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-- __ _ _______ _ __
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-- / / /\ | | |__ __| | | \ \
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-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
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-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
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-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
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-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
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Quantum.Node = {} -- lib
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Quantum.Nodes = {} -- container for vars
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Quantum.NodesLocations = {}
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function Quantum.Node.Create( nodeid, tbl )
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local node = {
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name = tbl.name || "Unknown Node",
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model = tbl.model,
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toolids = tbl.toolids || { "q_hands" },
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give = tbl.give || {},
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giveprobability = tbl.giveprobability || 1
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}
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node.id = nodeid
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Quantum.Nodes[nodeid] = node
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return node
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end
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function Quantum.Node.Get( nodeid )
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return Quantum.Nodes[nodeid]
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end
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if SERVER then
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function Quantum.Node.Spawn( nodeid, vec, ang, respawndelay, probability )
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local node = Quantum.Node.Get( nodeid )
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local ent = ents.Create( "q_node" )
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ent.node = node
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ent.respawndelay = respawndelay || 30
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ent.probability = probability || 1
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ent:SetModel( node.model )
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ent:SetPos( vec )
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ent:SetAngles( ang )
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ent:Spawn()
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end
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function Quantum.Node.Remove( ent )
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local nodeTbl = ent.node
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if( ent.node != nil ) then
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local nodeid = nodeTbl.id
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timer.Simple( ent.respawndelay, function()
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Quantum.Node.Spawn( nodeid, ent:GetPos(), ent:GetAngles(), ent.respawndelay, ent.probability ) -- respawn it after x seconds
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end)
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ent:Remove() -- remove the node
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else
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Quantum.Error( "Node table is nil! Aborting..." )
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return
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end
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end
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function Quantum.Node.RemoveAll()
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for k, node in pairs( ents.FindByClass("q_node") ) do
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Quantum.Node.Remove( node )
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end
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end
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function Quantum.Node.RemoveAllPerma()
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for k, node in pairs( ents.FindByClass("q_node") ) do
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node:Remove()
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end
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end
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function Quantum.Node.Register( nodeid, vec, ang1 )
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Quantum.NodesLocations[ #Quantum.NodesLocations + 1 ] = { id = nodeid, pos = vec, ang = ang1 }
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end
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function Quantum.Node.SpawnAllRegistered()
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local nodeTbl
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for k, v in pairs( Quantum.NodesLocations ) do
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nodeTbl = Quantum.Node.Get( v.id )
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if( nodeTbl != nil ) then
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Quantum.Debug( "----Node-Spawning-Info----" )
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PrintTable(v)
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Quantum.Debug( "--------------------------" )
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Quantum.Node.Spawn( v.id, v.pos, v.ang, nodeTbl.respawndelay, nodeTbl.probability )
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else
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Quantum.Error( "Tried to spawn an invalid node ('" .. v.id .. "')!" )
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end
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end
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end
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hook.Add( "PlayerInitialSpawn", "Quantum_Init_Nodes_Load", function()
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Quantum.Debug( "Spawning registered nodes..." )
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if( #player.GetAll() == 1 ) then -- spawn the stations when the first player joins
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Quantum.Node.SpawnAllRegistered()
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end
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end)
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hook.Add( "PlayerDisconnected", "Quantum_Nodes_RemoveOnNoPlayers", function()
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Quantum.Debug( "Removing all nodes..." )
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if( #player.GetAll() - 1 <= 0 ) then
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Quantum.Node.RemoveAllPerma()
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end
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end)
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local function randomizeLootTable( tbl, prob )
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local n = math.Rand( 0.00000000001, 1 )
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Quantum.Debug( "Probability: " .. n .. " <= " .. prob )
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if( n <= prob ) then
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local index = table.random( 1, #tbl )
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return tbl[index].item, tbl[index].amount || 1
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end
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end
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function Quantum.Node.Gather( pl, tool, ent )
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local nodeTbl = ent.node
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if( ent.node != nil ) then
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local nodeid = nodeTbl.id
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local toolids = nodeTbl.toolids
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if( #toolids > 1 ) then
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local canGather = false
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for i, t in pairs( toolids ) do
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if( tool == t ) then
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canGather = true
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break
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end
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end
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if( canGather ) then
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local loot, amount = randomizeLootTable( nodeTbl.give, nodeTbl.giveprobability )
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if( loot != nil ) then
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Quantum.Server.Inventory.GiveItem( pl, loot, amount )
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local itemTbl = Quantum.Item.Get( loot )
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Quantum.Notify.ItemGathered( pl, itemTbl.name, amount )
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else
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return
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end
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end
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end
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end
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end
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end
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