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

767 lines
19 KiB
Lua

local meta = FindMetaTable("Entity")
--[[local o = meta.SetCollisionGroup
function meta:SetCollisionGroup(g)
print(self, g)
debug.Trace()
o(self, g)
end]]
function meta:IsDoorLocked()
return self:GetSaveTable().m_bLocked
end
function meta:HealPlayer(pl, amount, pointmul, nobymsg, poisononly)
local healed, rmv = 0, 0
local health, maxhealth = pl:Health(), pl:IsSkillActive(SKILL_D_FRAIL) and math.floor(pl:GetMaxHealth() * 0.25) or pl:GetMaxHealth()
local missing_health = maxhealth - health
local poison = pl:GetPoisonDamage()
local bleed = pl:GetBleedDamage()
local healrec = (pl.HealingReceived or 1) - (pl:GetPhantomHealth() > 0.5 and 0.5 or 0) - (pl:GetStatus("sickness") and 0.5 or 0)
local healmul = self.MedicHealMul or 1
local multiplier = healmul + healrec - 1
local regamount = healmul * amount
amount = amount * multiplier
-- Heal bleed first.
if not poisononly and bleed > 0 then
rmv = math.min(amount, bleed)
pl:AddBleedDamage(-rmv)
healed = healed + rmv
amount = amount - rmv
end
-- Heal poison next.
if poison > 0 and amount > 0 then
rmv = math.min(amount, poison)
pl:AddPoisonDamage(-rmv)
healed = healed + rmv
amount = amount - rmv
end
-- Then heal missing health.
if not poisononly and missing_health > 0 and amount > 0 then
rmv = math.min(amount, missing_health)
pl:SetHealth(health + rmv)
healed = healed + rmv
amount = amount - rmv
end
pointmul = (pointmul or 1) / (math.max(healed, regamount) / regamount)
if healed > 0 and self:IsPlayer() then
gamemode.Call("PlayerHealedTeamMember", self, pl, healed, self:GetActiveWeapon(), pointmul, nobymsg, healed >= 10)
pl:SetPhantomHealth(math.max(0, pl:GetPhantomHealth() - healed))
end
return healed
end
local healthpropscalar = {
["models/props_c17/door01_left.mdl"] = 0.7
}
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
end
local mdl = string.lower(self:GetModel())
local scalar = healthpropscalar[mdl] or 1
return math.Clamp((mass * GAMEMODE.BarricadeHealthMassFactor + self:GetVolume() * GAMEMODE.BarricadeHealthVolumeFactor) * scalar, 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:FakePropBreak()
local ent = ents.Create("prop_physics")
if ent:IsValid() then
ent:SetModel(self:GetModel())
ent:SetMaterial(self:GetMaterial())
ent:SetAngles(self:GetAngles())
ent:SetPos(self:GetPos())
ent:SetSkin(self:GetSkin() or 0)
ent:SetColor(self:GetColor())
ent:Spawn()
ent:Fire("break", "", 0)
ent:Fire("kill", "", 0.1)
end
end
function meta:SetBarricadeHealth(m)
self:SetDTFloat(1, m)
end
function meta:SetMaxBarricadeHealth(m)
self:SetDTFloat(2, m)
end
function meta:SetBarricadeRepairs(m)
self:SetDTFloat(3, m)
end
function meta:GhostAllPlayersInMe(timeout, allowrepeat)
if not allowrepeat then
if self.GhostedBefore then return end
self.GhostedBefore = true
end
if self.PreHoldCollisionGroup and self.PreHoldCollisionGroup == COLLISION_GROUP_DEBRIS_TRIGGER then return end -- No need to ghost.
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)
return ent
end
end
function meta:AddUselessDamage(damage)
self.UselessDamage = (self.UselessDamage or 0) + damage
end
function meta:RemoveUselessDamage(damage)
if self.UselessDamage then
damage = math.min(self.UselessDamage, damage)
self.UselessDamage = self.UselessDamage - damage
return damage
end
return 0
end
function meta:ClearUselessDamage()
self.UselessDamage = nil
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
local param = ((tab.args == "") and args) or tab.args
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, param)
else
local inp = tab.input
timer.Simple(delay, function() if subent:IsValid() then subent:Input(inp, activator, caller, param) 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 3) * (not self.IgnorePackTimeMul and pl.DeployablePackTimeMul or 1))
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
if pl:Alive() and self:GetPos():DistToSqr(pl:GetPos()) <= 262144 then -- 512^2
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)
GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_ZOMBIECLASS, attacker:GetZombieClassTable().Name, "BarricadeDamage", 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
self.PBAttacker = ent
self.NPBAttacker = CurTime() + 5
end
self:OldSetPhysicsAttacker(ent)
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
-- Props that don't have barricade health yet might still be nailed to something.
local nails = self:GetLivingNails()
local isattach = false
for i, nail in ipairs(nails) do
isattach = self == nail:GetAttachEntity() or isattach
end
if self:GetBarricadeHealth() <= 0 and not isattach then return end
if not gamemode.Call("CanDamageNail", self, attacker, inflictor, damage, dmginfo) then
if dmginfo then
dmginfo:SetDamage(0)
dmginfo:SetDamageType(DMG_GENERIC)
end
return true
end
-- No physics damage to props. Stops ramming/thrown weapons damaging them.
if damage < 0 or dmginfo:GetDamageType() == DMG_CRUSH then
if dmginfo then
dmginfo:SetDamage(0)
end
return true
end
if self.ReinforceEnd and CurTime() < self.ReinforceEnd and self.ReinforceApplier and self.ReinforceApplier:IsValidLivingHuman() then
local applier = self.ReinforceApplier
local multi = 0.92
local dmgbefore = damage * 0.08
local points = dmgbefore / 8
dmginfo:SetDamage(dmginfo:GetDamage() * multi)
damage = damage * multi
applier.PropDef = (applier.PropDef or 0) + dmgbefore
applier:AddPoints(points)
end
if gamemode.Call("IsEscapeDoorOpen") then
local multi = gamemode.Call("GetEscapeStage") * 1.5
dmginfo:SetDamage(dmginfo:GetDamage() * multi)
damage = damage * multi
end
self:ResetLastBarricadeAttacker(attacker, dmginfo)
if #nails <= 0 then return end
if attacker:IsPlayer() then
-- :O)
if attacker.SpawnProtection then
damage = damage * 5
dmginfo:SetDamage(damage)
self:AddUselessDamage(damage)
end
GAMEMODE:DamageFloater(attacker, self, dmginfo:GetDamagePosition(), dmginfo:GetDamage())
end
self:SetBarricadeHealth(self:GetBarricadeHealth() - damage)
for i, nail in ipairs(nails) do
nail:OnDamaged(damage, attacker, inflictor, dmginfo)
end
-- No points for repairing damage from fire, trigger_hurt, etc.
if not attacker:IsZombie() then
self:AddUselessDamage(damage)
end
attacker.LastBarricadeHit = CurTime()
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, nil, nil, true)
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:NumLivingNails()
local amount = 0
if self.Nails then
for _, nail in pairs(self.Nails) do
if nail and nail:IsValid() and nail:GetNailHealth() > 0 then
amount = amount + 1
end
end
end
return amount
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
if ent and ent ~= filter and ent.Nails and ent:IsValid() then
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, forceremoveconstraint)
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
if not forceremoveconstraint then
for _, othernail in pairs(ents.FindByClass("prop_nail")) do
if othernail ~= nail and not nail.m_IsRemoving and othernail:GetNailConstraint():IsValid() and othernail:GetNailConstraint() == cons then
othernails = othernails + 1
end
end
end
-- Only remove the constraint if it's the last nail.
if othernails == 0 and cons:IsValid() then
if self.PropHealth and self:GetBarricadeHealth() > 0 then
local repairs_frac = self:GetBarricadeRepairs() / self:GetMaxBarricadeRepairs()
if repairs_frac < 0.5 then
self.PropHealth = math.min(self.PropHealth, self:GetBarricadeHealth())
local brit = math.Clamp(self.PropHealth / self.TotalHealth, 0, 1)
local col = self:GetColor()
col.r = 255
col.g = 255 * brit
col.b = 255 * brit
self:SetColor(col)
end
end
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
self:RecalculateNailBonuses()
self:CollisionRulesChanged()
if ent2 and ent2:IsValid() then
ent2:CollisionRulesChanged()
end
return true
end
function meta:RemoveNextFrame(time)
self.Removing = true
self:Fire("kill", "", time or 0.01)
end
local function barricadetimer(self, timername)
if self:IsValid() then
for _, e in pairs(ents.FindInBox(self:WorldSpaceAABB())) do
if e and e:IsValid() and e:IsPlayer() and e:Alive() then
return
end
end
self.IsBarricadeObject = nil
self:CollisionRulesChanged()
end
timer.Remove(timername)
end
function meta:TemporaryBarricadeObject()
if self.IsBarricadeObject then return end
for _, e in pairs(ents.FindInBox(self:WorldSpaceAABB())) do
if e and e:IsValid() and e:IsPlayer() and e:Alive() then
self.IsBarricadeObject = true
self:CollisionRulesChanged()
local timername = "TemporaryBarricadeObject"..self:GetCreationID()
timer.Create(timername, 0, 0, function() barricadetimer(self, timername) end)
return
end
end
end
function meta:RecalculateNailBonuses()
local max_health = self:GetMaxBarricadeHealth()
if max_health == 0 then return end
local num_extra_nails = math.Clamp(self:NumLivingNails() - 1, 0, 3)
local repairs_frac = self:GetBarricadeRepairs() / self:GetMaxBarricadeRepairs()
self.OriginalMaxHealth = self.OriginalMaxHealth or max_health
self.OriginalMaxBarricadeRepairs = self.OriginalMaxBarricadeRepairs or max_repairs
local health = self:GetBarricadeHealth()
local new_max_health = self.OriginalMaxHealth + num_extra_nails * GAMEMODE.ExtraHealthPerExtraNail
self:SetMaxBarricadeHealth(new_max_health)
self:SetBarricadeHealth(health / max_health * new_max_health)
self:SetBarricadeRepairs(repairs_frac * self:GetMaxBarricadeRepairs())
end
function meta:SetupDeployableSkillHealth(extramodifier)
local owner = self:GetObjectOwner()
local newmaxhealth = self.MaxHealth or self:GetMaxObjectHealth()
local currentmaxhealth = self:GetMaxObjectHealth()
if owner:IsValid() then
newmaxhealth = newmaxhealth * owner:GetTotalAdditiveModifier("DeployableHealthMul", extramodifier)
end
newmaxhealth = math.ceil(newmaxhealth)
self:SetMaxObjectHealth(newmaxhealth)
self:SetObjectHealth(self:GetObjectHealth() / currentmaxhealth * newmaxhealth)
end
function meta:DealProjectileTraceDamage(damage, tr, owner)
local ent = tr.Entity
local damageinfo = DamageInfo()
damageinfo:SetDamageType(DMG_BULLET)
damageinfo:SetDamage(damage)
damageinfo:SetDamagePosition(tr.HitPos)
damageinfo:SetAttacker(owner)
damageinfo:SetInflictor(self:ProjectileDamageSource())
local vel
if ent:IsPlayer() then
ent:SetLastHitGroup(tr.HitGroup)
if tr.HitGroup == HITGROUP_HEAD then
ent:SetWasHitInHead()
end
vel = ent:GetVelocity()
end
ent:DispatchTraceAttack(damageinfo, tr, tr.Normal)
if vel and ent:IsPlayer() and owner ~= ent then
ent:SetLocalVelocity(vel)
end
end
GM.ProjectileThickness = 3
function meta:ProjectileTraceAhead(phys)
if not self.Touched then
local vel = self.PreVel or phys:GetVelocity()
if self.PreVel then self.PreVel = nil end
local velnorm = vel:GetNormalized()
local ahead = (vel:LengthSqr() * FrameTime()) / 1200
local fwd = velnorm * ahead
local start = self:GetPos() - fwd
local side = vel:Angle():Right() * GAMEMODE.ProjectileThickness
local proj_trace = {mask = MASK_SHOT, filter = {self, team.GetPlayers(TEAM_HUMAN)}}
proj_trace.start = start - side
proj_trace.endpos = start - side + fwd
local tr = util.TraceLine(proj_trace)
proj_trace.start = start + side
proj_trace.endpos = start + side + fwd
local tr2 = util.TraceLine(proj_trace)
local trs = {tr, tr2}
for _, trace in pairs(trs) do
if trace.Entity then
local ent = trace.Entity
if ent:IsValidLivingZombie() or ent.ZombieConstruction then
self.Touched = trace
end
break
end
end
end
end
-- Cache invisible entities every so often, for TrueVisible functions. Fixes a few issues and improves performance.
GM.CachedInvisibleEntities = {}
timer.Create("CachedInvisibleEntities", 1, 0, function()
if not GAMEMODE then return end
GAMEMODE.CachedInvisibleEntities = {}
local invisents = player.GetAll()
for _, ent in pairs(ents.GetAll()) do
if ent.IgnoreTraces or ent.NoBlockExplosions then
invisents[#invisents + 1] = ent
end
end
GAMEMODE.CachedInvisibleEntities = invisents
end)