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

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local meta = FindMetaTable("Entity")
if not meta then return end
function meta:GetDefaultBarricadeHealth()
local mass = 2
if self._OriginalMass then
mass = self._OriginalMass
else
local phys = self:GetPhysicsObject()
if phys:IsValid() then
mass = phys:GetMass()
end
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end
return math.Clamp(mass * GAMEMODE.BarricadeHealthMassFactor + self:GetVolume() * GAMEMODE.BarricadeHealthVolumeFactor, GAMEMODE.BarricadeHealthMin, GAMEMODE.BarricadeHealthMax)
end
function meta:HitFence(data, phys)
local pos = phys:GetPos()
local vel = data.OurOldVelocity
local endpos = data.HitPos + vel:GetNormalized()
if util.TraceLine({start = pos, endpos = endpos, mask = MASK_SOLID, filter = self}).Hit and not util.TraceLine({start = pos, endpos = endpos, mask = MASK_SHOT, filter = self}).Hit then -- Essentially hit a fence or passable object.
self:SetPos(data.HitPos)
phys:SetPos(data.HitPos)
phys:SetVelocityInstantaneous(vel)
return true
end
return false
end
function meta:GhostAllPlayersInMe(timeout, allowrepeat)
if not allowrepeat then
if self.GhostedBefore then return end
self.GhostedBefore = true
end
local ent = ents.Create("point_propnocollide")
if ent:IsValid() then
ent:SetPos(self:GetPos())
ent:Spawn()
if timeout then
ent:SetTimeOut(CurTime() + timeout)
end
ent:SetTeam(TEAM_HUMAN)
ent:SetProp(self)
end
end
local function SortItems(a, b)
if a.CleanupPriority == b.CleanupPriority then
return a.Created < b.Created
end
return a.CleanupPriority < b.CleanupPriority
end
local function CheckItemCreated(self)
if not self:IsValid() or self.PlacedInMap then return end
local tab = {}
for _, ent in pairs(ents.FindByClass("prop_ammo")) do
if not ent.PlacedInMap then
table.insert(tab, ent)
end
end
for _, ent in pairs(ents.FindByClass("prop_weapon")) do
if not ent.PlacedInMap then
table.insert(tab, ent)
end
end
if #tab > GAMEMODE.MaxDroppedItems then
table.sort(tab, SortItems)
for i = 1, GAMEMODE.MaxDroppedItems do
tab[i]:Remove()
end
end
end
function meta:ItemCreated()
self.Created = self.Created or CurTime()
timer.Simple(0, function() CheckItemCreated(self) end)
end
function meta:FireOutput(outpt, activator, caller, args)
local intab = self[outpt]
if intab then
for key, tab in pairs(intab) do
for __, subent in pairs(self:FindByNameHammer(tab.entityname, activator, caller)) do
local delay = tonumber(tab.delay)
if delay == nil or delay <= 0 then
subent:Input(tab.input, activator, caller, tab.args)
else
local inp = tab.input
local args = tab.args
timer.Simple(delay, function() if subent:IsValid() then subent:Input(inp, activator, caller, args) end end)
end
end
end
end
end
function meta:AddOnOutput(key, value)
self[key] = self[key] or {}
local tab = string.Explode(",", value)
table.insert(self[key], {entityname=tab[1], input=tab[2], args=tab[3], delay=tab[4], reps=tab[5]})
end
function meta:FindByNameHammer(name, activator, caller)
if name == "!self" then return {self} end
if name == "!activator" then return {activator} end
if name == "!caller" then return {caller} end
return ents.FindByName(name)
end
function meta:IsNailed()
if self:IsValid() and self.Nails then -- In case we're the world.
for _, nail in pairs(self.Nails) do
if nail and nail:IsValid() and (nail:GetAttachEntity() == self or nail:GetBaseEntity() == self) then
return true
end
end
end
return false
end
function meta:IsNailedToWorld(hierarchy)
if self:IsNailed() then
for _, nail in pairs(self.Nails) do
if nail:GetAttachEntity():IsWorld() then
return true
end
end
end
if hierarchy then
for _, ent in pairs(self:GetAllConstrainedEntities()) do
if ent ~= self and ent:IsValid() and ent:IsNailedToWorld() then return true end
end
end
return false
end
function meta:IsNailedToWorldHierarchy()
return self:IsNailedToWorld(true)
end
function meta:GetNailFrozen()
return self.m_NailFrozen
end
meta.IsNailFrozen = meta.GetNailFrozen
function meta:SetNailFrozen(frozen)
if frozen then
local phys = self:GetPhysicsObject()
if phys:IsValid() and phys:IsMoveable() then
self.m_NailFrozen = true
phys:EnableMotion(false)
end
elseif self:IsNailFrozen() then
local phys = self:GetPhysicsObject()
if phys:IsValid() then
self.m_NailFrozen = false
phys:EnableMotion(true)
phys:Wake()
end
end
end
function constraint.GetAllConstrainedEntitiesOrdered(ent)
local allcons = constraint.GetAllConstrainedEntities(ent)
local tab = {}
if allcons then
for k, v in pairs(allcons) do
table.insert(tab, v)
end
end
return tab
end
function meta:GetAllConstrainedEntities()
local allcons = constraint.GetAllConstrainedEntitiesOrdered(self)
if not allcons or #allcons == 0 then
return {self}
end
return allcons
end
function meta:PackUp(pl)
if not self.CanPackUp then return end
local cur = pl:GetStatus("packup")
if cur and cur:IsValid() then return end
local status = pl:GiveStatus("packup")
if status:IsValid() then
status:SetPackUpEntity(self)
status:SetEndTime(CurTime() + (self.PackUpTime or 4))
if self.GetObjectOwner then
local owner = self:GetObjectOwner()
if owner:IsValid() and owner:Team() == TEAM_HUMAN and owner ~= pl and not gamemode.Call("PlayerIsAdmin", pl) then
status:SetNotOwner(true)
end
end
end
end
function meta:GetPropsInContraption()
local allcons = constraint.GetAllConstrainedEntities(self)
if not allcons or #allcons == 0 then
return 1
end
return #allcons
end
function meta:HumanNearby()
for _, pl in pairs(team.GetPlayers(TEAM_HUMAN)) do
local plpos = pl:GetPos()
if pl:Alive() and self:NearestPoint(plpos):Distance(plpos) <= 512 then
return true
end
end
end
function meta:ResetLastBarricadeAttacker(attacker, dmginfo)
if attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD then
self.m_LastDamagedByZombie = CurTime()
if self:HumanNearby() then
local dmg = math.ceil(dmginfo:GetDamage())
attacker.BarricadeDamage = attacker.BarricadeDamage + dmg
if attacker.LifeBarricadeDamage ~= nil then
attacker:AddLifeBarricadeDamage(dmg)
end
if attacker:GetZombieClassTable().Name == "Crow" then
attacker.CrowBarricadeDamage = attacker.CrowBarricadeDamage + dmg
end
end
end
end
meta.OldSetPhysicsAttacker = meta.SetPhysicsAttacker
function meta:SetPhysicsAttacker(ent)
if string.sub(self:GetClass(), 1, 12) == "func_physbox" and ent:IsValid() then
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self.PBAttacker = ent
self.NPBAttacker = CurTime() + 1
end
self:OldSetPhysicsAttacker(ent)
end
local function randomsort(a, b)
return a.rand < b.rand
end
local function randomize(t)
for k, v in pairs(t) do v.rand = math.Rand(0, 1) end
table.sort(t, randomsort)
end
-- Return true to override default behavior.
function meta:DamageNails(attacker, inflictor, damage, dmginfo)
if not self:IsNailed() or self.m_NailsDontAbsorb then return end
if self:GetBarricadeHealth() <= 0 then return end
if not gamemode.Call("CanDamageNail", self, attacker, inflictor, damage, dmginfo) then
if dmginfo then
dmginfo:SetDamage(0)
dmginfo:SetDamageType(DMG_BULLET)
end
return true
end
if damage < 0 then
if dmginfo then
dmginfo:SetDamage(0)
end
return true
end
self:ResetLastBarricadeAttacker(attacker, dmginfo)
local nails = self:GetLivingNails()
if #nails <= 0 then return end
self:SetBarricadeHealth(self:GetBarricadeHealth() - damage)
for i, nail in ipairs(nails) do
nail:OnDamaged(damage, attacker, inflictor, dmginfo)
end
if attacker:IsPlayer() then
GAMEMODE:DamageFloater(attacker, self, dmginfo)
end
if dmginfo then dmginfo:SetDamage(0) end
if self:GetBarricadeHealth() <= 0 then
if self:GetModel() ~= "" and self:GetModel() ~= "models/error.mdl" then
if self:GetName() == "" and self:GetVolume() < 100 then
self:Fire("break", "", 0.01)
self:Fire("kill", "", 0.05)
else
local ent = ents.Create("env_propbroken")
if ent:IsValid() then
ent:Spawn()
ent:AttachTo(self)
end
end
end
for _, nail in pairs(nails) do
self:RemoveNail(nail)
end
end
return true
end
function meta:GetNails()
local tab = {}
if self.Nails then
for _, nail in pairs(self.Nails) do
if nail and nail:IsValid() then
table.insert(tab, nail)
end
end
end
return tab
end
function meta:GetLivingNails()
local tab = {}
if self.Nails then
for _, nail in pairs(self.Nails) do
if nail and nail:IsValid() and nail:GetNailHealth() > 0 then
table.insert(tab, nail)
end
end
end
return tab
end
function meta:GetFirstNail()
if self.Nails then
for i, nail in ipairs(self.Nails) do
if nail and nail:IsValid() and not nail:GetAttachEntity():IsValid() then return nail end
end
for i, nail in ipairs(self.Nails) do
if nail and nail:IsValid() then return nail end
end
end
end
local function GetNailOwner(nail, filter)
for _, ent in pairs(ents.GetAll()) do
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if ent and ent ~= filter and ent.Nails and ent:IsValid() then
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for __, n in pairs(ent.Nails) do
if n == nail then
return ent
end
end
end
end
return game.GetWorld()
end
function meta:RemoveNail(nail, dontremoveentity, removedby)
if not self:IsNailed() then return end
if not nail then
nail = self:GetFirstNail()
end
if not nail or not nail:IsValid() then return end
local cons = nail:GetNailConstraint()
local othernails = 0
for _, othernail in pairs(ents.FindByClass("prop_nail")) do
if othernail ~= nail and othernail:GetNailConstraint():IsValid() and othernail:GetNailConstraint() == cons then
othernails = othernails + 1
end
end
-- Only remove the constraint if it's the last nail.
if othernails == 0 and cons:IsValid() then
cons:Remove()
end
local ent2 = GetNailOwner(nail, self)
for i, n in ipairs(self.Nails) do
if n == nail then
table.remove(self.Nails, i)
break
end
end
if ent2 and ent2.Nails then
for i, n in ipairs(ent2.Nails) do
if n == nail then
table.remove(ent2.Nails, i)
ent2:TemporaryBarricadeObject()
break
end
end
end
self:TemporaryBarricadeObject()
gamemode.Call("OnNailRemoved", nail, self, ent2, removedby)
if not dontremoveentity then
nail:Remove()
nail.m_IsRemoving = true
end
return true
end