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

263 lines
6.5 KiB
Lua

net.Receive("zs_skill_is_desired", function(length, pl)
local skillid = net.ReadUInt(16)
local desired = net.ReadBool()
pl:SetSkillDesired(skillid, desired)
end)
net.Receive("zs_skills_desired", function(length, pl)
local desired = {}
for skillid in pairs(GAMEMODE.Skills) do
if net.ReadBool() then
table.insert(desired, skillid)
end
end
pl:SetDesiredActiveSkills(desired)
end)
net.Receive("zs_skills_all_desired", function(length, pl)
if net.ReadBool() then
pl:SetDesiredActiveSkills(table.Copy(pl:GetUnlockedSkills()))
else
local desired = {}
for _, id in pairs(pl:GetUnlockedSkills()) do
if GAMEMODE.Skills[id] and GAMEMODE.Skills[id].AlwaysActive then
desired[#desired + 1] = id
end
end
pl:SetDesiredActiveSkills(desired)
end
end)
net.Receive("zs_skill_set_desired", function(length, pl)
local skillset = net.ReadTable()
local assoc = table.ToAssoc(skillset)
local desired = {}
for _, id in pairs(pl:GetUnlockedSkills()) do
if GAMEMODE.Skills[id] and (GAMEMODE.Skills[id].AlwaysActive or assoc[id]) then
desired[#desired + 1] = id
end
end
pl:SetDesiredActiveSkills(desired)
end)
net.Receive("zs_skill_is_unlocked", function(length, pl)
local skillid = net.ReadUInt(16)
local activate = net.ReadBool()
local skill = GAMEMODE.Skills[skillid]
if skill and not pl:IsSkillUnlocked(skillid) and pl:GetZSSPRemaining() >= 1 and pl:SkillCanUnlock(skillid) and not skill.Disabled then
pl:SetSkillUnlocked(skillid, true)
local msg = "You've unlocked a skill: "..skill.Name
pl:CenterNotify(msg)
pl:PrintMessage(HUD_PRINTTALK, msg)
if activate then
pl:SetSkillDesired(skillid, true)
end
end
end)
net.Receive("zs_skills_remort", function(length, pl)
if pl:CanSkillsRemort() then
pl:SkillsRemort()
end
end)
net.Receive("zs_skills_reset", function(length, pl)
if pl:GetZSLevel() < 10 then
pl:SkillNotify("You must be level 10 to reset your skills.")
return
end
local time = os.time()
if pl.NextSkillReset and time < pl.NextSkillReset then
pl:SkillNotify("You must wait before resetting your skills again.")
return
end
pl:SkillsReset()
net.Start("zs_skills_nextreset")
net.WriteUInt(pl.NextSkillReset - time, 32)
net.Send(pl)
end)
net.Receive("zs_skills_refunded", function(length, pl)
if pl.SkillsRefunded then
pl:SkillNotify("The skill tree has changed and your skills have been refunded.")
end
pl.SkillsRefunded = false
end)
function GM:WriteSkillBits(t)
t = table.ToAssoc(t)
for skillid in pairs(GAMEMODE.Skills) do
if t[skillid] then
net.WriteBool(true)
else
net.WriteBool(false)
end
end
end
local meta = FindMetaTable("Player")
if not meta then return end
function meta:SkillNotify(message, green)
net.Start("zs_skills_notify")
net.WriteString(message)
net.WriteBool(not not green)
net.Send(self)
end
function meta:SetSkillDesired(skillid, desired)
local desiredskills = self:GetDesiredActiveSkills()
if desired then
if self:IsSkillUnlocked(skillid) then
if not self:IsSkillDesired(skillid) then
table.insert(desiredskills, skillid)
end
self:SendSkillDesired(skillid, true)
end
else
table.RemoveByValue(desiredskills, skillid)
self:SendSkillDesired(skillid, false)
end
self:SetDesiredActiveSkills(desiredskills)
end
function meta:SetSkillUnlocked(skillid, unlocked)
local unlockedskills = self:GetUnlockedSkills()
if self:IsSkillUnlocked(skillid) ~= unlocked then
if unlocked then
table.insert(unlockedskills, skillid)
else
table.RemoveByValue(unlockedskills, skillid)
end
self:SendSkillUnlocked(skillid, unlocked)
end
self:SetUnlockedSkills(unlockedskills)
end
-- Usually not called
function meta:SetZSLevel(level)
self:SetZSXP(GAMEMODE:XPForLevel(level))
end
function meta:SetZSRemortLevel(level)
self:SetDTInt(DT_PLAYER_INT_REMORTLEVEL, level)
end
function meta:SetZSXP(xp)
self:SetDTInt(DT_PLAYER_INT_XP, math.Clamp(xp, 0, GAMEMODE.MaxXP))
end
function meta:AddZSXP(xp)
-- TODO: Level change checking. Cache the "XP for next level" in the vault load and compare it here instead of checking every add.
self:SetZSXP(self:GetZSXP() + xp)
end
-- Done on team switch to anything except human.
-- We don't bother with anything except functions because modifiers typically only modify stats that humans use in one life or are only used by humans.
function meta:RemoveSkills()
local active = self:GetActiveSkills()
local gm_functions = GAMEMODE.SkillFunctions
for _, skillid in pairs(active) do
local funcs = gm_functions[skillid]
if funcs then
for __, func in pairs(funcs) do
func(self, false)
end
end
end
end
function meta:SendSkillDesired(skillid, desired)
net.Start("zs_skill_is_desired")
net.WriteUInt(skillid, 16)
net.WriteBool(desired)
net.Send(self)
end
function meta:SendSkillUnlocked(skillid, unlocked)
net.Start("zs_skill_is_unlocked")
net.WriteUInt(skillid, 16)
net.WriteBool(unlocked)
net.Send(self)
end
function meta:SetDesiredActiveSkills(skills, nosend)
self.DesiredActiveSkills = table.ToKeyValues(skills)
if not nosend then
net.Start("zs_skills_desired")
GAMEMODE:WriteSkillBits(skills)
net.Send(self)
end
end
function meta:SetActiveSkills(skills, nosend)
self.ActiveSkills = table.ToAssoc(skills) -- Active skills are hash tables for O(1) access.
if not nosend then
net.Start("zs_skills_active")
GAMEMODE:WriteSkillBits(skills)
net.Send(self)
end
end
function meta:SetUnlockedSkills(skills, nosend)
self.UnlockedSkills = table.ToKeyValues(skills)
if not nosend then
net.Start("zs_skills_unlocked")
GAMEMODE:WriteSkillBits(skills)
net.Send(self)
end
end
function meta:SkillsRemort()
local rl = self:GetZSRemortLevel() + 1
local myname = self:Name()
self:SetZSRemortLevel(rl)
self:SetZSXP(0)
self:SetUnlockedSkills({})
self:SetDesiredActiveSkills({})
self.NextSkillReset = nil
self:CenterNotify(COLOR_CYAN, translate.ClientFormat(self, "you_have_remorted_now_rl_x", rl))
self:CenterNotify(COLOR_YELLOW, translate.ClientFormat(self, "you_now_have_x_extra_sp", rl))
for _, pl in pairs(player.GetAll()) do
if pl ~= self then
pl:CenterNotify(COLOR_CYAN, translate.ClientFormat(pl, "x_has_remorted_to_rl_y", myname, rl))
end
end
self:EmitSound("weapons/physcannon/energy_disintegrate"..math.random(4, 5)..".wav", 90, 65)
self:SendLua("util.WhiteOut(2)")
util.ScreenShake(self:GetPos(), 50, 0.5, 1.5, 800)
end
function meta:SkillsReset()
self:SetUnlockedSkills({})
self:SetDesiredActiveSkills({})
self.NextSkillReset = os.time() + 604800 -- 1 week
self:CenterNotify(COLOR_CYAN, translate.ClientGet(self, "you_have_reset_all"))
end