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local version = 1.14 -- Older versions will not run if a newer version is used in another script.
--[[
ZONES - by Bobbleheadbob
WARNING: If you edit any of these files, make them use a different namespace. Multiple scripts may depend on this library so modifying it can break other scripts.
Purpose:
For easy in-game designation of persistent polygonal zones which are used by any script.
How to Use:
All zones are saved in zones.List; see an example below.
Zone creation is handled with weapon_zone_designator and ent_zone_point, but can be done in code as well.
When a zone is created, changed, or removed all zones are synced to clients. When clients join they are also synced.
Any extra details can be saved to a zone. Everything is written to a txt file and is persistent to the map.
Since multiple scripts might use the zones system, don't assume that every zone is related to your script.
To register a zone class, use zones.RegisterClass(class, color); use a unique string like "Scriptname Room".
When a zone class is registered, admins can use the tool to create new ones.
When a new zone is created, the "OnZoneCreated" hook is called serverside. See the example file for documentation.
When a zone is loaded into the game, the "OnZoneLoaded" hook is called serverside. See the example file for documentation.
When a player edits a zone's properties, the "ShowZoneOptions" hook is called clientside. See the example file for documentation.
Use zones.FindByClass() to find all zones which are of a given class.
Use ply:GetCurrentZone() to find the zone that a player is standing in.
Installation:
This is a shared file so include it in any shared environment. Also include ent_zone_point and weapon_zone_designator as a shared ent and weapon.
You should not put this file directly in lua/autorun.
License:
YOU MAY use/edit this however you want, as long as you give proper attribution.
YOU MAY distribute this with other scripts whether they are paid or free.
YOU MAY NOT distribute this on its own. It must accompany another script.
Enjoy! ~Bobbleheadbob
]]
local table, math, Vector, pairs, ipairs, ents = table, math, Vector, pairs, ipairs, ents
if zones then
local diff = math.abs(math.floor(version)-math.floor(zones.version)) > 0
if diff then
ErrorNoHalt("WARNING! Two scripts use VERY different versions of the zones API. Please tell one of them to update their script!\n")
end
if zones.version > version then
if diff then
print("The outdated version of zones is located at: "..debug.getinfo(1,"S").short_src)
end
print("A new version of zones exists. Using version "..zones.version.." instead of "..version)
return
elseif zones.version < version then
if diff then
print("The outdated version of zones is located at: "..debug.getinfo(zones.RegisterClass,"S").short_src)
end
print("A new version of zones exists. Using version "..version.." instead of "..zones.version)
end
else
print("Loaded zones " ..version)
end
zones = zones or {}
zones.version = version
zones.Classes = zones.Classes or {}
zones.List = zones.List or {}
//Common interface functions:
-- Registers a zone class which can then be created using weapon_zone_designator
function zones.RegisterClass(class,color)
zones.Classes[class] = color
end
local plymeta = FindMetaTable("Player")
--returns one of the zones a player is found in. Also returns that zone's ID. Class is optional to filter the search.
function plymeta:GetCurrentZone(class)
return zones.GetZoneAt(self:GetPos(),class)
end
--returns a table of zones the player is in. Class is optional to filter the search.
function plymeta:GetCurrentZones(class)
return zones.GetZonesAt(self:GetPos(),class)
end
function zones.GetZoneAt(pos,class) --works like above, except uses any point.
for k,zone in pairs(zones.List) do
if class and class != zone.class then continue end
for k1, points in pairs(zone.points) do
if not pos:WithinAABox(zone.bounds[k1].mins,zone.bounds[k1].maxs) then continue end
if zones.PointInPoly(pos,points) then
local z = points[1].z
if pos.z >= z and pos.z < z + zone.height[k1] then
return zone,k
end
end
end
end
return nil, -1
end
function zones.GetZonesAt(pos,class) --works like above, except uses any point.
local tbl = {}
for k,zone in pairs(zones.List) do
if class and class != zone.class then continue end
for k1, points in pairs(zone.points) do
if not pos:WithinAABox(zone.bounds[k1].mins,zone.bounds[k1].maxs) then continue end
if zones.PointInPoly(pos,points) then
local z = points[1].z
if pos.z >= z and pos.z < z + zone.height[k1] then
tbl[k] = zone
end
end
end
end
return tbl
end
--Gets a list of all zones which are of the specified class.
function zones.FindByClass(class)
local tbl = {}
for k,v in pairs(zones.List) do
if v.class == class then
tbl[k] = v
end
end
return tbl
end
--Returns the numerical ID of a zone.
function zones.GetID(zone)
return table.KeyFromValue(zones.List,zone)
end
//Getting into the meat of the API:
if SERVER then
util.AddNetworkString("zones_sync")
util.AddNetworkString("zones_class")
function zones.SaveZones()
if not file.Exists("zones","DATA") then
file.CreateDir("zones")
end
file.Write("zones/"..game.GetMap():gsub("_","-"):lower()..".txt", util.TableToJSON(zones.List))
end
concommand.Add("zone_save",function(ply,c,a)
if not ply:IsAdmin() then return end
zones.SaveZones()
end)
function zones.LoadZones()
local tbl = file.Read("zones/"..game.GetMap():gsub("_","-"):lower()..".txt", "DATA")
zones.List = tbl and util.JSONToTable(tbl) or {}
//Update legacy files:
for k,v in pairs(zones.List)do
if not v.bounds then
zones.CalcBounds(v)
end
hook.Run("OnZoneLoaded",v,v.class,k)
end
end
local sync = false
local syncply
function zones.Sync(ply)
sync = true
syncply = ply
end
hook.Add("Tick","zones_sync",function()
if sync then
net.Start("zones_sync")
net.WriteTable(zones.List)
if syncply then
net.Send(syncply)
syncply = nil
else
net.Broadcast()
end
sync = false
end
end)
function zones.CreateZoneFromPoint(ent)
local zone = {
points = {{}}, --only 1 area when creating a new zone.
height = {ent:GetTall()},
class = ent:GetZoneClass(),
bounds = {}
}
local id = table.maxn(zones.List) + 1
local cur = ent
repeat
local pos = cur:GetPos() - Vector(0,0,2)
zone.points[1][#zone.points[1]+1] = pos
cur:SetZoneID(id)
cur = cur:GetNext()
until (cur == ent)
zones.CalcBounds(zone,true)
zones.List[id] = zone
hook.Run("OnZoneCreated",zone,zone.class,id)
zones.Sync()
return zone, id
end
function zones.CalcBounds(zone,newZone)
zone.bounds = {}
for areanum,area in pairs(zone.points)do
local mins,maxs = Vector(10000000,10000000,area[1].z), Vector(-10000000,-10000000,area[1].z + zone.height[areanum])
for k,pos in pairs(area) do
maxs.x = math.max(pos.x, maxs.x)
maxs.y = math.max(pos.y, maxs.y)
mins.x = math.min(pos.x, mins.x)
mins.y = math.min(pos.y, mins.y)
end
zone.bounds[areanum] = {mins=mins,maxs=maxs}
end
if not newZone then
hook.Run("OnZoneChanged",zone,zone.class,zones.GetID(zone))
end
end
function zones.Remove(id)
hook.Run("OnZoneRemoved",zones.List[id],zones.List[id].class,id)
zones.List[id] = nil
zones.Sync()
end
function zones.CreatePointEnts(removeThese) --removeThese is optional.
for k,v in pairs(removeThese or ents.FindByClass("ent_zone_point")) do --remove old
v:Remove()
end
--create new
for id,zone in pairs(zones.List)do
for k, area in pairs(zone.points) do
local first
local curr
for k2,point in ipairs(area)do
local next = ents.Create("ent_zone_point")
if IsValid(curr) then
next:SetPos(point+Vector(0,0,1))
curr:SetNext(next)
-- curr:DeleteOnRemove(next)
else
first = next
next:SetPos(point+Vector(0,0,1))
end
next.LastPoint = curr
curr = next
next:SetTall(zone.height[k])
next:SetZoneClass(zone.class)
next:Spawn()
next:SetZoneID(id)
next:SetAreaNumber(k)
end
curr:SetNext(first)
-- curr:DeleteOnRemove(first)
first.LastPoint = curr
end
end
end
function zones.Merge(from,to)
local zfrom, zto = zones.List[from], zones.List[to]
table.Add(zto.points, zfrom.points)
table.Add(zto.height, zfrom.height)
table.Add(zto.bounds, zfrom.bounds)
zones.Remove(from)
hook.Run("OnZoneMerged",zto,zto.class,to,zfrom,zfrom.class,from)
zones.Sync()
end
function zones.Split(id,areanum)
local zone = zones.List[id]
local pts, h, bound = zone.points[areanum], zone.height[areanum], zone.bounds[areanum]
table.remove(zone.points,areanum)
table.remove(zone.height,areanum)
table.remove(zone.bounds,areanum)
if #zone.points == 0 then
zones.Remove(id)
end
local new = table.Copy(zone)
new.points = {pts}
new.height = {h}
new.bounds = {bound}
local id = table.maxn(zones.List)+1
zones.List[id] = new
hook.Run("OnZoneSplit",new,new.class,id,zone,id)
zones.Sync()
return new,id
end
function zones.ChangeClass(id,class)
local zone,new = zones.List[id],{}
new.points = zone.points
new.height = zone.height
new.bounds = zone.bounds
new.class = class
zones.List[id] = new
hook.Run("OnZoneCreated",new,class,id)
zones.Sync()
end
hook.Add("InitPostEntity","zones_load",function()
zones.LoadZones()
end)
hook.Add("PlayerInitialSpawn","zones_sync",function(ply)
zones.Sync(ply)
end)
net.Receive("zones_class",function(len,ply)
if not ply:IsAdmin() then return end
local id = net.ReadFloat()
local class = net.ReadString()
for k,v in pairs(ents.FindByClass("ent_zone_point"))do
if v:GetZoneID() == id then
v:SetZoneClass(class)
end
end
zones.ChangeClass(id,class)
end)
else
net.Receive("zones_sync",function(len)
zones.List = net.ReadTable()
end)
function zones.ShowOptions(id)
local zone = zones.List[id]
local class = zone.class
local frame = vgui.Create("DFrame")
zones.optionsFrame = frame
frame:MakePopup()
frame:SetTitle("Zone Settings")
local ztitle = vgui.Create("DLabel",frame)
ztitle:Dock(TOP)
ztitle:DockMargin(2,0,5,5)
ztitle:SetText("Zone Class:")
ztitle:SizeToContents()
local zclass = vgui.Create("DComboBox",frame)
zclass:Dock(TOP)
zclass:DockMargin(0,0,0,5)
for k,v in pairs(zones.Classes) do
zclass:AddChoice(k,nil,k == class)
end
function zclass:OnSelect(i,class)
net.Start("zones_class")
net.WriteFloat(id)
net.WriteString(class)
net.SendToServer()
frame.content:Remove()
frame.content = vgui.Create("DPanel",frame)
frame.content:Dock(FILL)
frame.content:DockPadding(5,5,5,5)
local w,h = hook.Run("ShowZoneOptions",zone,class,frame.content,id,frame)
frame:SizeTo((w or 100)+8,(h or 2)+78, .2)
frame:MoveTo(ScrW()/2-((w or 292)+8)/2,ScrH()/2-((h or 422)+78)/2, .2)
end
frame.content = vgui.Create("DPanel",frame)
frame.content:Dock(FILL)
frame.content:DockPadding(5,5,5,5)
local w,h = hook.Run("ShowZoneOptions",zone,class,frame.content,id,frame)
frame:SetSize((w or 100)+8,(h or 2)+78)
frame:Center()
end
end
//returns the point of intersection between two infinite lines.
local function IntersectPoint(line1, line2)
local x1,y1,x2,y2,x3,y3,x4,y4 = line1.x1,line1.y1,line1.x2,line1.y2,line2.x1,line2.y1,line2.x2,line2.y2
local m1,m2 = (y1-y2)/((x1-x2)+.001),(y3-y4)/((x3-x4)+.001) --get the slopes
local yint1,yint2 = (-m1*x1)+y1,(-m2*x3)+y3 --get the y-intercepts
local x = (yint1-yint2)/(m2-m1) --calculate x pos
local y = m1*x+yint1 --plug in x pos to get y pos
return x,y
end
//Returns a bool if two SEGEMENTS intersect or not.
local function Intersect(line1, line2)
local x,y = IntersectPoint(line1, line2)
local sx,sy = tostring(x), tostring(y)
if (sx == "-inf" or sx == "inf" or sx == "nan") then
return false
end
local minx1, maxx1 = math.min(line1.x1,line1.x2)-.1, math.max(line1.x1,line1.x2)+.1
local minx2, maxx2 = math.min(line2.x1,line2.x2)-.1, math.max(line2.x1,line2.x2)+.1
local miny1, maxy1 = math.min(line1.y1,line1.y2)-.1, math.max(line1.y1,line1.y2)+.1
local miny2, maxy2 = math.min(line2.y1,line2.y2)-.1, math.max(line2.y1,line2.y2)+.1
if (x >= minx1) and (x <= maxx1) and (x >= minx2) and (x <= maxx2) then
if (y >= miny1) and (y <= maxy1) and (y >= miny2) and (y <= maxy2) then
--debugoverlay.Sphere( Vector(x,y,LocalPlayer():GetPos().z), 3, FrameTime()+.01, Color(255,0,0), true)
return true
end
end
return false
end
function zones.PointInPoly(point,poly) //True if point is within a polygon.
local ray = {
x1 = point.x,
y1 = point.y,
x2 = 100000,
y2 = 100000
}
local inside = false
//Perform ray test
for k1, v in pairs(poly) do
local v2 = poly[k1+1]
if not v2 then
v2 = poly[1]
end
local line = {
x1 = v.x,
y1 = v.y,
x2 = v2.x,
y2 = v2.y
}
if Intersect(ray,line) then
inside = !inside
end
end
return inside
end
|