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path: root/gamemode/itemsystem/common_plantable.lua
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--[[
You can call genericMakePlantable(ITEM) on items to make them have a plant option.
Before genericMakePlantable get called, be sure the item has an .GrowTime =number
and a .OnGrow = function(player)
]]

if(SERVER) then
  util.AddNetworkString( "gms_plantseed" )
end
local function plant(player, resourcename)
  if(CLIENT) then
	
	if LocalPlayer():GetPos():Distance( LocalPlayer():GetEyeTrace().HitPos ) > 180 then 
		
		chat.AddText( Color( 200, 0, 0 ), "Too far away!" )
		return false

	end
    net.Start("gms_plantseed")
    net.WriteString(resourcename)
    net.SendToServer()
  end
  if(SERVER) then
    local tbl = GMS.Resources[resourcename]
    assert(tbl.GrowTime != nil,tbl.Name .. " .GrowTime is nil!")
    assert(isfunction(tbl.OnGrow),tbl.Name .. " .OnGrow is not a table")

    local tr = player:GetEyeTrace()
    local pent = ents.Create("gms_generic_plantable")
    pent:SetPos(tr.HitPos)
    pent.GrowTime = tbl.GrowTime
    pent.OnGrow = tbl.OnGrow
    pent:SetOwner(player)
    pent:Spawn()
	player:DecResource( resourcename, 1 )
  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

function GAMEMODE.MakeGenericPlant( ply, pos, mdl, isWorld )
	local ent = ents.Create( "prop_dynamic" )
	ent:SetAngles( Angle( 0, math.random( 0, 360 ), 0 ) )
	ent:SetSolid( SOLID_VPHYSICS )
	ent:SetModel( mdl )
	ent:SetPos( pos )
	ent:Spawn()
	ent.IsPlant = true
	ent:SetName( "gms_plant" .. ent:EntIndex() )

	ent:Fadein()
	ent:RiseFromGround( 1, 50 )

	if ( !isWorld && IsValid( ply ) ) then
		ent:SetNWEntity( "plantowner", ply )
		SPropProtection.PlayerMakePropOwner( ply, ent )
	else
		ent:SetNWString( "Owner", "World" )
	end

	local phys = ent:GetPhysicsObject()
	if ( IsValid( phys ) ) then phys:EnableMotion( false ) end
	ent.PhysgunDisabled = true

	return ent
end