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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 {}
--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
--- 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
--- Checks if the player has an item by name
--
function pmeta:HasItem(itemname)
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 itemin.Name == itemname then
return row,col,n
end
end
end
end
end
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
function pmeta:GiveItem(item)
local x,y,b = self:FindSpotForItem(item)
self:PutInvItem(b,x,y,item)
self:SynchronizeInventory()
end
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
net.Receive("unequipitem",function(len,ply)
local itemslot = net.ReadString()
local tobackpack = net.ReadUInt(16)
local topos = {}
topos[1] = net.ReadUInt(16)
topos[2] = net.ReadUInt(16)
local item = ply.Inventory.Equiped[itemslot]
if ply:CanFitInBackpack(
ply.Inventory.Backpacks[tobackpack],
topos[1],
topos[2],
item
) then
ply.Inventory.Equiped[itemslot] = false
ply:PutInvItem(tobackpack,topos[1],topos[2],item)
if item.onUnEquip ~= nil then
item:onUnEquip(ply)
end
ply:SynchronizeInventory()
end
end)
net.Receive("equipitem",function(len,ply)
local backpacknum = net.ReadUInt(16)
local frompos = {}
frompos[1] = net.ReadUInt(16)
frompos[2] = net.ReadUInt(16)
local equippos = net.ReadString()
local item = ply.Inventory.Backpacks[backpacknum][1][frompos[1]][frompos[2]]
if item.Equipable ~= nil and item.Equipable == equippos 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
ply.Inventory.Backpacks[backpacknum][1][frompos[1] + k - 1][frompos[2] + i - 1] = false
end
end
ply.Inventory.Backpacks[backpacknum][1][frompos[1]][frompos[2]] = false
ply.Inventory.Equiped[equippos] = item
if item.onEquip ~= nil then
item:onEquip(ply)
end
ply:SynchronizeInventory()
end
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)
function pmeta:LoadInventory(json)
local reinv = util.JSONToTable(json)
for k,v in pairs(reinv) do
self.Inventory[k] = v
end
self:SynchronizeInventory()
end
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
local discopy = LocalPlayer().invdisplays
LocalPlayer().invdisplays = {}
for k,ptbl in pairs(discopy) do
if not ptbl.panel:IsValid() then continue end
if ptbl.panel.Close ~= nil then
ptbl.panel:Close()
else
print(ptbl.panel)
error("panel has no close method")
ptbl.panel:Remove()
end
ptbl.redraw()
end
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 )
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