-- __ _ _______ _ __ -- / / /\ | | |__ __| | | \ \ -- / / / \ | |_ __ ___ | | ___ ___| |__ \ \ -- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > > -- \ \ / ____ \| | | | | | | | __/ (__| | | | / / -- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/ Quantum.Station = {} Quantum.Stations = {} function Quantum.Station.Add( id, tbl ) local returnTbl = { stationid = id, name = tbl.name || "Crafting Station", -- name of the station model = tbl.model || "models/props_phx/facepunch_barrel.mdl", recipes = tbl.recipes } Quantum.Stations[ id ] = returnTbl return returnTbl end function Quantum.Station.Get( id ) return Quantum.Stations[id] end function Quantum.Station.GetRecipes( id ) return Quantum.Stations[id].recipes end if SERVER then Quantum.Server.Station = {} if( Stations == nil ) then Stations = {} Stations.Locations = {} end function Quantum.Server.Station.Spawn( stationid, pos, ang ) -- internal function local ent = ents.Create( "q_crafting_station" ) if( IsValid( ent ) ) then ent:InitializeStation( stationid, pos, ang ) ent:Spawn() end end local function floorVectorString( vec ) return tostring(math.floor( vec.x )) .. ", " .. tostring(math.floor( vec.y )) .. ", " .. tostring(math.floor( vec.z )) end function Quantum.Server.Station.Register( stationid, vec, angle ) if( Stations.Locations == nil ) then Quantum.Error( "Station tbl is nil" ) end Quantum.Debug( "Registering station '" .. tostring( stationid ) .. "'." ) Stations.Locations[ #Stations.Locations + 1] = { id = stationid, pos = vec, ang = angle } print(Stations.Locations[#Stations.Locations]) end function Quantum.Server.Station.Create( id, tbl ) local stationTbl = Quantum.Station.Get( id ) if( stationTbl != nil ) then Quantum.Server.Station.Spawn( id, tbl.pos, tbl.ang ) end end function Quantum.Server.Station.SpawnAllRegistered() for i, station in pairs( Stations.Locations ) do print("spawning") Quantum.Server.Station.Create( station.id, { pos = station.pos, ang = station.ang } ) end end function Quantum.Server.Station.Remove( station ) if( IsValid( station ) ) then station:Remove() end end function Quantum.Server.Station.RemoveAll() for i, station in pairs( ents.FindByClass( "q_crafting_station" ) ) do Quantum.Server.Station.Remove( station ) end end function Quantum.Server.Station.UpdateAll() --Quantum.Server.Station.RemoveAll() -- remove all stations on lua refresh Quantum.Server.Station.SpawnAllRegistered() -- and create new ones end print("##############") PrintTable( Stations.Locations ) print("##############") hook.Add( "PlayerInitialSpawn", "Quantum_Init_Stations_Load", function() Quantum.Debug( "Spawning registered crafting stations..." ) if( #player.GetAll() == 1 ) then -- spawn the stations when the first player joins Quantum.Server.Station.SpawnAllRegistered() Quantum.Server.StationsSpawned = true end end) hook.Add( "KeyRelease", "Quantum_Station_KeyRelease", function( pl, key ) if( pl.isloaded ) then if( key == IN_USE ) then local ent = pl:GetEyeTraceNoCursor().Entity if( ent:GetClass() == "q_crafting_station" ) then pl:SetLocalVelocity( Vector( 0, 0, 0 ) ) Quantum.Net.OpenMenu( pl, "crafting", { stationEnt = ent, station = ent.stationid } ) end end end end) end