404 lines
13 KiB
Lua
404 lines
13 KiB
Lua
--[[
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The MIT License (MIT)
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Copyright (c) 2015 Xaymar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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--]]
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-- ------------------------------------------------------------------------- --
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--! Downloadable Lua
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-- ------------------------------------------------------------------------- --
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-- Shared
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AddCSLuaFile("sh_init.lua")
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AddCSLuaFile("sh_config.lua")
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AddCSLuaFile("player_class/class_default.lua")
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AddCSLuaFile("player_class/class_spectator.lua")
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AddCSLuaFile("player_class/class_seeker.lua")
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AddCSLuaFile("player_class/class_hider.lua")
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-- Client-Only
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AddCSLuaFile("cl_init.lua")
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AddCSLuaFile("client/cl_ui_help.lua")
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AddCSLuaFile("client/cl_ui_teamselection.lua")
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-- ------------------------------------------------------------------------- --
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--! Code
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-- ------------------------------------------------------------------------- --
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-- Shared
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include "sh_init.lua"
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-- Server Only
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include "compat/compat_tauntpackloader.lua"
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include "server/roundmanager.lua"
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include "server/states/state_prematch.lua"
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include "server/states/state_preround.lua"
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include "server/states/state_hide.lua"
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include "server/states/state_seek.lua"
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include "server/states/state_postround.lua"
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include "server/states/state_postmatch.lua"
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function GM:Initialize()
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print("-------------------------------------------------------------------------")
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print("Prop Hunt: Initializing...")
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print("Prop Hunt: Registering Networked Messages...")
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util.AddNetworkString("PlayerManagerInitialClientSpawn")
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util.AddNetworkString("PlayerManagerClientSpawn")
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util.AddNetworkString("PlayerSetHull")
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util.AddNetworkString("PlayerResetHull")
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util.AddNetworkString("PlayerViewOffset")
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util.AddNetworkString("PlayerRegisterPropEntity")
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util.AddNetworkString("PlayerEnablePropRotation")
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util.AddNetworkString("PlayerDisablePropRotation")
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print("Prop Hunt: Initializing Gamemode Data...")
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self.Data = {}
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self.Data.StartTime = CurTime()
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print("Prop Hunt: Setting initial RoundManager State...")
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self.RoundManager:SetState(StatePreMatch)
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print("Prop Hunt: Precaching...")
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GAMEMODE.Config.Taunt:Seekers()
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GAMEMODE.Config.Taunt:Hiders()
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print("Prop Hunt: Complete.")
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print("-------------------------------------------------------------------------")
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end
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function GM:Think()
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self.RoundManager:Tick()
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end
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-- Player Connected
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function GM:PlayerConnect(name, ip)
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Player '"..name.."' connecting from IP '"..ip.."'.") end
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end
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-- Player Authenticated
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function GM:PlayerAuthed(ply, steamid, uniqueid)
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") authenticated.") end
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end
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-- Player Disconnected
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function GM:PlayerDisconnected(ply)
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") disconnected.") end
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end
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-- Player Spawn (Initial)
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function GM:PlayerInitialSpawn(ply)
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") spawned for the first time, applying defaults...") end
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if (!ply.Data) then
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-- Initialize Data Structure
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ply.Data = {}
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ply.Data.Alive = false
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ply.Data.AliveTime = 0
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ply.Data.RandomWeight = 0 -- Higher means higher chance of becoming Seeker instead of Hider.
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end
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-- Kill Silently
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ply:KillSilent()
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-- Show Team Selection Menu
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ply:SetTeam(GAMEMODE.Teams.Spectators)
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self:ShowTeam(ply)
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-- Bot: Auto Assign to Team
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if (ply:IsBot()) then
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if team.NumPlayers(self.Teams.Hiders) > team.NumPlayers(self.Teams.Seekers) then
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Bot '"..ply:GetName().."' assigned to Seekers.") end
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ply:SetTeam(self.Teams.Seekers)
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else
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Bot '"..ply:GetName().."' assigned to Hiders.") end
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ply:SetTeam(self.Teams.Hiders)
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end
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end
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-- Notify Player Manager
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player_manager.RunClass(ply, "InitialSpawn")
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-- Signal Client
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net.Start("PlayerManagerInitialClientSpawn");net.Send(ply)
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end
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-- Player Spawn
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function GM:PlayerSpawn(ply)
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") spawned in.") end
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-- Player Manager: Assign Player Class
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local class = team.GetClass(ply:Team())
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if (class) then
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if (ply.Data.Alive) then -- Alive Class
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player_manager.SetPlayerClass(ply, class[1])
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else -- Dead Class (Spectator)
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player_manager.SetPlayerClass(ply, class[2])
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end
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else
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player_manager.SetPlayerClass(ply, "Spectator")
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end
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-- Notify Player Manager
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player_manager.OnPlayerSpawn(ply)
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player_manager.RunClass(ply, "Spawn")
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-- Some hooks are not called
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hook.Call("PlayerSetModel", self, ply)
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hook.Call("PlayerLoadout", self, ply)
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-- Signal Client
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net.Start("PlayerManagerClientSpawn");net.Send(ply)
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end
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-- Player requests Team Change
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function GM:PlayerRequestTeam(ply, teamId)
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if self:PlayerCanJoinTeam(ply, teamId) then
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") requested to join Team "..team.GetName(teamId)..".") end
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if (ply:Team() != teamId) then
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ply:KillSilent()
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ply:SetTeam(teamId)
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if (GetGlobalInt("RoundState", GAMEMODE.States.PreMatch) <= GAMEMODE.States.PreRound) then
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ply.Alive = true
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ply.AliveTime = CurTime()
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end
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else
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") attempted to rejoin the Team it is already in.") end
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end
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end
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end
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-- ------------------------------------------------------------------------- --
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--! Player Manager Binding
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-- ------------------------------------------------------------------------- --
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function GM:PlayerLoadout(ply) player_manager.RunClass(ply, "Loadout") end
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function GM:PlayerDeath(ply, inflictor, attacker)
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player_manager.RunClass(ply, "Death", inflictor, attacker)
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-- Signal Client Stuff
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if IsValid(attacker) then
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if attacker:IsPlayer() then
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if (attacker == ply) then
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net.Start("PlayerKilledSelf")
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net.WriteEntity(ply)
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net.Broadcast()
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else
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net.Start("PlayerKilledByPlayer")
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net.WriteEntity(ply)
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net.WriteString(inflictor:GetName())
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net.WriteEntity(attacker)
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net.Broadcast()
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end
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else
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net.Start("PlayerKilled")
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net.WriteEntity(ply)
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net.WriteString(inflictor:GetName())
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net.WriteString(attacker:GetClass())
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net.Broadcast()
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end
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else
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net.Start("PlayerKilled")
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net.WriteEntity(ply)
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net.WriteString(inflictor:GetName())
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net.WriteString("World")
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net.Broadcast()
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end
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end
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function GM:PlayerSilentDeath(ply) player_manager.RunClass(ply, "SilentDeath") end
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function GM:PostPlayerDeath(ply)
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player_manager.RunClass(ply, "PostDeath")
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-- Debug Mode: Respawn after Death
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if (GAMEMODE.Config:Debug()) then
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ply.Data.Alive = true
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if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Debug Mode active, Player "..ply:GetName().." was respawned.") end
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end
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end
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function GM:DoPlayerDeath(ply, attacker, dmg) player_manager.RunClass(ply, "DoDeath", attacker, dmg) end
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function GM:PlayerDeathThink(ply) return player_manager.RunClass(ply, "DeathThink") end
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function GM:CanPlayerSuicide(ply) return player_manager.RunClass(ply, "CanSuicide") end
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function GM:PlayerCanPickupWeapon(ply, weapon) return player_manager.RunClass(ply, "CanPickupWeapon", weapon) end
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function GM:PlayerCanPickupItem(ply, item) return player_manager.RunClass(ply, "CanPickupItem", item) end
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function GM:PlayerUse(ply, ent) return player_manager.RunClass(ply, "Use", ent) end
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function GM:AllowPlayerPickup(ply, ent) return player_manager.RunClass(ply, "AllowPickup", ent) end
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function GM:PlayerSetModel(ply) return player_manager.RunClass(ply, "SetModel") end
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-- Damage
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function GM:PlayerShouldTakeDamage(victim, attacker)
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return player_manager.RunClass(victim, "ShouldTakeDamage", attacker)
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end
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function GM:PlayerHurt(victim, attacker, healthRemaining, damageTaken)
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player_manager.RunClass(victim, "Hurt", victim, attacker, healthRemaining, damageTaken)
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if (IsValid(attacker) && attacker:IsPlayer()) then
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player_manager.RunClass(attacker, "Damage", victim, attacker, healthRemaining, damageTaken)
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end
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end
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function GM:EntityTakeDamage(ent, dmg)
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local att = dmg:GetAttacker()
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if (att) && (att:IsValid()) && (att:IsPlayer()) then
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player_manager.RunClass(att, "DamageEntity", ent, att, dmg)
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end
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end
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-- ------------------------------------------------------------------------- --
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--! Gamemode Functionality
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-- ------------------------------------------------------------------------- --
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function GM:SetRound(Round)
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SetGlobalInt("Round", Round)
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end
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function GM:SetRoundState(State)
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SetGlobalInt("RoundState", State)
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end
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function GM:SetRoundTime(Time)
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SetGlobalInt("RoundTime", Time)
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end
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function GM:SetRoundWinner(Winner)
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SetGlobalInt("RoundWinner", Winner)
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end
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function GM:PlayerHullFromEntity(ply, ent)
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if (ent) && (ent:IsValid()) then
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local hmin, hmax = ent:OBBMins(), ent:OBBMaxs()
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local hull = Vector(hmax.x - hmin.x, hmax.y - hmin.y, hmax.z - hmin.z)
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if hull.x <= hull.y then
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hull.y = hull.x
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else
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hull.x = hull.y
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end
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hull:Mul(0.5)
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hull:Mul(0.95) -- Reduce size slightly
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local hullmin = Vector(-hull.x, -hull.y, 0)
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local hullmax = Vector(hull.x, hull.y, hull.z * 2)
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ply:SetHull(hullmin, hullmax)
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ply:SetHullDuck(hullmin, hullmax)
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net.Start("PlayerSetHull")
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net.WriteVector(hullmin)
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net.WriteVector(hullmax)
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net.Send(ply)
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return {hullmin, hullmax}
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else
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ply:ResetHull()
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net.Start("PlayerResetHull")
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net.Send(ply)
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return nil
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end
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end
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function GM:PlayerSetViewOffset(ply, vo, voduck)
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ply:SetViewOffset(vo)
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ply:SetViewOffsetDucked(voduck)
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if ply:Crouching() then
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ply:SetCurrentViewOffset(voduck)
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else
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ply:SetCurrentViewOffset(vo)
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end
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-- Signal Client
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net.Start("PlayerViewOffset")
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net.WriteVector(vo)
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net.WriteVector(voduck)
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net.Send(ply)
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end
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-- ------------------------------------------------------------------------- --
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--! Commands
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-- ------------------------------------------------------------------------- --
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-- F1/ShowHelp
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function GM:ShowHelp(ply)
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ply:ConCommand("ph_show_help")
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end
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-- F2/ShowTeam - Select Team
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function GM:ShowTeam(ply)
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ply:ConCommand("ph_select_team")
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end
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function GM:ShowSpare1(ply) player_manager.RunClass(ply, "ShowSpare1") end -- F3/ShowSpare1
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function GM:ShowSpare2(ply) player_manager.RunClass(ply, "ShowSpare2") end -- F4/ShowSpare2
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-- Debug Command: Print All Players
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concommand.Add("ph_debug_printplayers", function(ply, cmd, args, argStr)
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if GAMEMODE.Config:DebugLog() then
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print ("All Players:")
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for i,ply in ipairs(player.GetAll()) do
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print(" "..ply:GetName().." (SteamID: "..ply:SteamID()..") - Team "..team.GetName(ply:Team()).. " - Alive "..tostring(ply.Data.Alive))
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end
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print ("Spectators:")
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for i,ply in ipairs(team.GetPlayers(GAMEMODE.Teams.Spectators)) do
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print(" "..ply:GetName().." (SteamID: "..ply:SteamID()..")")
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end
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print ("Seekers:")
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for i,ply in ipairs(team.GetPlayers(GAMEMODE.Teams.Seekers)) do
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print(" "..ply:GetName().." (SteamID: "..ply:SteamID()..")")
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end
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print ("Hiders:")
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for i,ply in ipairs(team.GetPlayers(GAMEMODE.Teams.Hiders)) do
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print(" "..ply:GetName().." (SteamID: "..ply:SteamID()..")")
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end
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end
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end, nil, nil, FCVAR_CLIENTCMD_CAN_EXECUTE + FCVAR_CHEAT)
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-- Debug Command: Print All Players
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concommand.Add("ph_debug_stats", function(ply, cmd, args, argStr)
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if GAMEMODE.Config:DebugLog() then
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for i,ply in ipairs(player.GetAll()) do
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print(ply:GetName().." (SteamID: "..ply:SteamID()..")")
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print(" Team: "..team.GetName(ply:Team()))
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print(" Alive: "..tostring(ply.Data.Alive))
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print(" AliveTime: "..tostring(ply.Data.AliveTime))
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print(" Score: "..tostring(ply.Data.RandomWeight))
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end
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end
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end, nil, nil, FCVAR_CLIENTCMD_CAN_EXECUTE + FCVAR_CHEAT)
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-- ------------------------------------------------------------------------- --
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--! Network Messages
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-- ------------------------------------------------------------------------- --
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net.Receive("PlayerEnablePropRotation", function(len, ply)
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if (ply:Team() != GAMEMODE.Teams.Hiders) then
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return
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end
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print("Prop Hunt: Enabling Prop Rotation")
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ply:SetNWBool("PropRotation", true)
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ply.Data.Prop:ApplyRotation(net.ReadAngle())
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end)
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net.Receive("PlayerDisablePropRotation", function(len, ply)
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if (ply:Team() != GAMEMODE.Teams.Hiders) then
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return
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end
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print("Prop Hunt: Disabling Prop Rotation")
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ply:SetNWBool("PropRotation", false)
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ply.Data.Prop:ApplyRotation(net.ReadAngle())
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end) |