e9da54c2f9
Too many changes to list.
263 lines
6.5 KiB
Lua
263 lines
6.5 KiB
Lua
net.Receive("zs_skill_is_desired", function(length, pl)
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local skillid = net.ReadUInt(16)
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local desired = net.ReadBool()
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pl:SetSkillDesired(skillid, desired)
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end)
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net.Receive("zs_skills_desired", function(length, pl)
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local desired = {}
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for skillid in pairs(GAMEMODE.Skills) do
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if net.ReadBool() then
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table.insert(desired, skillid)
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end
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end
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pl:SetDesiredActiveSkills(desired)
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end)
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net.Receive("zs_skills_all_desired", function(length, pl)
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if net.ReadBool() then
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pl:SetDesiredActiveSkills(table.Copy(pl:GetUnlockedSkills()))
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else
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local desired = {}
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for _, id in pairs(pl:GetUnlockedSkills()) do
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if GAMEMODE.Skills[id] and GAMEMODE.Skills[id].AlwaysActive then
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desired[#desired + 1] = id
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end
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end
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pl:SetDesiredActiveSkills(desired)
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end
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end)
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net.Receive("zs_skill_set_desired", function(length, pl)
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local skillset = net.ReadTable()
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local assoc = table.ToAssoc(skillset)
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local desired = {}
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for _, id in pairs(pl:GetUnlockedSkills()) do
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if GAMEMODE.Skills[id] and (GAMEMODE.Skills[id].AlwaysActive or assoc[id]) then
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desired[#desired + 1] = id
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end
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end
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pl:SetDesiredActiveSkills(desired)
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end)
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net.Receive("zs_skill_is_unlocked", function(length, pl)
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local skillid = net.ReadUInt(16)
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local activate = net.ReadBool()
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local skill = GAMEMODE.Skills[skillid]
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if skill and not pl:IsSkillUnlocked(skillid) and pl:GetZSSPRemaining() >= 1 and pl:SkillCanUnlock(skillid) and not skill.Disabled then
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pl:SetSkillUnlocked(skillid, true)
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local msg = "You've unlocked a skill: "..skill.Name
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pl:CenterNotify(msg)
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pl:PrintMessage(HUD_PRINTTALK, msg)
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if activate then
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pl:SetSkillDesired(skillid, true)
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end
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end
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end)
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net.Receive("zs_skills_remort", function(length, pl)
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if pl:CanSkillsRemort() then
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pl:SkillsRemort()
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end
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end)
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net.Receive("zs_skills_reset", function(length, pl)
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if pl:GetZSLevel() < 10 then
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pl:SkillNotify("You must be level 10 to reset your skills.")
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return
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end
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local time = os.time()
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if pl.NextSkillReset and time < pl.NextSkillReset then
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pl:SkillNotify("You must wait before resetting your skills again.")
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return
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end
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pl:SkillsReset()
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net.Start("zs_skills_nextreset")
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net.WriteUInt(pl.NextSkillReset - time, 32)
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net.Send(pl)
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end)
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net.Receive("zs_skills_refunded", function(length, pl)
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if pl.SkillsRefunded then
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pl:SkillNotify("The skill tree has changed and your skills have been refunded.")
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end
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pl.SkillsRefunded = false
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end)
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function GM:WriteSkillBits(t)
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t = table.ToAssoc(t)
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for skillid in pairs(GAMEMODE.Skills) do
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if t[skillid] then
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net.WriteBool(true)
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else
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net.WriteBool(false)
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end
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end
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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:SkillNotify(message, green)
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net.Start("zs_skills_notify")
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net.WriteString(message)
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net.WriteBool(not not green)
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net.Send(self)
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end
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function meta:SetSkillDesired(skillid, desired)
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local desiredskills = self:GetDesiredActiveSkills()
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if desired then
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if self:IsSkillUnlocked(skillid) then
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if not self:IsSkillDesired(skillid) then
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table.insert(desiredskills, skillid)
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end
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self:SendSkillDesired(skillid, true)
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end
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else
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table.RemoveByValue(desiredskills, skillid)
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self:SendSkillDesired(skillid, false)
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end
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self:SetDesiredActiveSkills(desiredskills)
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end
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function meta:SetSkillUnlocked(skillid, unlocked)
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local unlockedskills = self:GetUnlockedSkills()
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if self:IsSkillUnlocked(skillid) ~= unlocked then
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if unlocked then
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table.insert(unlockedskills, skillid)
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else
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table.RemoveByValue(unlockedskills, skillid)
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end
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self:SendSkillUnlocked(skillid, unlocked)
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end
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self:SetUnlockedSkills(unlockedskills)
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end
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-- Usually not called
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function meta:SetZSLevel(level)
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self:SetZSXP(GAMEMODE:XPForLevel(level))
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end
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function meta:SetZSRemortLevel(level)
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self:SetDTInt(DT_PLAYER_INT_REMORTLEVEL, level)
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end
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function meta:SetZSXP(xp)
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self:SetDTInt(DT_PLAYER_INT_XP, math.Clamp(xp, 0, GAMEMODE.MaxXP))
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end
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function meta:AddZSXP(xp)
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-- TODO: Level change checking. Cache the "XP for next level" in the vault load and compare it here instead of checking every add.
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self:SetZSXP(self:GetZSXP() + xp)
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end
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-- Done on team switch to anything except human.
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-- 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.
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function meta:RemoveSkills()
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local active = self:GetActiveSkills()
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local gm_functions = GAMEMODE.SkillFunctions
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for _, skillid in pairs(active) do
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local funcs = gm_functions[skillid]
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if funcs then
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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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end
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end
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end
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function meta:SendSkillDesired(skillid, desired)
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net.Start("zs_skill_is_desired")
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net.WriteUInt(skillid, 16)
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net.WriteBool(desired)
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net.Send(self)
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end
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function meta:SendSkillUnlocked(skillid, unlocked)
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net.Start("zs_skill_is_unlocked")
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net.WriteUInt(skillid, 16)
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net.WriteBool(unlocked)
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net.Send(self)
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end
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function meta:SetDesiredActiveSkills(skills, nosend)
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self.DesiredActiveSkills = table.ToKeyValues(skills)
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if not nosend then
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net.Start("zs_skills_desired")
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GAMEMODE:WriteSkillBits(skills)
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net.Send(self)
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end
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end
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function meta:SetActiveSkills(skills, nosend)
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self.ActiveSkills = table.ToAssoc(skills) -- Active skills are hash tables for O(1) access.
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if not nosend then
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net.Start("zs_skills_active")
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GAMEMODE:WriteSkillBits(skills)
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net.Send(self)
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end
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end
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function meta:SetUnlockedSkills(skills, nosend)
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self.UnlockedSkills = table.ToKeyValues(skills)
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if not nosend then
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net.Start("zs_skills_unlocked")
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GAMEMODE:WriteSkillBits(skills)
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net.Send(self)
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end
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end
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function meta:SkillsRemort()
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local rl = self:GetZSRemortLevel() + 1
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local myname = self:Name()
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self:SetZSRemortLevel(rl)
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self:SetZSXP(0)
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self:SetUnlockedSkills({})
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self:SetDesiredActiveSkills({})
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self.NextSkillReset = nil
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self:CenterNotify(COLOR_CYAN, translate.ClientFormat(self, "you_have_remorted_now_rl_x", rl))
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self:CenterNotify(COLOR_YELLOW, translate.ClientFormat(self, "you_now_have_x_extra_sp", rl))
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for _, pl in pairs(player.GetAll()) do
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if pl ~= self then
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pl:CenterNotify(COLOR_CYAN, translate.ClientFormat(pl, "x_has_remorted_to_rl_y", myname, rl))
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end
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end
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self:EmitSound("weapons/physcannon/energy_disintegrate"..math.random(4, 5)..".wav", 90, 65)
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self:SendLua("util.WhiteOut(2)")
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util.ScreenShake(self:GetPos(), 50, 0.5, 1.5, 800)
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end
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function meta:SkillsReset()
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self:SetUnlockedSkills({})
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self:SetDesiredActiveSkills({})
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self.NextSkillReset = os.time() + 604800 -- 1 week
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self:CenterNotify(COLOR_CYAN, translate.ClientGet(self, "you_have_reset_all"))
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end
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