zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/sv_zombieescape.lua

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2014-10-02 08:49:54 +08:00
AddCSLuaFile("cl_zombieescape.lua")
AddCSLuaFile("sh_zombieescape.lua")
include("sh_zombieescape.lua")
if not GM.ZombieEscape then return end
table.insert(GM.CleanupFilter, "func_brush")
table.insert(GM.CleanupFilter, "env_global")
table.insert(GM.CleanupFilter, "info_player_terrorist")
table.insert(GM.CleanupFilter, "info_player_counterterrorist")
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-- We need to fix these important entities.
hook.Add("EntityKeyValue", "zombieescape", function(ent, key, value)
-- The teamid for Terrorist and Counter Terrorist is different than Zombie and Human in ZS.
if ent:GetClass() == "filter_activator_team" and not ent.ZEFix then
if string.lower(key) == "filterteam" then
if value == "2" then
ent.ZEFix = tostring(TEAM_UNDEAD)
elseif value == "3" then
ent.ZEFix = tostring(TEAM_HUMAN)
end
end
return true
end
-- Some maps have brushes that regenerate or set health to dumb values. We don't want them. Although this can break maps I can't think of a way to remove the output instead.
if (ent:GetClass() == "trigger_multiple" or ent:GetClass() == "trigger_once") and string.find(string.lower(value), "%!.*%,.+%,health") then
ent.ZEDelete = true
end
end)
hook.Add("InitPostEntityMap", "zombieescape", function(fromze)
for _, ent in pairs(ents.FindByClass("filter_activator_team")) do
if ent.ZEFix then
ent:SetKeyValue("filterteam", ent.ZEFix)
end
end
for _, ent in pairs(ents.GetAll()) do
if ent and ent.ZEDelete and ent:IsValid() then
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ent:Remove()
end
end
-- Forced dynamic spawning.
-- It'd be pretty damn boring for the zombies with it off since there's only one spawn usually.
GAMEMODE.DynamicSpawning = true
if not fromze then
GAMEMODE:SetRedeemBrains(0)
if GAMEMODE.CurrentRound <= 1 then
GAMEMODE:SetWaveStart(CurTime() + GAMEMODE.WaveZeroLength + 30) -- 30 extra seconds for late joiners
else
GAMEMODE:SetWaveStart(CurTime() + GAMEMODE.ZE_FreezeTime + 5)
end
end
end)
hook.Add("PlayerSpawn", "zombieescape", function(pl)
timer.Simple(0, function()
if not pl:IsValid() then return end
if GAMEMODE:GetWave() == 0 and not GAMEMODE:GetWaveActive() and (pl:Team() == TEAM_UNDEAD or CurTime() < GAMEMODE:GetWaveStart() - GAMEMODE.ZE_FreezeTime) then
pl.ZEFreeze = true
pl:Freeze(true)
pl:GodEnable()
end
end)
end)
-- In ze_ the winning condition is when all players on the zombie team are dead at the exact same time.
-- Usually set on by a trigger_hurt that takes over the entire map.
-- So if all living zombies get killed at the same time from a trigger_hurt that did massive damage, we end the round in favor of the humans.
-- But in order to do that we have to force zombies to spawn. Which is shitty.
hook.Add("OnWaveStateChanged", "zombieescape", function()
if GAMEMODE:GetWave() == 1 and GAMEMODE:GetWaveActive() then
for _, pl in pairs(player.GetAll()) do
pl:Freeze(false)
pl:GodDisable()
end
end
end)
local CheckTime
local FreezeTime = true
local NextDamage = 0
hook.Add("Think", "zombieescape", function()
if GAMEMODE:GetWave() == 0 then
if FreezeTime and CurTime() >= GAMEMODE:GetWaveStart() - GAMEMODE.ZE_FreezeTime then
FreezeTime = false
game.CleanUpMap(false, GAMEMODE.CleanupFilter)
gamemode.Call("InitPostEntityMap", true)
for _, pl in pairs(team.GetPlayers(TEAM_HUMAN)) do
pl.ZEFreeze = nil
pl:Freeze(false)
pl:GodDisable()
local ent = GAMEMODE:PlayerSelectSpawn(pl)
if IsValid(ent) then
pl:SetPos(ent:GetPos())
end
end
end
return
end
FreezeTime = true
if CurTime() >= GAMEMODE:GetWaveStart() + GAMEMODE.ZE_TimeLimit and CurTime() >= NextDamage then
NextDamage = CurTime() + 1
for _, pl in pairs(team.GetPlayers(TEAM_HUMAN)) do
pl:TakeDamage(5)
end
end
local undead = team.GetPlayers(TEAM_UNDEAD)
if #undead == 0 then return end
for _, pl in pairs(undead) do
if not pl.KilledByTriggerHurt or CurTime() > pl.KilledByTriggerHurt + 12 then
CheckTime = nil
return
end
end
CheckTime = CheckTime or (CurTime() + 2.5)
if CheckTime and CurTime() >= CheckTime then
gamemode.Call("EndRound", TEAM_HUMAN)
end
end)
hook.Add("DoPlayerDeath", "zombieescape", function(pl, attacker, dmginfo)
pl.KilledPos = pl:GetPos()
if pl:Team() == TEAM_UNDEAD then
if attacker:IsValid() and attacker:GetClass() == "trigger_hurt" --[[and dmginfo:GetDamage() >= 1000]] then
pl.KilledByTriggerHurt = CurTime()
pl.NextSpawnTime = CurTime() + 10
elseif GAMEMODE.RoundEnded then
pl.NextSpawnTime = CurTime() + 9999
else
pl.NextSpawnTime = CurTime() + 5
end
end
end)