zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_fleshcreeper/init.lua

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INC_SERVER()
SWEP.NextMessage = 0
function SWEP:SendMessage(msg, friendly)
if CurTime() >= self.NextMessage then
self.NextMessage = CurTime() + 2
self:GetOwner():CenterNotify(friendly and COLOR_GREEN or COLOR_RED, translate.ClientGet(self:GetOwner(), msg))
end
end
function SWEP:BuildingThink()
local owner = self:GetOwner()
local allzombies = team.GetPlayers(TEAM_UNDEAD)
local pos = owner:WorldSpaceCenter()
local ang = owner:EyeAngles()
ang.pitch = 0
ang.roll = 0
local forward = ang:Forward()
local right = ang:Right()
local endpos = pos + forward * 32
local tr = util.TraceLine({start = pos, endpos = endpos, filter = allzombies, mask = MASK_PLAYERSOLID})
local trent = tr.Entity
if trent and trent:IsValid() and trent.ZombieConstruction then
self:BuildNest(trent)
return
end
if owner.NextNestSpawn and CurTime() < owner.NextNestSpawn then
if CurTime() >= self.NextMessage then
self.NextMessage = CurTime() + 2
owner:CenterNotify(COLOR_RED, translate.ClientFormat(owner, "wait_x_seconds_before_making_a_new_nest", math.ceil(owner.NextNestSpawn - CurTime())))
end
return
end
local uid = owner:UniqueID()
local count = 0
local personal_count = 0
for _, ent in pairs(ents.FindByClass("prop_creepernest")) do
if ent.OwnerUID == uid then
personal_count = personal_count + 1
end
count = count + 1
end
if count >= 12 then
if CurTime() >= self.NextMessage then
self.NextMessage = CurTime() + 2
owner:CenterNotify(COLOR_RED, translate.ClientGet(owner, "there_are_too_many_nests"))
end
return
end
if personal_count >= 3 then
if CurTime() >= self.NextMessage then
self.NextMessage = CurTime() + 2
owner:CenterNotify(COLOR_RED, translate.ClientGet(owner, "you_have_made_too_many_nests"))
end
return
end
tr = util.TraceLine({start = endpos, endpos = endpos + Vector(0, 0, -48), filter = allzombies, mask = MASK_PLAYERSOLID})
local hitnormal = tr.HitNormal
local z = hitnormal.z
if not tr.HitWorld or tr.HitSky or z < 0.75 then
self:SendMessage("not_enough_room_for_a_nest")
return
end
local hitpos = tr.HitPos
for x = -20, 20, 20 do
for y = -20, 20, 20 do
local start = endpos + x * right + y * forward
tr = util.TraceLine({start = start, endpos = start + Vector(0, 0, -48), filter = allzombies, mask = MASK_PLAYERSOLID})
if not tr.HitWorld or tr.HitSky or math.abs(tr.HitNormal.z - z) >= 0.2 then
self:SendMessage("not_enough_room_for_a_nest")
return
end
end
end
local spawnpositions = {
Vector(17, 17, 0),
Vector(-17, -17, 0),
Vector(17, 17, 64),
Vector(-17, -17, 64)
}
for _, spos in pairs(spawnpositions) do
if bit.band(util.PointContents(hitpos + spos), CONTENTS_SOLID) == CONTENTS_SOLID then
self:SendMessage("not_enough_room_for_a_nest")
return
end
end
for _, ent in pairs(team.GetValidSpawnPoint(TEAM_UNDEAD)) do
if ent.Disabled then continue end
if util.SkewedDistance(ent:GetPos(), hitpos, 1.5) < GAMEMODE.CreeperNestDistBuildZSpawn then
self:SendMessage("too_close_to_a_spawn")
return
end
end
-- See if there's a nest nearby.
for _, ent in pairs(ents.FindByClass("prop_creepernest")) do
if util.SkewedDistance(ent:GetPos(), hitpos, 1.5) <= GAMEMODE.CreeperNestDistBuildNest then
self:SendMessage("too_close_to_another_nest")
return
end
end
for _, sigil in pairs(ents.FindByClass("prop_obj_sigil")) do
if sigil:GetSigilCorrupted() then continue end
if util.SkewedDistance(sigil:GetPos(), hitpos, 1.5) <= GAMEMODE.CreeperNestDistBuildNest then
self:SendMessage("too_close_to_uncorrupt")
return
end
end
for _, human in pairs(team.GetPlayers(TEAM_HUMAN)) do
if util.SkewedDistance(human:GetPos(), hitpos, 1.5) <= GAMEMODE.CreeperNestDistBuild then
self:SendMessage("too_close_to_a_human")
return
end
end
-- I didn't make this check where trigger_hurt entities are. Rather I made it check the time since the last time you were hit with a trigger_hurt.
-- I'm not sure if it's possible to check if a trigger_hurt is enabled or disabled through the Lua bindings.
if owner.LastHitWithTriggerHurt and CurTime() < owner.LastHitWithTriggerHurt + 2 then
return
end
local ent = ents.Create("prop_creepernest")
if ent:IsValid() then
nestang = hitnormal:Angle()
nestang:RotateAroundAxis(nestang:Right(), 270)
ent:SetPos(hitpos)
ent:SetAngles(nestang)
ent:Spawn()
ent.OwnerUID = uid
ent:SetNestHealth(1)
ent:SetNestBuilt(false)
self:SendMessage("nest_created")
ent:SetNestOwner(owner)
owner.NextNestSpawn = CurTime() + 10
end
end
function SWEP:BuildNest(ent)
ent:BuildUp()
ent.LastBuild = CurTime()
ent.LastBuilder = self:GetOwner()
if not ent:GetNestBuilt() and ent:GetNestHealth() == ent:GetNestMaxHealth() then
ent:SetNestBuilt(true)
ent:EmitSound("physics/flesh/flesh_bloody_break.wav")
local name = self:GetOwner():Name()
for _, pl in pairs(team.GetPlayers(TEAM_UNDEAD)) do
pl:CenterNotify(COLOR_GREEN, translate.ClientFormat(pl, "nest_built_by_x", name))
end
net.Start("zs_nestbuilt")
net.Broadcast()
end
end