's version of the inventory matches up to the server's version, this should be called after manipulateing the client's inventory in any way.
-- function pmeta:SynchronizeInventory()
--     net.Start("synchinventory")
--         net.WriteEntity(self)
--         net.WriteFloat(#self.Inventory.Backpacks)
--         for k,v in pairs(self.Inventory.Backpacks) do
--             invfuncs.SerializeBackpack(v)
--         end
--         for k,v in pairs(equipedslots) do
--             if self.Inventory.Equiped and self.Inventory.Equiped[v] ~= false then
--                 net.WriteString(v)
--                 local data = self.Inventory.Equiped[v]:Serialize()
--                 net.WriteString(self.Inventory.Equiped[v].Name)
--                 net.WriteUInt(#data,32)
--                 net.WriteData(data,#data)
--             end
--         end
--         net.WriteString("END_EQUIPED")
--     net.Send(self)
-- end
-- if CLIENT then
--     net.Receive("synchinventory",function(len,ply)
--         if LocalPlayer().invdisplays == nil then
--             LocalPlayer().invdisplays = {}
--         end
--         local what = net.ReadEntity()
--         what.Inventory.Backpacks = {}
--         local numbackpacks = net.ReadFloat()
--         for k = 1,numbackpacks do
--             local tbackpack = invfuncs.DeSerializeBackpack()
--             table.insert(what.Inventory.Backpacks,tbackpack)
--         end
--         local neq = net.ReadString()
--         local updated_slots = {}
--         while neq ~= "END_EQUIPED" do
--             local itemslot = neq
--             local itemname = net.ReadString()
--             local itemdata = net.ReadData(net.ReadUInt(32))
--             local item = ART.GetItemByName(itemname):DeSerialize(itemdata)
--             what.Inventory.Equiped[itemslot] = item
--             updated_slots[itemslot] = true
--             neq = net.ReadString()
--         end
--         if what.Inventory.Equiped ~= nil then
--             for k,v in pairs(equipedslots) do
--                 if updated_slots[v] then continue end
--                 what.Inventory.Equiped[v] = false
--             end
--         end
--         ART.RefreshDisplays()
--     end)
-- end
-- 
-- concommand.Add("artery_showinventory",function(ply,cmd,args)
--     PrintTable(ply.Inventory)
--     PrintTable(ply.ClientInventory)
-- end)
-- 
-- concommand.Add("artery_setcredits",function(ply,cmd,args)
--     if not (ply:IsValid() and ply:IsAdmin()) then return end
--     local e
--     local i = false
--     for k,v in pairs(player.GetAll()) do
--         if v:Nick() == args[1] then
--             e = v
--             i = true
--             break
--         end
--     end
--     e = e or ply
--     e:SetCredits(tonumber(args[i and 2 or 1]))
-- end)
-- 
-- hook.Add( "PlayerSpawn", "artery_disable_sprint", function(ply)
--     ply:SetRunSpeed(ply:GetWalkSpeed())
-- end )