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wnsrc/gamemodes/helix/plugins/doors/sv_plugin.lua

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2024-08-04 23:54:45 +03:00
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
util.AddNetworkString("ixDoorMenu")
util.AddNetworkString("ixDoorPermission")
-- Variables for door data.
local variables = {
-- Whether or not the door will be disabled.
"disabled",
-- The name of the door.
"name",
-- Price of the door.
"price",
-- If the door is ownable.
"ownable",
-- The faction that owns a door.
"faction",
-- The class that owns a door.
"class",
-- Whether or not the door will be hidden.
"visible"
}
function PLUGIN:CallOnDoorChildren(entity, callback)
local parent
if (entity.ixChildren) then
parent = entity
elseif (entity.ixParent) then
parent = entity.ixParent
end
if (IsValid(parent)) then
callback(parent)
for k, _ in pairs(parent.ixChildren) do
local child = ents.GetMapCreatedEntity(k)
if (IsValid(child)) then
callback(child)
end
end
end
end
function PLUGIN:CopyParentDoor(child)
local parent = child.ixParent
if (IsValid(parent)) then
for _, v in ipairs(variables) do
local value = parent:GetNetVar(v)
if (child:GetNetVar(v) != value) then
child:SetNetVar(v, value)
end
end
end
end
-- Called after the entities have loaded.
function PLUGIN:LoadData()
-- Restore the saved door information.
local data = self:GetData()
if (!data) then
return
end
-- Loop through all of the saved doors.
for k, v in pairs(data) do
-- Get the door entity from the saved ID.
local entity = ents.GetMapCreatedEntity(k)
-- Check it is a valid door in-case something went wrong.
if (IsValid(entity) and entity:IsDoor()) then
-- Loop through all of our door variables.
for k2, v2 in pairs(v) do
if (k2 == "children") then
entity.ixChildren = v2
for index, _ in pairs(v2) do
local door = ents.GetMapCreatedEntity(index)
if (IsValid(door)) then
door.ixParent = entity
end
end
elseif (k2 == "combineDoor") then
entity.ixCombineDoor = v2
entity:SetNetVar("combineDoor", v2)
elseif (k2 == "faction") then
for k3, v3 in pairs(ix.faction.teams) do
if (k3 == v2) then
entity.ixFactionID = k3
entity:SetNetVar("faction", v3.index)
break
end
end
else
entity:SetNetVar(k2, v2)
end
end
end
end
end
-- Called before the gamemode shuts down.
function PLUGIN:SaveDoorData()
-- Create an empty table to save information in.
local data = {}
local doors = {}
for _, v in ipairs(ents.GetAll()) do
if (v:IsDoor()) then
doors[v:MapCreationID()] = v
end
end
local doorData
-- Loop through doors with information.
for k, v in pairs(doors) do
-- Another empty table for actual information regarding the door.
doorData = {}
-- Save all of the needed variables to the doorData table.
for _, v2 in ipairs(variables) do
local value = v:GetNetVar(v2)
if (value) then
doorData[v2] = v:GetNetVar(v2)
end
end
if (v.ixChildren) then
doorData.children = v.ixChildren
end
if (v.ixClassID) then
doorData.class = v.ixClassID
end
if (v.ixFactionID) then
doorData.faction = v.ixFactionID
end
if (v.ixCombineDoor) then
doorData.combineDoor = v.ixCombineDoor
end
-- Add the door to the door information.
if (!table.IsEmpty(doorData)) then
data[k] = doorData
end
end
-- Save all of the door information.
self:SetData(data)
end
function PLUGIN:CanPlayerUseDoor(client, entity)
if (entity:GetNetVar("disabled")) then
return false
end
end
-- Whether or not a player a player has any abilities over the door, such as locking.
function PLUGIN:CanPlayerAccessDoor(client, door, access)
local faction = door:GetNetVar("faction")
-- If the door has a faction set which the client is a member of, allow access.
if (faction and client:Team() == faction) then
return true
end
local class = door:GetNetVar("class")
-- If the door has a faction set which the client is a member of, allow access.
local classData = ix.class.list[class]
local charClass = client:GetCharacter():GetClass()
local classData2 = ix.class.list[charClass]
if (class and classData and classData2) then
if (classData.team) then
if (classData.team != classData2.team) then
return false
end
else
if (charClass != class) then
return false
end
end
return true
end
end
function PLUGIN:PostPlayerLoadout(client)
client:Give("ix_keys")
end
function PLUGIN:ShowTeam(client)
local data = {}
data.start = client:GetShootPos()
data.endpos = data.start + client:GetAimVector() * 96
data.filter = client
local trace = util.TraceLine(data)
local entity = trace.Entity
if (IsValid(entity) and entity:IsDoor() and !entity:GetNetVar("faction") and !entity:GetNetVar("class")) then
if (entity:CheckDoorAccess(client, DOOR_TENANT)) then
local door = entity
if (IsValid(door.ixParent)) then
door = door.ixParent
end
if door.ixAccess and istable(door.ixAccess) then
net.Start("ixDoorMenu")
net.WriteEntity(door)
net.WriteTable(door.ixAccess)
net.WriteEntity(entity)
net.Send(client)
end
elseif (!IsValid(entity:GetDTEntity(0))) then
ix.command.Run(client, "doorbuy")
else
client:NotifyLocalized("notAllowed")
end
return true
end
end
function PLUGIN:PlayerLoadedCharacter(client, curChar, prevChar)
if (prevChar) then
local doors = prevChar:GetVar("doors") or {}
for _, v in ipairs(doors) do
if (IsValid(v) and v:IsDoor() and v:GetDTEntity(0) == client) then
v:RemoveDoorAccessData()
end
end
prevChar:SetVar("doors", nil)
end
end
function PLUGIN:PlayerDisconnected(client)
local character = client:GetCharacter()
if (character) then
local doors = character:GetVar("doors") or {}
for _, v in ipairs(doors) do
if (IsValid(v) and v:IsDoor() and v:GetDTEntity(0) == client) then
v:RemoveDoorAccessData()
end
end
character:SetVar("doors", nil)
end
end
net.Receive("ixDoorPermission", function(length, client)
local door = net.ReadEntity()
local target = net.ReadEntity()
local access = net.ReadUInt(4)
if (IsValid(target) and target:GetCharacter() and door.ixAccess and door:GetDTEntity(0) == client and target != client) then
access = math.Clamp(access or 0, DOOR_NONE, DOOR_TENANT)
if (access == door.ixAccess[target]) then
return
end
door.ixAccess[target] = access
local recipient = {}
for k, v in pairs(door.ixAccess) do
if (v > DOOR_GUEST) then
recipient[#recipient + 1] = k
end
end
if (#recipient > 0) then
net.Start("ixDoorPermission")
net.WriteEntity(door)
net.WriteEntity(target)
net.WriteUInt(access, 4)
net.Send(recipient)
end
end
end)