e9da54c2f9
Too many changes to list.
182 lines
5 KiB
Lua
182 lines
5 KiB
Lua
INC_SERVER()
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SWEP.NextMessage = 0
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function SWEP:SendMessage(msg, friendly)
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if CurTime() >= self.NextMessage then
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self.NextMessage = CurTime() + 2
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self:GetOwner():CenterNotify(friendly and COLOR_GREEN or COLOR_RED, translate.ClientGet(self:GetOwner(), msg))
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end
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end
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function SWEP:BuildingThink()
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local owner = self:GetOwner()
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local allzombies = team.GetPlayers(TEAM_UNDEAD)
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local pos = owner:WorldSpaceCenter()
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local ang = owner:EyeAngles()
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ang.pitch = 0
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ang.roll = 0
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local forward = ang:Forward()
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local right = ang:Right()
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local endpos = pos + forward * 32
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local tr = util.TraceLine({start = pos, endpos = endpos, filter = allzombies, mask = MASK_PLAYERSOLID})
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local trent = tr.Entity
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if trent and trent:IsValid() and trent.ZombieConstruction then
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self:BuildNest(trent)
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return
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end
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if owner.NextNestSpawn and CurTime() < owner.NextNestSpawn then
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if CurTime() >= self.NextMessage then
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self.NextMessage = CurTime() + 2
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owner:CenterNotify(COLOR_RED, translate.ClientFormat(owner, "wait_x_seconds_before_making_a_new_nest", math.ceil(owner.NextNestSpawn - CurTime())))
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end
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return
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end
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local uid = owner:UniqueID()
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local count = 0
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local personal_count = 0
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for _, ent in pairs(ents.FindByClass("prop_creepernest")) do
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if ent.OwnerUID == uid then
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personal_count = personal_count + 1
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end
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count = count + 1
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end
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if count >= 12 then
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if CurTime() >= self.NextMessage then
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self.NextMessage = CurTime() + 2
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owner:CenterNotify(COLOR_RED, translate.ClientGet(owner, "there_are_too_many_nests"))
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end
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return
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end
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if personal_count >= 3 then
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if CurTime() >= self.NextMessage then
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self.NextMessage = CurTime() + 2
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owner:CenterNotify(COLOR_RED, translate.ClientGet(owner, "you_have_made_too_many_nests"))
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end
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return
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end
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tr = util.TraceLine({start = endpos, endpos = endpos + Vector(0, 0, -48), filter = allzombies, mask = MASK_PLAYERSOLID})
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local hitnormal = tr.HitNormal
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local z = hitnormal.z
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if not tr.HitWorld or tr.HitSky or z < 0.75 then
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self:SendMessage("not_enough_room_for_a_nest")
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return
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end
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local hitpos = tr.HitPos
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for x = -20, 20, 20 do
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for y = -20, 20, 20 do
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local start = endpos + x * right + y * forward
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tr = util.TraceLine({start = start, endpos = start + Vector(0, 0, -48), filter = allzombies, mask = MASK_PLAYERSOLID})
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if not tr.HitWorld or tr.HitSky or math.abs(tr.HitNormal.z - z) >= 0.2 then
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self:SendMessage("not_enough_room_for_a_nest")
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return
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end
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end
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end
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local spawnpositions = {
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Vector(17, 17, 0),
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Vector(-17, -17, 0),
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Vector(17, 17, 64),
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Vector(-17, -17, 64)
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}
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for _, spos in pairs(spawnpositions) do
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if bit.band(util.PointContents(hitpos + spos), CONTENTS_SOLID) == CONTENTS_SOLID then
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self:SendMessage("not_enough_room_for_a_nest")
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return
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end
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end
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for _, ent in pairs(team.GetValidSpawnPoint(TEAM_UNDEAD)) do
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if ent.Disabled then continue end
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if util.SkewedDistance(ent:GetPos(), hitpos, 1.5) < GAMEMODE.CreeperNestDistBuildZSpawn then
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self:SendMessage("too_close_to_a_spawn")
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return
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end
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end
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-- See if there's a nest nearby.
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for _, ent in pairs(ents.FindByClass("prop_creepernest")) do
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if util.SkewedDistance(ent:GetPos(), hitpos, 1.5) <= GAMEMODE.CreeperNestDistBuildNest then
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self:SendMessage("too_close_to_another_nest")
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return
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end
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end
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for _, sigil in pairs(ents.FindByClass("prop_obj_sigil")) do
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if sigil:GetSigilCorrupted() then continue end
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if util.SkewedDistance(sigil:GetPos(), hitpos, 1.5) <= GAMEMODE.CreeperNestDistBuildNest then
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self:SendMessage("too_close_to_uncorrupt")
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return
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end
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end
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for _, human in pairs(team.GetPlayers(TEAM_HUMAN)) do
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if util.SkewedDistance(human:GetPos(), hitpos, 1.5) <= GAMEMODE.CreeperNestDistBuild then
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self:SendMessage("too_close_to_a_human")
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return
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end
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end
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-- I didn't make this check where trigger_hurt entities are. Rather I made it check the time since the last time you were hit with a trigger_hurt.
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-- I'm not sure if it's possible to check if a trigger_hurt is enabled or disabled through the Lua bindings.
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if owner.LastHitWithTriggerHurt and CurTime() < owner.LastHitWithTriggerHurt + 2 then
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return
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end
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local ent = ents.Create("prop_creepernest")
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if ent:IsValid() then
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nestang = hitnormal:Angle()
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nestang:RotateAroundAxis(nestang:Right(), 270)
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ent:SetPos(hitpos)
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ent:SetAngles(nestang)
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ent:Spawn()
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ent.OwnerUID = uid
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ent:SetNestHealth(1)
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ent:SetNestBuilt(false)
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self:SendMessage("nest_created")
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ent:SetNestOwner(owner)
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owner.NextNestSpawn = CurTime() + 10
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end
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end
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function SWEP:BuildNest(ent)
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ent:BuildUp()
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ent.LastBuild = CurTime()
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ent.LastBuilder = self:GetOwner()
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if not ent:GetNestBuilt() and ent:GetNestHealth() == ent:GetNestMaxHealth() then
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ent:SetNestBuilt(true)
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ent:EmitSound("physics/flesh/flesh_bloody_break.wav")
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local name = self:GetOwner():Name()
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for _, pl in pairs(team.GetPlayers(TEAM_UNDEAD)) do
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pl:CenterNotify(COLOR_GREEN, translate.ClientFormat(pl, "nest_built_by_x", name))
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end
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net.Start("zs_nestbuilt")
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net.Broadcast()
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end
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end
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