Files
wnsrc/gamemodes/helix/plugins/act/sh_plugin.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

286 lines
7.5 KiB
Lua

--[[
| 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/
--]]
--[[--
Provides players the ability to perform animations.
]]
-- @module ix.act
local PLUGIN = PLUGIN
PLUGIN.name = "Player Acts"
PLUGIN.description = "Adds animations that can be performed by certain models."
PLUGIN.author = "`impulse"
ix.act = ix.act or {}
ix.act.stored = ix.act.stored or {}
CAMI.RegisterPrivilege({
Name = "Helix - Player Acts",
MinAccess = "user"
})
--- Registers a sequence as a performable animation.
-- @realm shared
-- @string name Name of the animation (in CamelCase)
-- @string modelClass Model class to add this animation to
-- @tab data An `ActInfoStructure` table describing the animation
function ix.act.Register(name, modelClass, data)
ix.act.stored[name] = ix.act.stored[name] or {} -- might be adding onto an existing act
if (!data.sequence) then
return ErrorNoHalt(string.format(
"Act '%s' for '%s' tried to register without a provided sequence\n", name, modelClass
))
end
if (!istable(data.sequence)) then
data.sequence = {data.sequence}
end
if (data.start and istable(data.start) and #data.start != #data.sequence) then
return ErrorNoHalt(string.format(
"Act '%s' tried to register without matching number of enter sequences\n", name
))
end
if (data.finish and istable(data.finish) and #data.finish != #data.sequence) then
return ErrorNoHalt(string.format(
"Act '%s' tried to register without matching number of exit sequences\n", name
))
end
if (istable(modelClass)) then
for _, v in ipairs(modelClass) do
ix.act.stored[name][v] = data
end
else
ix.act.stored[name][modelClass] = data
end
end
--- Removes a sequence from being performable if it has been previously registered.
-- @realm shared
-- @string name Name of the animation
function ix.act.Remove(name)
ix.act.stored[name] = nil
ix.command.list["Act" .. name] = nil
end
ix.util.Include("sh_definitions.lua")
ix.util.Include("sv_hooks.lua")
ix.util.Include("cl_hooks.lua")
function PLUGIN:InitializedPlugins()
hook.Run("SetupActs")
hook.Run("PostSetupActs")
end
function PLUGIN:ExitAct(client)
client.ixUntimedSequence = nil
client:SetNetVar("actEnterAngle")
hook.Run("OnPlayerExitAct", client)
net.Start("ixActLeave")
net.Send(client)
end
function PLUGIN:PostSetupActs()
-- create chat commands for all stored acts
for act, classes in pairs(ix.act.stored) do
local variants = 1
local COMMAND = {
privilege = "Player Acts"
}
-- check if this act has any variants (i.e /ActSit 2)
for _, v in pairs(classes) do
if (#v.sequence > 1) then
variants = math.max(variants, #v.sequence)
end
end
-- setup command arguments if there are variants for this act
if (variants > 1) then
COMMAND.arguments = bit.bor(ix.type.number, ix.type.optional)
COMMAND.argumentNames = {"variant (1-" .. variants .. ")"}
end
COMMAND.alias = "Anim" .. act -- Old habits die hard.
COMMAND.GetDescription = function(command)
return L("cmdAct", act)
end
local privilege = "Helix - " .. COMMAND.privilege
-- we'll perform a model class check in OnCheckAccess to prevent the command from showing up on the client at all
COMMAND.OnCheckAccess = function(command, client)
local bHasAccess, _ = CAMI.PlayerHasAccess(client, privilege, nil)
if (!bHasAccess) then
return false
end
local modelClass = ix.anim.GetModelClass(client:GetModel())
if (!classes[modelClass]) then
return false, "modelNoSeq"
end
return true
end
COMMAND.OnRun = function(command, client, variant)
-- Anti-Exploit measure. Just silently fail if near a door.
for _, entity in ipairs(ents.FindInSphere(client:GetPos(), 50)) do
if (entity:GetClass() == "func_door" or entity:GetClass() == "func_door_rotating" or entity:GetClass() == "prop_door_rotating") then return end
end
variant = math.Clamp(tonumber(variant) or 1, 1, variants)
if (client:GetNetVar("actEnterAngle")) then
return "@notNow"
end
local modelClass = ix.anim.GetModelClass(client:GetModel())
local bCanEnter, error = hook.Run("CanPlayerEnterAct", client, modelClass, variant, classes)
if (!bCanEnter) then
return error
end
local data = classes[modelClass]
local mainSequence = data.sequence[variant]
local mainDuration
-- check if the main sequence has any extra info
if (istable(mainSequence)) then
-- any validity checks to perform (i.e facing a wall)
if (mainSequence.check) then
local result = mainSequence.check(client)
if (result) then
return result
end
end
-- position offset
if (mainSequence.offset) then
client.ixOldPosition = client:GetPos()
client:SetPos(client:GetPos() + mainSequence.offset(client))
end
mainDuration = mainSequence.duration
mainSequence = mainSequence[1]
end
local startSequence = data.start and data.start[variant] or ""
local startDuration
if (istable(startSequence)) then
startDuration = startSequence.duration
startSequence = startSequence[1]
end
client:SetNetVar("actEnterAngle", client:GetAngles())
client:ForceSequence(startSequence, function()
-- we've finished the start sequence
client.ixUntimedSequence = data.untimed -- client can exit after the start sequence finishes playing
local duration = client:ForceSequence(mainSequence, function()
-- we've stopped playing the main sequence (either duration expired or user cancelled the act)
if (data.finish) then
local finishSequence = data.finish[variant]
local finishDuration
if (istable(finishSequence)) then
finishDuration = finishSequence.duration
finishSequence = finishSequence[1]
end
client:ForceSequence(finishSequence, function()
-- client has finished the end sequence and is no longer playing any animations
self:ExitAct(client)
end, finishDuration)
else
-- there's no end sequence so we can exit right away
self:ExitAct(client)
end
end, data.untimed and 0 or (mainDuration or nil))
if (!duration) then
-- the model doesn't support this variant
self:ExitAct(client)
client:NotifyLocalized("modelNoSeq")
return
end
end, startDuration, nil)
net.Start("ixActEnter")
net.WriteBool(data.idle or false)
net.Send(client)
client.ixNextAct = CurTime() + 4
end
ix.command.Add("Act" .. act, COMMAND)
end
-- setup exit act command
local COMMAND = {
privilege = "Player Acts",
OnRun = function(command, client)
-- Anti-Exploit measure. Just silently fail if near a door.
for _, entity in ipairs(ents.FindInSphere(client:GetPos(), 50)) do
if (entity:GetClass() == "func_door" or entity:GetClass() == "func_door_rotating" or entity:GetClass() == "prop_door_rotating") then return end
end
if (client.ixUntimedSequence) then
client:LeaveSequence()
hook.Run("OnPlayerExitAct", client)
end
end
}
if (CLIENT) then
-- hide this command from the command list
COMMAND.OnCheckAccess = function(client)
return false
end
end
ix.command.Add("ExitAct", COMMAND)
end
function PLUGIN:UpdateAnimation(client, moveData)
local angle = client:GetNetVar("actEnterAngle")
if (angle) then
client:SetRenderAngles(angle)
end
end
do
local keyBlacklist = IN_ATTACK + IN_ATTACK2
function PLUGIN:StartCommand(client, command)
if (client:GetNetVar("actEnterAngle")) then
command:RemoveKey(keyBlacklist)
end
end
end