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wnsrc/gamemodes/terrortown/gamemode/cl_equip.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

516 lines
16 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/
--]]
---- Traitor equipment menu
local GetTranslation = LANG.GetTranslation
local GetPTranslation = LANG.GetParamTranslation
-- Buyable weapons are loaded automatically. Buyable items are defined in
-- equip_items_shd.lua
local Equipment = nil
function GetEquipmentForRole(role)
-- need to build equipment cache?
if not Equipment then
-- start with all the non-weapon goodies
local tbl = table.Copy(EquipmentItems)
-- find buyable weapons to load info from
for k, v in pairs(weapons.GetList()) do
if v and v.CanBuy then
local data = v.EquipMenuData or {}
local base = {
id = WEPS.GetClass(v),
name = v.PrintName or "Unnamed",
limited = v.LimitedStock,
kind = v.Kind or WEAPON_NONE,
slot = (v.Slot or 0) + 1,
material = v.Icon or "vgui/ttt/icon_id",
-- the below should be specified in EquipMenuData, in which case
-- these values are overwritten
type = "Type not specified",
model = "models/weapons/w_bugbait.mdl",
desc = "No description specified."
};
-- Force material to nil so that model key is used when we are
-- explicitly told to do so (ie. material is false rather than nil).
if data.modelicon then
base.material = nil
end
table.Merge(base, data)
-- add this buyable weapon to all relevant equipment tables
for _, r in pairs(v.CanBuy) do
table.insert(tbl[r], base)
end
end
end
-- mark custom items
for r, is in pairs(tbl) do
for _, i in pairs(is) do
if i and i.id then
i.custom = not table.HasValue(DefaultEquipment[r], i.id)
end
end
end
Equipment = tbl
end
return Equipment and Equipment[role] or {}
end
local function ItemIsWeapon(item) return not tonumber(item.id) end
local function CanCarryWeapon(item) return LocalPlayer():CanCarryType(item.kind) end
local color_bad = Color(220, 60, 60, 255)
local color_good = Color(0, 200, 0, 255)
-- Creates tabel of labels showing the status of ordering prerequisites
local function PreqLabels(parent, x, y)
local tbl = {}
tbl.credits = vgui.Create("DLabel", parent)
tbl.credits:SetTooltip(GetTranslation("equip_help_cost"))
tbl.credits:SetPos(x, y)
tbl.credits.Check = function(s, sel)
local credits = LocalPlayer():GetCredits()
return credits > 0, GetPTranslation("equip_cost", {num = credits})
end
tbl.owned = vgui.Create("DLabel", parent)
tbl.owned:SetTooltip(GetTranslation("equip_help_carry"))
tbl.owned:CopyPos(tbl.credits)
tbl.owned:MoveBelow(tbl.credits, y)
tbl.owned.Check = function(s, sel)
if ItemIsWeapon(sel) and (not CanCarryWeapon(sel)) then
return false, GetPTranslation("equip_carry_slot", {slot = sel.slot})
elseif (not ItemIsWeapon(sel)) and LocalPlayer():HasEquipmentItem(sel.id) then
return false, GetTranslation("equip_carry_own")
else
return true, GetTranslation("equip_carry")
end
end
tbl.bought = vgui.Create("DLabel", parent)
tbl.bought:SetTooltip(GetTranslation("equip_help_stock"))
tbl.bought:CopyPos(tbl.owned)
tbl.bought:MoveBelow(tbl.owned, y)
tbl.bought.Check = function(s, sel)
if sel.limited and LocalPlayer():HasBought(tostring(sel.id)) then
return false, GetTranslation("equip_stock_deny")
else
return true, GetTranslation("equip_stock_ok")
end
end
for k, pnl in pairs(tbl) do
pnl:SetFont("TabLarge")
end
return function(selected)
local allow = true
for k, pnl in pairs(tbl) do
local result, text = pnl:Check(selected)
pnl:SetTextColor(result and color_good or color_bad)
pnl:SetText(text)
pnl:SizeToContents()
allow = allow and result
end
return allow
end
end
-- quick, very basic override of DPanelSelect
local PANEL = {}
local function DrawSelectedEquipment(pnl)
surface.SetDrawColor(255, 200, 0, 255)
surface.DrawOutlinedRect(0, 0, pnl:GetWide(), pnl:GetTall())
end
function PANEL:SelectPanel(pnl)
self.BaseClass.SelectPanel(self, pnl)
if pnl then
pnl.PaintOver = DrawSelectedEquipment
end
end
vgui.Register("EquipSelect", PANEL, "DPanelSelect")
local SafeTranslate = LANG.TryTranslation
local color_darkened = Color(255,255,255, 80)
-- TODO: make set of global role colour defs, these are same as wepswitch
local color_slot = {
[ROLE_TRAITOR] = Color(180, 50, 40, 255),
[ROLE_DETECTIVE] = Color(50, 60, 180, 255)
}
local fieldstbl = {"name", "type", "desc"}
local eqframe = nil
local function TraitorMenuPopup()
local ply = LocalPlayer()
if not IsValid(ply) or not ply:IsActiveSpecial() then
return
end
-- Close any existing traitor menu
if eqframe and IsValid(eqframe) then eqframe:Close() end
local credits = ply:GetCredits()
local can_order = credits > 0
local dframe = vgui.Create("DFrame")
local w, h = 570, 412
dframe:SetSize(w, h)
dframe:Center()
dframe:SetTitle(GetTranslation("equip_title"))
dframe:SetVisible(true)
dframe:ShowCloseButton(true)
dframe:SetMouseInputEnabled(true)
dframe:SetDeleteOnClose(true)
local m = 5
local dsheet = vgui.Create("DPropertySheet", dframe)
-- Add a callback when switching tabs
local oldfunc = dsheet.SetActiveTab
dsheet.SetActiveTab = function(self, new)
if self.m_pActiveTab != new and self.OnTabChanged then
self:OnTabChanged(self.m_pActiveTab, new)
end
oldfunc(self, new)
end
dsheet:SetPos(0,0)
dsheet:StretchToParent(m,m + 25,m,m)
local padding = dsheet:GetPadding()
local dequip = vgui.Create("DPanel", dsheet)
dequip:SetPaintBackground(false)
dequip:StretchToParent(padding,padding,padding,padding)
-- Determine if we already have equipment
local owned_ids = {}
for _, wep in ipairs(ply:GetWeapons()) do
if IsValid(wep) and wep:IsEquipment() then
table.insert(owned_ids, wep:GetClass())
end
end
-- Stick to one value for no equipment
if #owned_ids == 0 then
owned_ids = nil
end
--- Construct icon listing
local dlist = vgui.Create("EquipSelect", dequip)
dlist:SetPos(0,0)
dlist:SetSize(216, h - 75)
dlist:EnableVerticalScrollbar()
dlist:EnableHorizontal(true)
dlist:SetPadding(4)
local items = GetEquipmentForRole(ply:GetRole())
local to_select = nil
for k, item in pairs(items) do
local ic = nil
-- Create icon panel
if item.material then
if item.custom then
-- Custom marker icon
ic = vgui.Create("LayeredIcon", dlist)
local marker = vgui.Create("DImage")
marker:SetImage("vgui/ttt/custom_marker")
marker.PerformLayout = function(s)
s:AlignBottom(2)
s:AlignRight(2)
s:SetSize(16, 16)
end
marker:SetTooltip(GetTranslation("equip_custom"))
ic:AddLayer(marker)
ic:EnableMousePassthrough(marker)
elseif not ItemIsWeapon(item) then
ic = vgui.Create("SimpleIcon", dlist)
else
ic = vgui.Create("LayeredIcon", dlist)
end
-- Slot marker icon
if ItemIsWeapon(item) then
local slot = vgui.Create("SimpleIconLabelled")
slot:SetIcon("vgui/ttt/slotcap")
slot:SetIconColor(color_slot[ply:GetRole()] or COLOR_GREY)
slot:SetIconSize(16)
slot:SetIconText(item.slot)
slot:SetIconProperties(COLOR_WHITE,
"DefaultBold",
{opacity=220, offset=1},
{10, 8})
ic:AddLayer(slot)
ic:EnableMousePassthrough(slot)
end
ic:SetIconSize(64)
ic:SetIcon(item.material)
elseif item.model then
ic = vgui.Create("SpawnIcon", dlist)
ic:SetModel(item.model)
else
ErrorNoHalt("Equipment item does not have model or material specified: " .. tostring(item) .. "\n")
end
ic.item = item
local tip = SafeTranslate(item.name) .. " (" .. SafeTranslate(item.type) .. ")"
ic:SetTooltip(tip)
-- If we cannot order this item, darken it
if ((not can_order) or
-- already owned
table.HasValue(owned_ids, item.id) or
(tonumber(item.id) and ply:HasEquipmentItem(tonumber(item.id))) or
-- already carrying a weapon for this slot
(ItemIsWeapon(item) and (not CanCarryWeapon(item))) or
-- already bought the item before
(item.limited and ply:HasBought(tostring(item.id)))) then
ic:SetIconColor(color_darkened)
end
dlist:AddPanel(ic)
end
local dlistw = 216
local bw, bh = 100, 25
local dih = h - bh - m*5
local diw = w - dlistw - m*6 - 2
local dinfobg = vgui.Create("DPanel", dequip)
dinfobg:SetPaintBackground(false)
dinfobg:SetSize(diw, dih)
dinfobg:SetPos(dlistw + m, 0)
local dinfo = vgui.Create("ColoredBox", dinfobg)
dinfo:SetColor(Color(90, 90, 95))
dinfo:SetPos(0,0)
dinfo:StretchToParent(0, 0, 0, dih - 135)
local dfields = {}
for _, k in ipairs(fieldstbl) do
dfields[k] = vgui.Create("DLabel", dinfo)
dfields[k]:SetTooltip(GetTranslation("equip_spec_" .. k))
dfields[k]:SetPos(m*3, m*2)
end
dfields.name:SetFont("TabLarge")
dfields.type:SetFont("DermaDefault")
dfields.type:MoveBelow(dfields.name)
dfields.desc:SetFont("DermaDefaultBold")
dfields.desc:SetContentAlignment(7)
dfields.desc:MoveBelow(dfields.type, 1)
local iw, ih = dinfo:GetSize()
local dhelp = vgui.Create("ColoredBox", dinfobg)
dhelp:SetColor(Color(90, 90, 95))
dhelp:SetSize(diw, dih - 205)
dhelp:MoveBelow(dinfo, m)
local update_preqs = PreqLabels(dhelp, m*3, m*2)
dhelp:SizeToContents()
local dconfirm = vgui.Create("DButton", dinfobg)
dconfirm:SetPos(0, dih - bh*2)
dconfirm:SetSize(bw, bh)
dconfirm:SetDisabled(true)
dconfirm:SetText(GetTranslation("equip_confirm"))
dsheet:AddSheet(GetTranslation("equip_tabtitle"), dequip, "icon16/bomb.png", false, false, GetTranslation("equip_tooltip_main"))
-- Item control
if ply:HasEquipmentItem(EQUIP_RADAR) then
local dradar = RADAR.CreateMenu(dsheet, dframe)
dsheet:AddSheet(GetTranslation("radar_name"), dradar, "icon16/magnifier.png", false, false, GetTranslation("equip_tooltip_radar"))
end
if ply:HasEquipmentItem(EQUIP_DISGUISE) then
local ddisguise = DISGUISE.CreateMenu(dsheet)
dsheet:AddSheet(GetTranslation("disg_name"), ddisguise, "icon16/user.png", false, false, GetTranslation("equip_tooltip_disguise"))
end
-- Weapon/item control
if IsValid(ply.radio) or ply:HasWeapon("weapon_ttt_radio") then
local dradio = TRADIO.CreateMenu(dsheet)
dsheet:AddSheet(GetTranslation("radio_name"), dradio, "icon16/transmit.png", false, false, GetTranslation("equip_tooltip_radio"))
end
-- Credit transferring
if credits > 0 then
local dtransfer = CreateTransferMenu(dsheet)
dsheet:AddSheet(GetTranslation("xfer_name"), dtransfer, "icon16/group_gear.png", false, false, GetTranslation("equip_tooltip_xfer"))
end
hook.Run("TTTEquipmentTabs", dsheet)
-- couple panelselect with info
dlist.OnActivePanelChanged = function(self, _, new)
for k,v in pairs(new.item) do
if dfields[k] then
dfields[k]:SetText(SafeTranslate(v))
dfields[k]:SizeToContents()
end
end
-- Trying to force everything to update to
-- the right size is a giant pain, so just
-- force a good size.
dfields.desc:SetTall(70)
can_order = update_preqs(new.item)
dconfirm:SetDisabled(not can_order)
end
-- select first
dlist:SelectPanel(to_select or dlist:GetItems()[1])
-- prep confirm action
dconfirm.DoClick = function()
local pnl = dlist.SelectedPanel
if not pnl or not pnl.item then return end
local choice = pnl.item
RunConsoleCommand("ttt_order_equipment", choice.id)
dframe:Close()
end
-- update some basic info, may have changed in another tab
-- specifically the number of credits in the preq list
dsheet.OnTabChanged = function(s, old, new)
if not IsValid(new) then return end
if new:GetPanel() == dequip then
can_order = update_preqs(dlist.SelectedPanel.item)
dconfirm:SetDisabled(not can_order)
end
end
local dcancel = vgui.Create("DButton", dframe)
dcancel:SetPos(w - 13 - bw, h - bh - 16)
dcancel:SetSize(bw, bh)
dcancel:SetDisabled(false)
dcancel:SetText(GetTranslation("close"))
dcancel.DoClick = function() dframe:Close() end
dframe:MakePopup()
dframe:SetKeyboardInputEnabled(false)
eqframe = dframe
end
concommand.Add("ttt_cl_traitorpopup", TraitorMenuPopup)
local function ForceCloseTraitorMenu(ply, cmd, args)
if IsValid(eqframe) then
eqframe:Close()
end
end
concommand.Add("ttt_cl_traitorpopup_close", ForceCloseTraitorMenu)
function GM:OnContextMenuOpen()
local r = GetRoundState()
if r == ROUND_ACTIVE and not (LocalPlayer():GetTraitor() or LocalPlayer():GetDetective()) then
return
elseif r == ROUND_POST or r == ROUND_PREP then
CLSCORE:Toggle()
return
end
if IsValid(eqframe) then
eqframe:Close()
else
RunConsoleCommand("ttt_cl_traitorpopup")
end
end
local function ReceiveEquipment()
local ply = LocalPlayer()
if not IsValid(ply) then return end
ply.equipment_items = net.ReadUInt(16)
end
net.Receive("TTT_Equipment", ReceiveEquipment)
local function ReceiveCredits()
local ply = LocalPlayer()
if not IsValid(ply) then return end
ply.equipment_credits = net.ReadUInt(8)
end
net.Receive("TTT_Credits", ReceiveCredits)
local r = 0
local function ReceiveBought()
local ply = LocalPlayer()
if not IsValid(ply) then return end
ply.bought = {}
local num = net.ReadUInt(8)
for i=1,num do
local s = net.ReadString()
if s != "" then
table.insert(ply.bought, s)
end
end
-- This usermessage sometimes fails to contain the last weapon that was
-- bought, even though resending then works perfectly. Possibly a bug in
-- bf_read. Anyway, this hack is a workaround: we just request a new umsg.
if num != #ply.bought and r < 10 then -- r is an infinite loop guard
RunConsoleCommand("ttt_resend_bought")
r = r + 1
else
r = 0
end
end
net.Receive("TTT_Bought", ReceiveBought)
-- Player received the item he has just bought, so run clientside init
local function ReceiveBoughtItem()
local is_item = net.ReadBit() == 1
local id = is_item and net.ReadUInt(16) or net.ReadString()
-- I can imagine custom equipment wanting this, so making a hook
hook.Run("TTTBoughtItem", is_item, id)
end
net.Receive("TTT_BoughtItem", ReceiveBoughtItem)