414 lines
13 KiB
Lua
414 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("sh_player.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_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 "server/config.lua"
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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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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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print("Prop Hunt: Initializing Gamemode Data...")
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self.Data = {}
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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: 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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print("Prop Hunt: Player '"..name.."' connecting from IP '"..ip.."'.")
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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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print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") authenticated.")
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end
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-- Player Disconnected
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function GM:PlayerDisconnected(ply)
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print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") disconnected.")
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end
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-- Player Spawn (Initial)
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function GM:PlayerInitialSpawn(ply)
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print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") spawned for the first time, applying defaults...")
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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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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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print("Prop Hunt: Bot '"..ply:GetName().."' assigned to Seekers.")
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ply:SetTeam(self.Teams.Seekers)
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else
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print("Prop Hunt: Bot '"..ply:GetName().."' assigned to Hiders.")
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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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print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") spawned in.")
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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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print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") requested to join Team "..team.GetName(teamId)..".")
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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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print("Prop Hunt: Player '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") attempted to rejoin the Team it is already in.")
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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) player_manager.RunClass(ply, "Death", inflictor, attacker) 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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print("Prop Hunt: Debug Mode active, Player "..ply:GetName().." was respawned.")
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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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-- Called when an entity takes damage
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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:SetRoundState(State)
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SetGlobalInt("RoundState", State)
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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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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) 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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-- F3/ShowSpare1
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function GM:ShowSpare1(ply) end
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-- F4/ShowSpare2
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function GM:ShowSpare2(ply) end
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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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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, nil, nil, FCVAR_CLIENTCMD_CAN_EXECUTE + FCVAR_CHEAT)
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-- ------------------------------------------------------------------------- --
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--! LEGACY CODE - TO BE REPLACED SOON
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-- ------------------------------------------------------------------------- --
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--[[
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function AnnounceVictory(players, force)
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for i,pl in ipairs(players) do
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if pl:Alive() || force || pl:Team() == TEAM_SPECTATOR then
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announcer = table.Random(VICTORY_SOUNDS);
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print("Prop Hunt: '"..pl:GetName().."' announcing victory with '"..announcer.."'.")
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pl:EmitSound(announcer, 200, 100, 0.5, CHAN_VOICE2)
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end
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end
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end
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function AnnounceLoss(players, force)
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for i,pl in ipairs(players) do
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if pl:Alive() || force || pl:Team() == TEAM_SPECTATOR then
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announcer = table.Random(LOSS_SOUNDS);
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print("Prop Hunt: '"..pl:GetName().."' announcing loss with '"..announcer.."'.")
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pl:EmitSound(announcer, 100, 100, 0.5, CHAN_VOICE2)
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end
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end
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end
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-- If there is a mapfile send it to the client (sometimes servers want to change settings for certain maps)
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if file.Exists("maps/"..game.GetMap()..".lua", "LUA") then
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AddCSLuaFile("maps/"..game.GetMap()..".lua")
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end
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-- Send the required resources to the client
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for _, announcer in pairs(LOSS_SOUNDS) do resource.AddFile("sound/"..announcer) end
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for _, announcer in pairs(VICTORY_SOUNDS) do resource.AddFile("source/"..announcer) end
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for _, taunt in pairs(HUNTER_TAUNTS) do resource.AddFile("sound/"..taunt) end
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for _, taunt in pairs(PROP_TAUNTS) do resource.AddFile("sound/"..taunt) end
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-- Called alot
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function GM:CheckPlayerDeathRoundEnd()
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if !GAMEMODE.RoundBased || !GAMEMODE:InRound() then
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return
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end
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local Teams = GAMEMODE:GetTeamAliveCounts()
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if table.Count(Teams) == 0 then
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GAMEMODE:RoundEndWithResult(1001, "Draw, everyone loses!")
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AnnounceLoss(player.GetAll(), true)
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return
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end
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if table.Count(Teams) == 1 then
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-- Play victory and loss sounds.
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if Teams[0] == TEAM_HUNTERS then
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AnnounceVictory(team.GetPlayers(TEAM_HUNTERS))
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AnnounceLoss(team.GetPlayers(TEAM_PROPS))
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elseif Teams[0] == TEAM_PROPS then
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AnnounceLoss(team.GetPlayers(TEAM_HUNTERS))
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AnnounceVictory(team.GetPlayers(TEAM_PROPS))
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end
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local TeamID = table.GetFirstKey(Teams)
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GAMEMODE:RoundEndWithResult(TeamID, team.GetName(TeamID).." win!")
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return
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end
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end
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-- Called when player presses [F3]. Plays a taunt for their team
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function GM:ShowSpare1(pl)
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if GAMEMODE:InRound() && pl:Alive() && (pl:Team() == TEAM_HUNTERS || pl:Team() == TEAM_PROPS) && pl.last_taunt_time + TAUNT_DELAY <= CurTime() && #PROP_TAUNTS > 1 && #HUNTER_TAUNTS > 1 then
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-- repeat
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if pl:Team() == TEAM_HUNTERS then
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rand_taunt = table.Random(HUNTER_TAUNTS)
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else
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rand_taunt = table.Random(PROP_TAUNTS)
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end
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-- until rand_taunt != pl.last_taunt
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pl.last_taunt_time = CurTime()
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pl.last_taunt = rand_taunt
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print("Prop Hunt: '"..pl:GetName().."' taunting with '"..rand_taunt.."'.")
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local vol = 1.0
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if pl:Team() == TEAM_HUNTERS then vol = vol * 0.5 end
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pl:EmitSound(rand_taunt, 100, 100, vol, CHAN_VOICE2)
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end
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end
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-- Allow player to rotate the prop. (Either F4 or ducking)
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function GM:ShowSpare2(pl)
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if pl:Alive() && (pl:Team() == TEAM_PROPS) then
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pl.ph_prop:SetApplyNewAngles(!pl.ph_prop:GetApplyNewAngles())
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-- pl.ph_prop:SetNewAngles(pl:GetAngles())
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end
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end
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-- Removes all weapons on a map
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function RemoveWeaponsAndItems()
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for _, wep in pairs(ents.FindByClass("weapon_*")) do
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wep:Remove()
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end
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for _, item in pairs(ents.FindByClass("item_*")) do
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item:Remove()
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end
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end
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hook.Add("InitPostEntity", "PH_RemoveWeaponsAndItems", RemoveWeaponsAndItems)
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]] |