1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
|
--Wood chopping minigame
if not nrequire then return end
local meta = FindMetaTable("Player")
local itm = nrequire("item.lua")
local skil = nrequire("sh_skillcommon.lua")
skil.RegisterSkill({"Forageing","Woodcutting"})
local function isoutside(puzzle,width,height,position) --rewrite this at some point
print("Checking ",width,height,position)
PrintTable(puzzle)
return position < width or position > ((height-1) * width) or --If we are top or bottom
position % width == 0 or (position + 1) % width == 0 or --If we are on either side
puzzle[position + width] == nil or puzzle[position - width] == nil or
puzzle[position + 1] == nil or puzzle[position - 1] == nil
end
if SERVER then
util.AddNetworkString("artery_chop_wood_start")
util.AddNetworkString("artery_chop_wood_quit")
util.AddNetworkString("artery_chop_wood_action")
function puzzlefactory(width,height,veriety)
local puzzle = {}
local height,width = 4,4
local avaliable = {}
for i = 0,width-1 do
table.insert(avaliable,i) --first row
table.insert(avaliable,(height-1) * width + i) --last row
end
for i = 1,height-2 do
table.insert(avaliable,width * i) --first column
end
for i = 2,height-1 do
table.insert(avaliable,(width * i) - 1 ) --last column
end
table.RemoveByValue(avaliable,-1)
for i = 0,((width*height)/2)-1 do
local pairtype = math.random(0,veriety-1)
--Randomly add tiles to the board, marking new places as avaliable as we go
local rs1 = table.remove(avaliable,math.random(1,#avaliable))
local rs2 = table.remove(avaliable,math.random(1,#avaliable))
puzzle[rs1] = pairtype
puzzle[rs2] = pairtype
local pot = { --Potential new avaliable spots to put things
rs1+width,
rs1-width,
rs2+width,
rs2-width,
}
--Add things left and right, but not if they jump left-to-right on the board
if rs1 % width ~= 0 then
pot[#pot+1] = rs1-1
end
if rs1+1 % width ~= 0 then
pot[#pot+1] = rs1+1
end
if rs2 % width ~= 0 then
pot[#pot+1] = rs2-1
end
if rs2+1 % width ~= 0 then
pot[#pot+1] = rs2+1
end
--Remove up-down things that go off the board
local npot = {}
for k,v in ipairs(pot) do
if puzzle[v] == nil and v >= 0 and v < height*width then
npot[#npot+1] = v
end
end
pot = npot
for k,v in ipairs(pot) do
local alreadyin = false
for i,j in ipairs(avaliable) do
if j == v then
alreadyin = true
break
end
end
if not alreadyin then
avaliable[#avaliable+1] = v
end
end
end
return puzzle
end
local playerpuzzles = {}
local playerpuzzledims = {}
function meta:ChopWood()
print("Chopwood called")
playerpuzzles[self] = puzzlefactory(4,4,5)
playerpuzzledims[self] = {4,4}
net.Start("artery_chop_wood_start")
net.WriteTable(playerpuzzles[self])
net.WriteUInt(4,8)
net.WriteUInt(4,8)
net.Send(self)
end
local function kickcheater(who)
print("I think",who,"was cheating!!!")
end
net.Receive("artery_chop_wood_action",function(ln,ply)
local pos1 = net.ReadUInt(8)
local pos2 = net.ReadUInt(8)
local pz = playerpuzzles[ply]
local dim = playerpuzzledims[ply]
if isoutside(pz,dim[1],dim[2],pos1) and isoutside(pz,dim[1],dim[2],pos2) then
pz[pos1] = nil
pz[pos2] = nil
else
error("Player cheated!")
kickcheater(ply)
end
ply:SetLuaAnimation("stranded_chop_wood")
end)
net.Receive("artery_chop_wood_quit",function(ln,ply)
local pz = playerpuzzles[ply]
if #pz == 0 then
print("Player completed puzzle!")
local item = itm.GetItemByName("Wood")
ply:GiveItem(item)
ply:AddSkill("Woodcutting",1)
else
print("Player did not complete puzzle!")
end
ply:StopLuaAnimation("stranded_chop_wood")
end)
else --client
local svg = nrequire("cl_svg.lua")
local matmap = {
[0] = "materials/svg/delapouite/originals/svg/000000/transparent/log.svg",
"materials/svg/lorc/originals/svg/000000/transparent/root-tip.svg",
"materials/svg/lorc/originals/svg/000000/transparent/oak.svg",
"materials/svg/lorc/originals/svg/000000/transparent/pine-tree.svg",
"materials/svg/lorc/originals/svg/000000/transparent/dead-wood.svg",
}
local matico = {}
for k,v in pairs(matmap) do
matico[k] = svg.MaterialFromSVG(v,nil,"rgb(0,0,0);")
end
local matico_selected = {}
for k,v in pairs(matmap) do
matico_selected[k] = svg.MaterialFromSVG(v,"rgb(100,100,200);","rgb(255,255,255);")
end
net.Receive("artery_chop_wood_start",function()
local puzzle = net.ReadTable()
local width = net.ReadUInt(8)
local height = net.ReadUInt(8)
local puzzleview = vgui.Create( "DFrame" )
puzzleview:SetSize( ScrW()*0.5, ScrH()*0.5 )
puzzleview:Center()
puzzleview:SetTitle( "Chop wood..." )
puzzleview:SetDraggable( true )
puzzleview:MakePopup()
local puzzlepane = vgui.Create( "DPanel", puzzleview )
puzzlepane:Dock(FILL)
local puzzlehelp = vgui.Create( "DLabel",puzzlepane)
puzzlehelp:SetText("To chop wood, match the cells in pairs.\nYou complete the puzzle when all the cells are gone.\nYou may only match cells that are not surrounded\nby other cells.")
puzzlehelp:SizeToContents()
puzzlehelp:SetDark(true)
puzzlehelp:Dock(RIGHT)
local puzzlegrid = vgui.Create( "DGrid", puzzlepane )
puzzlegrid:SetCols(width)
puzzlegrid:Dock(FILL)
local numleft = width*height
local selected
for i = 0, width*height - 1 do
local tile = vgui.Create("DImageButton")
--tile:SetText(puzzle[i])
local tmat = matico[puzzle[i]]
if tmat.material then
tile:SetMaterial(tmat.material)
end
tile.position = i
tile.number = puzzle[i]
--tile:SizeToContents()
tile:SetWidth(32)
tile:SetHeight(32)
tile:SetStretchToFit( true )
tile:SetIsToggle(true)
tile.DoClick = function(self)
local tp = self.position
if not isoutside(puzzle,width,height,tp) then
print("Could not press this button!")
return
end
if selected == nil then
selected = self
self:SetToggle(true)
self:SetMaterial(matico_selected[self.number].material)
elseif self == selected then
print("Selected is self!")
self:SetToggle(false)
self:SetMaterial(matico[self.number].material)
selected = nil
else
if selected.number == self.number then
net.Start("artery_chop_wood_action")
net.WriteUInt(self.position,8)
net.WriteUInt(selected.position,8)
net.SendToServer()
puzzle[self.position] = nil
puzzle[selected.position] = nil
--puzzlegrid:RemoveItem(self)
--puzzlegrid:RemoveItem(selected)
self:Remove()
selected:Remove()
selected = nil
numleft = numleft - 2
if numleft == 0 then
timer.Simple(0.5,function()
print("Puzzle is empty! sending quit!")
net.Start("artery_chop_wood_quit")
net.SendToServer()
end)
puzzleview:Remove()
else
print("Puzzle is")
PrintTable(puzzle)
end
end
end
end
puzzlegrid:AddItem(tile)
end
puzzlegrid:Center()
puzzlegrid:InvalidateLayout(true)
function puzzlegrid:PerformLayout(w,h)--Don't re-layout ourselves.
end
end)
end
|