zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/inventory/server/sv_inventory.lua

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local meta = FindMetaTable("Player")
function meta:AddInventoryItem(item)
if not GAMEMODE:IsInventoryItem(item) then return false end
self.ZSInventory[item] = self.ZSInventory[item] and self.ZSInventory[item] + 1 or 1
if GAMEMODE:GetInventoryItemType(item) == INVCAT_TRINKETS then
self:ApplyTrinkets()
end
net.Start("zs_inventoryitem")
net.WriteString(item)
net.WriteInt(self.ZSInventory[item], 5)
net.Send(self)
return true
end
function meta:TakeInventoryItem(item)
if not self:HasInventoryItem(item) then return false end
local setnil = self.ZSInventory[item] == 1
self.ZSInventory[item] = self.ZSInventory[item] - 1
if setnil then
self.ZSInventory[item] = nil
end
if GAMEMODE:GetInventoryItemType(item) == INVCAT_TRINKETS then
self:ApplyTrinkets()
end
net.Start("zs_inventoryitem")
net.WriteString(item)
net.WriteInt(self.ZSInventory[item] or 0, 5)
net.Send(self)
return true -- Return true aka item was taken
end
function meta:WipePlayerInventory()
if not self.ZSInventory or table.Count(self.ZSInventory) == 0 then return end
self.ZSInventory = {}
self:ApplyTrinkets()
net.Start("zs_wipeinventory")
net.Send(self)
end
net.Receive("zs_trycraft", function(len, pl)
local component = net:ReadString()
local weapon = net:ReadString()
pl:TryAssembleItem(component, weapon)
end)
function meta:TryAssembleItem(component, heldclass)
local heldwep, desiassembly = self:GetWeapon(heldclass)
local heldwepiitype = GAMEMODE:GetInventoryItemType(heldclass) ~= -1
if heldwepiitype then
if not self:HasInventoryItem(heldclass) then
self:CenterNotify(COLOR_RED, "You don't have the item to craft this with.")
self:SendLua("surface.PlaySound(\"buttons/button10.wav\")")
return
end
else
if not heldwep or not heldwep:IsValid() then
self:CenterNotify(COLOR_RED, "You don't have the weapon to craft this with.")
self:SendLua("surface.PlaySound(\"buttons/button10.wav\")")
return
end
end
for assembly, reqs in pairs(GAMEMODE.Assemblies) do
local reqcomp, reqweapon = reqs[1], reqs[2]
if reqcomp == component and reqweapon == heldclass then
desiassembly = assembly
break
end
end
if not desiassembly then
self:CenterNotify(COLOR_RED, "You can't make anything with this component and your currently held weapon.")
self:SendLua("surface.PlaySound(\"buttons/button10.wav\")")
return
end
local invitemresult = GAMEMODE:GetInventoryItemType(desiassembly) ~= -1
local desitable
if invitemresult then
if not self:TakeInventoryItem(component) then return end
self:AddInventoryItem(desiassembly)
self:CenterNotify(COLOR_LIMEGREEN, translate.ClientGet(self, "crafting_successful"), color_white, " ("..GAMEMODE.ZSInventoryItemData[desiassembly].PrintName..")")
else
desitable = weapons.Get(desiassembly)
if (not desitable.AmmoIfHas and self:HasWeapon(desiassembly)) or not self:TakeInventoryItem(component) then return end
if desitable.AmmoIfHas then
self:GiveAmmo(1, desitable.Primary.Ammo)
end
self:GiveEmptyWeapon(desiassembly)
self:SelectWeapon(desiassembly)
self:UpdateAltSelectedWeapon()
self:CenterNotify(COLOR_LIMEGREEN, translate.ClientGet(self, "crafting_successful"), color_white, " ("..desitable.PrintName..")")
end
if heldwepiitype then
self:TakeInventoryItem(heldclass)
else
heldwep:EmptyAll(true)
if heldwep.AmmoIfHas then
self:RemoveAmmo(1, heldwep.Primary.Ammo)
end
self:StripWeapon(heldclass)
end
self:SendLua("surface.PlaySound(\"buttons/lever"..math.random(5)..".wav\")")
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, desiassembly, "Crafts", 1)
end
function meta:DropInventoryItemByType(itype)
if GAMEMODE.ZombieEscape then return end
if not self:HasInventoryItem(itype) then return end
local ent = ents.Create("prop_invitem")
if ent:IsValid() then
ent:SetInventoryItemType(itype)
ent:Spawn()
ent.DroppedTime = CurTime()
self:TakeInventoryItem(itype)
self:UpdateAltSelectedWeapon()
return ent
end
end
function meta:DropAllInventoryItems()
local vPos = self:GetPos()
local vVel = self:GetVelocity()
local zmax = self:OBBMaxs().z * 0.75
for invitem, count in pairs(self:GetInventoryItems()) do
for i = 1, count do
local ent = self:DropInventoryItemByType(invitem)
if ent and ent:IsValid() then
ent:SetPos(vPos + Vector(math.Rand(-16, 16), math.Rand(-16, 16), math.Rand(2, zmax)))
ent:SetAngles(VectorRand():Angle())
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:AddAngleVelocity(Vector(math.Rand(-720, 720), math.Rand(-720, 720), math.Rand(-720, 720)))
phys:ApplyForceCenter(phys:GetMass() * (math.Rand(32, 328) * VectorRand():GetNormalized() + vVel))
end
end
end
end
end
function meta:GiveInventoryItemByType(itype, plyr)
if GAMEMODE.ZombieEscape then return end
if not self:HasInventoryItem(itype) then return end
if GAMEMODE:GetInventoryItemType(itype) == INVCAT_TRINKETS and plyr:HasInventoryItem(itype) then
self:CenterNotify(COLOR_RED, translate.ClientGet(self, "they_already_have_this_trinket"))
return
end
self:TakeInventoryItem(itype)
self:UpdateAltSelectedWeapon()
net.Start("zs_invgiven")
net.WriteString(itype)
net.WriteEntity(self)
net.Send(plyr)
plyr:AddInventoryItem(itype)
end
function GM:IsInventoryItem(item)
return self.ZSInventoryItemData[item]
end
function meta:GetInventoryItems()
return self.ZSInventory
end
function meta:HasInventoryItem(item)
return self.ZSInventory[item]
end