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path: root/gamemode/itemsystem/common.lua
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--This file holds a bunch of common functions that happen in items. They're seperated out here so that they're easy to change if there's a bug somewhere.

--Freezes the player, creates the loading bar, and calls ondone when the timer is up.
function startProcessGeneric(player, string, time, ondone)
  if(player.InProcess) then
    self.Owner:SendMessage("You can't do that much at once!", 3, Color(255, 255, 255, 255))
    return
  end
  player.InProcess = true
  player:Freeze(true)
  player:MakeProcessBar( string, time, false )
  timer.Create( "process", time, 1, function()
    player:Freeze(false)
    player.InProcess = false
    player:StopProcessBar()
    ondone(player)
  end)
end

if(SERVER) then
  util.AddNetworkString( "gms_plantseed" )
end
local function plant(player, resourcename)
  if(CLIENT) then
    net.Start("gms_plantseed")
    net.WriteString(resourcename)
    net.SendToServer()
  end
  if(SERVER) then
    print("Planting " .. resourcename)
    local tbl = GMS.Resources[resourcename]
    print("Plant table:")
    PrintTable(tbl)
    if(tbl.GrowTime == nil) then
      print(tbl.Name .. " .GrowTime is nil, this might be a bug!")
      return
    end
    if(tbl.OnGrow == nil) then
      print(tbl.Name .. " .OnGrow is nil, this might be a bug!")
      return
    end

    local tr = player:GetEyeTrace()
    local pent = ents.Create("gms_generic_plantable")
    pent:SetPos(tr.HitPos)
    pent.GrowTime = tbl.GrowTime
    pent.OnGrow = tbl.OnGrow
    print("Setting seed's owner to:")
    print(player)
    pent:SetOwner(player)
    pent:Spawn()
  end
end
net.Receive( "gms_plantseed", function(len,pl)
  local resourcename = net.ReadString()
  plant(pl,resourcename)
end)

function genericMakePlantable( tbl )
  local plant = function(player)
    plant(player,tbl.Name)
  end
  if(tbl.Actions == nil) then
    tbl.Actions = {}
  end
  tbl.Actions["Plant " .. tbl.Name] = plant
end

GAMEMODE = GAMEMODE or {}
function GAMEMODE.MakeGenericPlantChild( ply, pos, mdl, parent )
	local ent = ents.Create( "prop_physics" )
	ent:SetAngles( Angle( 0, math.random( 0, 360 ) , 0 ) )
	ent:SetModel( mdl )
	ent:SetPos( pos )
	ent:Spawn()
	ent.IsPlantChild = true

	ent:SetHealth( 99999 )
	ent:Fadein()

	local phys = ent:GetPhysicsObject()
	if ( phys ) then phys:EnableMotion( false ) end

	ent.PlantParent = parent
	ent.PlantParentName = parent:GetName()
	parent.Children = parent.Children + 1

	if ( IsValid( ply ) ) then
		SPropProtection.PlayerMakePropOwner( ply, ent )
	else
		ent:SetNWString( "Owner", "World" )
	end

	ent.PhysgunDisabled = true

	return ent
end