e9da54c2f9
Too many changes to list.
281 lines
7.2 KiB
Lua
281 lines
7.2 KiB
Lua
include("registry.lua")
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-- These are inverse functions of eachother!
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function GM:LevelForXP(xp)
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--return math.floor(1 + 1 * math.sqrt(xp))
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return math.floor(1 + 0.25 * math.sqrt(xp))
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end
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function GM:XPForLevel(level)
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--return level * level - 2 * level + 1
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return 16 * level * level - 32 * level + 16
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end
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function GM:ProgressForXP(xp)
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local current_level = self:LevelForXP(xp)
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if current_level >= self.MaxLevel then return 1 end
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local current_level_xp = self:XPForLevel(current_level)
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local next_level_xp = self:XPForLevel(current_level + 1)
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return (xp - current_level_xp) / (next_level_xp - current_level_xp)
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end
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GM.MaxLevel = 50
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GM.MaxXP = GM:XPForLevel(GM.MaxLevel)
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-- Makes sure all skill connections are double linked
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function GM:FixSkillConnections()
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for skillid, skill in pairs(self.Skills) do
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for connectid, _ in pairs(skill.Connections) do
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local otherskill = self.Skills[connectid]
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if otherskill and not otherskill.Connections[skillid] then
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otherskill.Connections[skillid] = true
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end
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end
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end
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end
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function GM:SkillIsNeighbor(skillid, otherskillid)
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local myskill = self.Skills[skillid]
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return myskill ~= nil and self.Skills[otherskillid] ~= nil and myskill.Connections[otherskillid]
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end
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function GM:SkillCanUnlock(pl, skillid, skilllist)
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local skill = self.Skills[skillid]
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if skill then
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if skill.RemortLevel and pl:GetZSRemortLevel() < skill.RemortLevel then
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return false
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end
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local connections = skill.Connections
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if connections[SKILL_NONE] then
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return true
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end
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for _, myskillid in pairs(skilllist) do
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if connections[myskillid] then
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return true
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end
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end
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end
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return false
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end
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local meta = FindMetaTable("Player")
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if not meta then return end
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function meta:IsSkillUnlocked(skillid)
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return table.HasValue(self:GetUnlockedSkills(), skillid)
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end
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function meta:SkillCanUnlock(skillid)
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return GAMEMODE:SkillCanUnlock(self, skillid, self:GetUnlockedSkills())
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end
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function meta:IsSkillDesired(skillid)
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return table.HasValue(self:GetDesiredActiveSkills(), skillid)
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end
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function meta:IsSkillActive(skillid)
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return self:GetActiveSkills()[skillid]-- == true
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end
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function meta:HasTrinket(trinket)
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return self:HasInventoryItem("trinket_" .. trinket)
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end
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function meta:CreateTrinketStatus(status)
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for _, ent in pairs(ents.FindByClass("status_" .. status)) do
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if ent:GetOwner() == self then return end
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end
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local ent = ents.Create("status_" .. status)
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if ent:IsValid() then
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ent:SetPos(self:EyePos())
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ent:SetParent(self)
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ent:SetOwner(self)
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ent:Spawn()
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end
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end
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function meta:ApplyAssocModifiers(assoc)
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local skillmodifiers = {}
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local gm_modifiers = GAMEMODE.SkillModifiers
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for skillid in pairs(assoc) do
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local modifiers = gm_modifiers[skillid]
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if modifiers then
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for modid, amount in pairs(modifiers) do
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skillmodifiers[modid] = (skillmodifiers[modid] or 0) + amount
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end
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end
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end
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for modid, func in pairs(GAMEMODE.SkillModifierFunctions) do
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func(self, skillmodifiers[modid] or 0)
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end
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end
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-- These are done on human spawn.
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function meta:ApplySkills(override)
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if GAMEMODE.ZombieEscape or GAMEMODE.ClassicMode then return end -- Skills not used on these modes
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local allskills = GAMEMODE.Skills
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local desired = override or self:Alive() and self:Team() == TEAM_HUMAN and self:GetDesiredActiveSkills() or {}
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local current_active = self:GetActiveSkills()
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local desired_assoc = table.ToAssoc(desired)
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-- Do we even have these skills unlocked?
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if not override then
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for skillid in pairs(desired_assoc) do
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if not self:IsSkillUnlocked(skillid) or allskills[skillid] and allskills[skillid].Disabled then
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desired_assoc[skillid] = nil
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end
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end
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end
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self:ApplyAssocModifiers(desired_assoc)
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-- All skill function states can easily be kept track of.
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local funcs
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local gm_functions = GAMEMODE.SkillFunctions
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for skillid in pairs(allskills) do
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funcs = gm_functions[skillid]
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if funcs then
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if current_active[skillid] and not desired_assoc[skillid] then -- On but we want it off.
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for _, func in pairs(funcs) do
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func(self, false)
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end
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elseif desired_assoc[skillid] and not current_active[skillid] then -- Off but we want it on.
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for _, func in pairs(funcs) do
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func(self, true)
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end
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end -- Otherwise it's already in the state we want.
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end
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end
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-- Store and sync with client.
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self:SetActiveSkills(desired_assoc, not self.PlayerReady)
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if SERVER and self.ExtraStartingWorth ~= self.LastSentESW then
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self.LastSentESW = self.ExtraStartingWorth
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net.Start("zs_extrastartingworth")
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net.WriteUInt(self.ExtraStartingWorth, 16)
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net.Send(self)
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end
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end
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-- For trinkets, these apply after your skills, and they need to work differently so they can't be used to "update" your skills midgame.
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function meta:ApplyTrinkets(override)
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if GAMEMODE.ZombieEscape or GAMEMODE.ClassicMode then return end -- Skills not used on these modes
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local allskills = GAMEMODE.Skills
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local current_active = self:GetActiveSkills()
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local real_assoc = table.ToAssoc(current_active)
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if not override then
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for skillid, skilltbl in pairs(allskills) do
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if skilltbl.Trinket then
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local hastrinket = self:HasTrinket(skilltbl.Trinket)
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real_assoc[skillid] = hastrinket and true or nil
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if SERVER then
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if skilltbl.PairedWeapon then
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local pairedwep = "weapon_zs_t_"..skilltbl.Trinket
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if hastrinket and not self:HasWeapon(pairedwep) then
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self:Give(pairedwep)
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elseif not hastrinket and self:HasWeapon(pairedwep) then
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self:StripWeapon(pairedwep)
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end
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end
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if hastrinket and skilltbl.Status then
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self:CreateTrinketStatus(skilltbl.Status)
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end
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end
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end
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end
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end
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self:ApplyAssocModifiers(real_assoc)
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local funcs
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local gm_functions = GAMEMODE.SkillFunctions
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for skillid in pairs(allskills) do
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funcs = gm_functions[skillid]
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if funcs then
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if not real_assoc[skillid] then -- On but we want it off.
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for _, func in pairs(funcs) do
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func(self, false)
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end
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elseif real_assoc[skillid] then -- Off but we want it on.
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for _, func in pairs(funcs) do
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func(self, true)
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end
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end
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end
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end
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end
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function meta:CanSkillsRemort()
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return self:GetZSLevel() >= GAMEMODE.MaxLevel
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end
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meta.CanSkillRemort = meta.CanSkillsRemort
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function meta:SetSkillActive(skillid, active, nosend)
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local skills = table.ToAssoc(self:GetActiveSkills())
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skills[active] = active
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self:SetActiveSkills(skills, nosend)
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end
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function meta:GetZSLevel()
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return math.floor(GAMEMODE:LevelForXP(self:GetZSXP()))
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end
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function meta:GetZSRemortLevel()
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return self:GetDTInt(DT_PLAYER_INT_REMORTLEVEL)
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end
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function meta:GetZSRemortLevelGraded()
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return math.floor(self:GetZSRemortLevel() / 4)
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end
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function meta:GetZSXP()
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return self:GetDTInt(DT_PLAYER_INT_XP)
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end
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function meta:GetZSSPUsed()
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return #self:GetUnlockedSkills()
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end
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function meta:GetZSSPRemaining()
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return self:GetZSSPTotal() - self:GetZSSPUsed()
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end
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function meta:GetZSSPTotal()
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return self:GetZSLevel() + self:GetZSRemortLevel()
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end
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function meta:GetDesiredActiveSkills()
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return self.DesiredActiveSkills or {}
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end
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function meta:GetActiveSkills()
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return self.ActiveSkills or {}
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end
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function meta:GetUnlockedSkills()
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return self.UnlockedSkills or {}
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end
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function meta:GetTotalAdditiveModifier(...)
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local totalmod = 1
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for i, modifier in ipairs({...}) do
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totalmod = totalmod + (self[modifier] or 1) - 1
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end
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return totalmod
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end
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