Files
Gmod-PropHuntExtended/source/gamemodes/prophuntextended/gamemode/player_class/class_seeker.lua
T
Michael Fabian 'Xaymar' Dirks 7349a96603 gamemode: Implement Alive() function in player classes
This allows checking if the player is actually alive according to the current player class. Some classes are alive to the game, but not to the actual game mode, for example Spectators are alive, but not really.
2017-11-26 12:40:28 +01:00

251 lines
8.8 KiB
Lua

--[[
The MIT License (MIT)
Copyright (c) 2015 Xaymar
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--! This file defines the Seeker player class.
-- A seeker is someone who is looking for the hiders, using weapons or other
-- means of detecting idiots. Also someone who looks like a diaper baby.
-- Weapons and Ammo are granted upon spawn and have to be used sparingly or
-- they'll be stuck with the crowbar. Bad seeker, bad.
-- Gain health upon killing a hider, lose health when attacking non-hiders.
-- Death upon health reaching 0.
DEFINE_BASECLASS( "Default" )
local CLASS = {}
CLASS.DisplayName = "Seeker"
CLASS.CanUseFlashlight = true -- Can we use the flashlight
CLASS.MaxHealth = 100
CLASS.StartHealth = 100
CLASS.StartArmor = 0
CLASS.DropWeaponOnDie = true
-- ------------------------------------------------------------------------- --
--! Server-Side
-- ------------------------------------------------------------------------- --
-- Spawn
function CLASS:Spawn()
if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") spawned.") end
BaseClass.Spawn(self)
-- Settings
self.Player:SetMaxHealth(GAMEMODE.Config.Seeker:HealthMax())
self.Player:SetHealth(GAMEMODE.Config.Seeker:Health())
self.Player:SetRenderMode(RENDERMODE_NORMAL)
self.Player:SetColor(Color(255,255,255,255))
-- Speed and Jump Power
self.Player:SetWalkSpeed(GAMEMODE.Config.Seeker:WalkSpeed())
if (GAMEMODE.Config.Seeker:Sprint()) then
self.Player:SetRunSpeed(GAMEMODE.Config.Seeker:SprintSpeed())
else
self.Player:SetRunSpeed(GAMEMODE.Config.Seeker:WalkSpeed())
end
self.Player:SetJumpPower(GAMEMODE.Config.Seeker:JumpPower())
-- Hull & View Offset
GAMEMODE:PlayerHullFromEntity(self.Player, nil)
GAMEMODE:PlayerSetViewOffset(self.Player, Vector(0,0,64), Vector(0,0,32))
end
function CLASS:Loadout()
-- Give the weapons the admin told us to.
local weapons = GAMEMODE.Config.Seeker:Weapons()
for i,weapon in ipairs(weapons) do
self.Player:Give(weapon)
end
-- Give the ammo the admin told us to.
local ammos = GAMEMODE.Config.Seeker:Ammo()
for i,ammo in ipairs(ammos) do
local typeCount = string.Split(ammo, ":")
self.Player:GiveAmmo(tonumber(typeCount[2]), typeCount[1], true)
end
-- Default weapon stuff
local cl_defaultweapon = self.Player:GetInfo("cl_defaultweapon")
if self.Player:HasWeapon(cl_defaultweapon) then
self.Player:SelectWeapon(cl_defaultweapon)
end
end
-- Damage
function CLASS:ShouldTakeDamage(attacker)
if (IsValid(attacker)) then
if (attacker:IsPlayer()) then
if (attacker:Team() == self.Player:Team()) then
local ffmode = GetConVarNumber("mp_friendlyfire")
if (ffmode == 0) then -- Not Allowed
return false
end
end
end
end
return true
end
function CLASS:Damage(victim, attacker, healthRemaining, damageDealt)
if ((victim != attacker) && victim:IsPlayer() && attacker:IsPlayer() && (attacker:Team() == victim:Team())) then
if (GAMEMODE.Config:DebugLog()) then
print("Prop Hunt: Seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..") damaged seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") with "..damageDealt.." damage.")
end
end
end
function CLASS:Hurt(victim, attacker, healthRemaining, damageTaken)
if ((victim != attacker) && victim:IsPlayer() && attacker:IsPlayer() && (attacker:Team() == victim:Team())) then
if (GAMEMODE.Config:DebugLog()) then
print("Prop Hunt: Seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") was hurt by seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..") with "..damageTaken.." damage.")
end
if (GetConVarNumber("mp_friendlyfire") == 2) then
victim:SetHealth(healthRemaining + damageTaken)
attacker:TakeDamage(damageTaken, attacker, attacker)
print("Prop Hunt: Seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") reflected "..damageTaken.." to seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..").")
end
end
end
function CLASS:DamageEntity(ent, att, dmg)
if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") damaged entity "..ent:GetClass()..".") end
if (GAMEMODE:GetRoundState() != GAMEMODE.States.Seek) then return end
if (!IsValid(ent) || !IsValid(att)) then return end
if (att == ent) then return end
-- Only take damage during this phase.
if IsValid(ent) && (!(ent:IsPlayer())) then
if (ent:GetClass() == "ph_prop") then
ent:GetOwner():TakeDamageInfo(dmg)
self.Player.Data.RandomWeight = self.Player.Data.RandomWeight - 1
elseif (ent:GetClass() == "func_breakable") then
elseif (ent:GetClass() == "prop_ragdoll") then
else
att:TakeDamage(GAMEMODE.Config.Seeker:HealthPenalty(), ent, ent)
end
end
end
-- Death
function CLASS:Death(inflictor, attacker)
BaseClass.Death(self, inflictor, attacker)
if SERVER then
self.Player:SetShouldServerRagdoll(true)
--self.Player:CreateRagdoll()
end
end
function CLASS:PostDeath()
if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") died.") end
BaseClass.PostDeath(self, inflictor, attacker)
self.Player:UnLock()
end
function CLASS:CanSuicide()
return true
end
function CLASS:DeathThink()
if (CurTime() - self.Player.Data.AliveTime) > 1 then
self.Player:Spawn()
return true
end
return false
end
-- Visible Stuff
function CLASS:SetModel()
local cl_playermodel = self.Player:GetInfo( "cl_playermodel" )
local modelname = player_manager.TranslatePlayerModel( cl_playermodel )
if !(util.IsValidModel(modelname)) then
modelname = "models/player/combine_super_soldier.mdl"
end
util.PrecacheModel(modelname)
self.Player:SetModel(modelname)
-- Hands
self.Player:SetupHands()
end
-- Interaction
function CLASS:AllowPickup(ent) return true end
function CLASS:CanPickupItem(ent) return true end
function CLASS:CanPickupWeapon(ent) return true end
-- Menu Buttons
function CLASS:ShowSpare1()
if BaseClass.ShowSpare1(self) then return end
-- Play a taunt
local tauntList = GAMEMODE.Config.Taunt:Seekers()
local index = math.random(#tauntList)
self.Player:EmitSound(tauntList[index], SNDLVL_NORM, 100, 1, CHAN_VOICE)
if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") taunted with sound '"..tauntList[index].."'.") end
end
-- ------------------------------------------------------------------------- --
--! Shared
-- ------------------------------------------------------------------------- --
function CLASS:Alive() return true end
-- ------------------------------------------------------------------------- --
--! Client-Side
-- ------------------------------------------------------------------------- --
function CLASS:ClientSpawn()
if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt CL: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") spawned.") end
BaseClass.ClientSpawn(self)
end
function CLASS:HUDPaint()
BaseClass.HUDPaint(self)
local State = GetGlobalInt("RoundState", GAMEMODE.States.PreMatch)
if (State == GAMEMODE.States.Hide) then
local intTime = math.ceil(GetGlobalInt("RoundTime"))
local strTime = tostring(intTime)
-- Show Status at the center
surface.SetTextColor( 255, 255, 255, 255 )
if (intTime >= 1) then
surface.SetFont("CloseCaption_Bold")
local w,h = surface.GetTextSize("Unblinded in "..strTime.." seconds...")
surface.SetTextPos( ScrW()/2 - w / 2, ScrH()/2 - h / 2)
surface.DrawText("Unblinded in "..strTime.." seconds...")
else
surface.SetFont("PHHugeAssFont")
local w,h = surface.GetTextSize("NOW")
surface.SetTextPos( ScrW()/2 - w / 2, ScrH()/2 - h / 2)
surface.DrawText("NOW")
end
end
end
function CLASS:ShouldDrawLocal()
return (self.Player.Data.ViewDistance or 0) >= 10
end
-- Register
player_manager.RegisterClass("Seeker", CLASS, "Default")