e9da54c2f9
Too many changes to list.
137 lines
3.3 KiB
Lua
137 lines
3.3 KiB
Lua
GM.VaultFolder = "zombiesurvival_vault"
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GM.SkillTreeVersion = 1
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function GM:ShouldSaveVault(pl)
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-- Always push accumulated points in to the vault if we have any.
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if pl:IsBot() then return false end
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if self.PointSaving > 0 and pl.PointsVault ~= nil then
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return true
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end
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if pl:GetZSXP() > 0 or pl:GetZSSPUsed() > 0 or pl:GetZSRemortLevel() > 0 then
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return true
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end
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return false
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end
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function GM:ShouldLoadVault(pl)
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return not pl:IsBot()
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end
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--[[function GM:ShouldUseVault(pl)
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return not self.ZombieEscape and not self:IsClassicMode()
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end]]
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function GM:GetVaultFile(pl)
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local steamid = pl:SteamID64() or "invalid"
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return self.VaultFolder.."/"..steamid:sub(-2).."/"..steamid..".txt"
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end
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function GM:SaveAllVaults()
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for _, pl in pairs(player.GetAll()) do
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self:SaveVault(pl)
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end
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end
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function GM:InitializeVault(pl)
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pl.PointsVault = 0
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pl:SetZSXP(0)
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end
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function GM:LoadVault(pl)
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if not self:ShouldLoadVault(pl) then return end
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local filename = self:GetVaultFile(pl)
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if file.Exists(filename, "DATA") then
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local contents = file.Read(filename, "DATA")
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if contents and #contents > 0 then
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contents = Deserialize(contents)
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if contents then
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pl.PointsVault = contents.Points
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if contents.RemortLevel then
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pl:SetZSRemortLevel(contents.RemortLevel)
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end
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if contents.XP then
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pl:SetZSXP(contents.XP)
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end
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if contents.UnlockedSkills then
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pl:SetUnlockedSkills(util.DecompressBitTable(contents.UnlockedSkills), true)
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end
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if contents.DesiredActiveSkills then
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pl:SetDesiredActiveSkills(util.DecompressBitTable(contents.DesiredActiveSkills), true)
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end
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if contents.NextSkillReset then
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pl.NextSkillReset = contents.NextSkillReset
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end
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if not contents.Version or contents.Version < self.SkillTreeVersion then
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pl:SkillsReset()
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pl.SkillsRefunded = true
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end
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pl.SkillVersion = self.SkillTreeVersion
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end
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end
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end
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pl.PointsVault = pl.PointsVault or 0
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end
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function GM:PlayerReadyVault(pl)
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local unlocked = pl:GetUnlockedSkills()
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local desired = pl:GetDesiredActiveSkills()
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local active = pl:GetActiveSkills()
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net.Start("zs_skills_init")
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self:WriteSkillBits(unlocked)
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self:WriteSkillBits(desired)
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-- Send this if any key exists.
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for k in pairs(active) do
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net.WriteBool(true)
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self:WriteSkillBits(active)
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net.Send(pl)
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return
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end
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net.WriteBool(false)
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net.Send(pl)
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if pl.NextSkillReset then
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local time = os.time()
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if time < pl.NextSkillReset then
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net.Start("zs_skills_nextreset")
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net.WriteUInt(pl.NextSkillReset - time, 32)
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net.Send(pl)
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end
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end
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end
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function GM:SaveVault(pl)
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if not self:ShouldSaveVault(pl) then return end
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local tosave = {
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Points = math.floor(pl.PointsVault),
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XP = pl:GetZSXP(),
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RemortLevel = pl:GetZSRemortLevel(),
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DesiredActiveSkills = util.CompressBitTable(pl:GetDesiredActiveSkills()),
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UnlockedSkills = util.CompressBitTable(pl:GetUnlockedSkills()),
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Version = pl.SkillVersion or self.SkillTreeVersion
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}
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if pl.NextSkillReset and os.time() < pl.NextSkillReset then
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tosave.NextSkillReset = pl.NextSkillReset
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end
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if tosave.Points and self.PointSavingLimit > 0 and tosave.Points > self.PointSavingLimit then
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tosave.Points = self.PointSavingLimit
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end
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local filename = self:GetVaultFile(pl)
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file.CreateDir(string.GetPathFromFilename(filename))
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file.Write(filename, Serialize(tosave))
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end
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