zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/vault/server.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

137 lines
3.3 KiB
Lua

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