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path: root/gamemode/shared/inventory.lua
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--[[
    Various functions to work with inventories
]]
--- 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)
        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 itemin ~= false 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")
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]
    if self:CanFitInBackpack(
                            self.Inventory.Backpacks[backpack],
                            row,
                            col,
                            item
        ) then
            self.Inventory.Equiped[equipslot] = false
            self:PutInvItem(tobackpack,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("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)

--- Loads a player's inventory
-- @param json The JSON string to create the player's inventory from
function pmeta:LoadInventory(json)
    local reinv = util.JSONToTable(json)
    for k,v in pairs(reinv) do
        self.Inventory[k] = v
    end
    self: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)

hook.Add( "PlayerSpawn", "artery_disable_sprint", function(ply)
    ply:SetRunSpeed(ply:GetWalkSpeed())
end )