Quantum is a Garry's Mod RPG framework.
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quantum/gamemode/engine/lib/sh_node.lua

199 lines
5.2 KiB

-- __ _ _______ _ __
-- / / /\ | | |__ __| | | \ \
-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
Quantum.Node = {} -- lib
Quantum.Nodes = {} -- container for vars
Quantum.NodesLocations = {}
function Quantum.Node.AddNodeType(id, entclass)
Quantum.NodeType[id] = entclass -- for plugins and such
end
function Quantum.Node.Create( nodeid, tbl )
local node = {
name = tbl.name || "Unknown Node",
model = tbl.model,
type = tbl.type || Quantum.NodeType.resource,
toolids = tbl.toolids || {}, -- if it's empty then you can use all sweps/tools
canGather = tbl.canGather || false,
give = tbl.give || {},
giveprobability = tbl.giveprobability || 1,
health = tbl.health || Quantum.Server.DefaultNodeHealth,
respawn = tbl.respawn || Quantum.Server.DefaultNodeRespawnTimer
}
node.id = nodeid
Quantum.Nodes[nodeid] = node
return node
end
function Quantum.Node.Get( nodeid )
return Quantum.Nodes[nodeid]
end
if SERVER then
function Quantum.Node.Spawn( nodeid, vec, ang )
local node = Quantum.Node.Get( nodeid )
local ent = ents.Create( node.type )
ent.node = node
ent.respawndelay = node.respawn || 30
ent.probability = node.probability || 1
ent:SetModel( node.model )
ent:SetPos( vec )
ent:SetAngles( ang )
ent:SetNWString( "q_node_id", nodeid )
ent:SetHealth( node.health )
ent:Spawn()
end
function Quantum.Node.Remove( ent )
local nodeTbl = ent.node
if( ent.node != nil ) then
local nodeid = nodeTbl.id
local pos, ang = ent:GetPos(), ent:GetAngles()
timer.Simple( ent.respawndelay, function()
Quantum.Node.Spawn( nodeid, pos, ang, nodeTbl.respawn, nodeTbl.probability ) -- respawn it after x seconds
end)
ent:Remove() -- remove the node
else
Quantum.Error( "Node table is nil! Aborting..." )
return
end
end
function Quantum.Node.GetAllEntities()
local out = {}
for k, nodetype in pairs( Quantum.NodeType ) do
for k, node in pairs( ents.FindByClass(nodetype) ) do
out[#out + 1] = node
end
end
return out
end
function Quantum.Node.RemoveAll()
for k, node in pairs( Quantum.Node.GetAllEntities() ) do
Quantum.Node.Remove( node )
end
end
function Quantum.Node.RemoveAllPerma()
for k, node in pairs( Quantum.Node.GetAllEntities() ) do
node:Remove()
end
end
function Quantum.Node.Register( nodeid, vec, ang1 )
Quantum.NodesLocations[ #Quantum.NodesLocations + 1 ] = { id = nodeid, pos = vec, ang = ang1 }
end
function Quantum.Node.SpawnAllRegistered()
local nodeTbl
for k, v in pairs( Quantum.NodesLocations ) do
nodeTbl = Quantum.Node.Get( v.id )
if( nodeTbl != nil ) then
Quantum.Debug( "----Node-Spawning-Info----" )
PrintTable(v)
Quantum.Debug( "--------------------------" )
Quantum.Node.Spawn( v.id, v.pos, v.ang )
else
Quantum.Error( "Tried to spawn an invalid node ('" .. v.id .. "')!" )
end
end
end
function Quantum.Node.UpdateAll()
Quantum.Debug( "Updating all nodes..." )
Quantum.Node.RemoveAllPerma()
Quantum.Node.SpawnAllRegistered()
end
hook.Add( "PlayerInitialSpawn", "Quantum_Init_Nodes_Load", function()
Quantum.Debug( "Spawning registered nodes..." )
if( #player.GetAll() == 1 ) then -- spawn the stations when the first player joins
Quantum.Node.SpawnAllRegistered()
end
end)
hook.Add( "PlayerDisconnected", "Quantum_Nodes_RemoveOnNoPlayers", function()
Quantum.Debug( "Removing all nodes..." )
if( #player.GetAll() - 1 <= 0 ) then
Quantum.Node.RemoveAllPerma()
end
end)
local function randomizeLootTable( tbl, prob )
local n = math.Rand( 0.001, 1 )
if( n <= prob ) then
local index = math.random( 1, #tbl )
return tbl[index].item, tbl[index].amount || 1
end
end
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function Quantum.Node.Gather( pl, tool, ent, dmgInfo )
local nodeTbl = ent.node
if( ent.node != nil ) then
if( !nodeTbl.canGather ) then return end
local nodeid = nodeTbl.id
local toolids = nodeTbl.toolids
if( toolids != nil ) then
local canGather = false
-- This is fucking retarded.
if( #toolids > 0 ) then
for i, t in pairs( toolids ) do
if( tool == t ) then
canGather = true
break
end
end
else
canGather = true
end
if( canGather ) then
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if( dmgInfo != nil ) then
ent:SetHealth( ent:Health() - dmgInfo:GetDamage() )
if( ent:Health() <= 0 ) then
Quantum.Node.Remove( ent )
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end
end
local loot, amount = randomizeLootTable( nodeTbl.give, nodeTbl.giveprobability )
if( loot != nil ) then
if( !Quantum.Server.Settings.ItemsGatheredSpawnInWorld ) then
Quantum.Server.Inventory.GiveItem( pl, loot, amount )
local itemTbl = Quantum.Item.Get( loot )
Quantum.Notify.ItemGathered( pl, itemTbl, amount )
else
local eyepos = pl:GetEyeTraceNoCursor()
if( eyepos.Entity == ent ) then
local pos = LerpVector( 0.75, eyepos.StartPos, eyepos.HitPos )
Quantum.Server.Item.SpawnItem( pos, loot, amount )
end
end
else
return
end
end
end
end
end
end