mirror of
https://github.com/lifestorm/wnsrc.git
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516 lines
16 KiB
Lua
516 lines
16 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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---- Traitor equipment menu
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local GetTranslation = LANG.GetTranslation
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local GetPTranslation = LANG.GetParamTranslation
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-- Buyable weapons are loaded automatically. Buyable items are defined in
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-- equip_items_shd.lua
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local Equipment = nil
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function GetEquipmentForRole(role)
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-- need to build equipment cache?
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if not Equipment then
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-- start with all the non-weapon goodies
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local tbl = table.Copy(EquipmentItems)
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-- find buyable weapons to load info from
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for k, v in pairs(weapons.GetList()) do
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if v and v.CanBuy then
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local data = v.EquipMenuData or {}
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local base = {
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id = WEPS.GetClass(v),
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name = v.PrintName or "Unnamed",
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limited = v.LimitedStock,
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kind = v.Kind or WEAPON_NONE,
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slot = (v.Slot or 0) + 1,
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material = v.Icon or "vgui/ttt/icon_id",
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-- the below should be specified in EquipMenuData, in which case
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-- these values are overwritten
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type = "Type not specified",
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model = "models/weapons/w_bugbait.mdl",
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desc = "No description specified."
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};
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-- Force material to nil so that model key is used when we are
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-- explicitly told to do so (ie. material is false rather than nil).
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if data.modelicon then
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base.material = nil
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end
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table.Merge(base, data)
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-- add this buyable weapon to all relevant equipment tables
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for _, r in pairs(v.CanBuy) do
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table.insert(tbl[r], base)
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end
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end
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end
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-- mark custom items
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for r, is in pairs(tbl) do
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for _, i in pairs(is) do
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if i and i.id then
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i.custom = not table.HasValue(DefaultEquipment[r], i.id)
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end
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end
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end
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Equipment = tbl
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end
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return Equipment and Equipment[role] or {}
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end
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local function ItemIsWeapon(item) return not tonumber(item.id) end
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local function CanCarryWeapon(item) return LocalPlayer():CanCarryType(item.kind) end
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local color_bad = Color(220, 60, 60, 255)
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local color_good = Color(0, 200, 0, 255)
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-- Creates tabel of labels showing the status of ordering prerequisites
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local function PreqLabels(parent, x, y)
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local tbl = {}
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tbl.credits = vgui.Create("DLabel", parent)
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tbl.credits:SetTooltip(GetTranslation("equip_help_cost"))
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tbl.credits:SetPos(x, y)
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tbl.credits.Check = function(s, sel)
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local credits = LocalPlayer():GetCredits()
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return credits > 0, GetPTranslation("equip_cost", {num = credits})
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end
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tbl.owned = vgui.Create("DLabel", parent)
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tbl.owned:SetTooltip(GetTranslation("equip_help_carry"))
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tbl.owned:CopyPos(tbl.credits)
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tbl.owned:MoveBelow(tbl.credits, y)
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tbl.owned.Check = function(s, sel)
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if ItemIsWeapon(sel) and (not CanCarryWeapon(sel)) then
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return false, GetPTranslation("equip_carry_slot", {slot = sel.slot})
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elseif (not ItemIsWeapon(sel)) and LocalPlayer():HasEquipmentItem(sel.id) then
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return false, GetTranslation("equip_carry_own")
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else
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return true, GetTranslation("equip_carry")
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end
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end
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tbl.bought = vgui.Create("DLabel", parent)
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tbl.bought:SetTooltip(GetTranslation("equip_help_stock"))
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tbl.bought:CopyPos(tbl.owned)
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tbl.bought:MoveBelow(tbl.owned, y)
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tbl.bought.Check = function(s, sel)
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if sel.limited and LocalPlayer():HasBought(tostring(sel.id)) then
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return false, GetTranslation("equip_stock_deny")
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else
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return true, GetTranslation("equip_stock_ok")
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end
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end
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for k, pnl in pairs(tbl) do
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pnl:SetFont("TabLarge")
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end
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return function(selected)
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local allow = true
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for k, pnl in pairs(tbl) do
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local result, text = pnl:Check(selected)
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pnl:SetTextColor(result and color_good or color_bad)
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pnl:SetText(text)
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pnl:SizeToContents()
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allow = allow and result
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end
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return allow
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end
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end
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-- quick, very basic override of DPanelSelect
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local PANEL = {}
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local function DrawSelectedEquipment(pnl)
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surface.SetDrawColor(255, 200, 0, 255)
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surface.DrawOutlinedRect(0, 0, pnl:GetWide(), pnl:GetTall())
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end
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function PANEL:SelectPanel(pnl)
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self.BaseClass.SelectPanel(self, pnl)
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if pnl then
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pnl.PaintOver = DrawSelectedEquipment
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end
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end
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vgui.Register("EquipSelect", PANEL, "DPanelSelect")
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local SafeTranslate = LANG.TryTranslation
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local color_darkened = Color(255,255,255, 80)
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-- TODO: make set of global role colour defs, these are same as wepswitch
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local color_slot = {
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[ROLE_TRAITOR] = Color(180, 50, 40, 255),
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[ROLE_DETECTIVE] = Color(50, 60, 180, 255)
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}
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local fieldstbl = {"name", "type", "desc"}
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local eqframe = nil
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local function TraitorMenuPopup()
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local ply = LocalPlayer()
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if not IsValid(ply) or not ply:IsActiveSpecial() then
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return
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end
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-- Close any existing traitor menu
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if eqframe and IsValid(eqframe) then eqframe:Close() end
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local credits = ply:GetCredits()
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local can_order = credits > 0
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local dframe = vgui.Create("DFrame")
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local w, h = 570, 412
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dframe:SetSize(w, h)
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dframe:Center()
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dframe:SetTitle(GetTranslation("equip_title"))
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dframe:SetVisible(true)
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dframe:ShowCloseButton(true)
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dframe:SetMouseInputEnabled(true)
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dframe:SetDeleteOnClose(true)
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local m = 5
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local dsheet = vgui.Create("DPropertySheet", dframe)
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-- Add a callback when switching tabs
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local oldfunc = dsheet.SetActiveTab
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dsheet.SetActiveTab = function(self, new)
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if self.m_pActiveTab != new and self.OnTabChanged then
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self:OnTabChanged(self.m_pActiveTab, new)
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end
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oldfunc(self, new)
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end
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dsheet:SetPos(0,0)
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dsheet:StretchToParent(m,m + 25,m,m)
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local padding = dsheet:GetPadding()
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local dequip = vgui.Create("DPanel", dsheet)
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dequip:SetPaintBackground(false)
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dequip:StretchToParent(padding,padding,padding,padding)
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-- Determine if we already have equipment
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local owned_ids = {}
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for _, wep in ipairs(ply:GetWeapons()) do
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if IsValid(wep) and wep:IsEquipment() then
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table.insert(owned_ids, wep:GetClass())
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end
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end
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-- Stick to one value for no equipment
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if #owned_ids == 0 then
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owned_ids = nil
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end
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--- Construct icon listing
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local dlist = vgui.Create("EquipSelect", dequip)
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dlist:SetPos(0,0)
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dlist:SetSize(216, h - 75)
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dlist:EnableVerticalScrollbar()
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dlist:EnableHorizontal(true)
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dlist:SetPadding(4)
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local items = GetEquipmentForRole(ply:GetRole())
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local to_select = nil
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for k, item in pairs(items) do
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local ic = nil
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-- Create icon panel
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if item.material then
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if item.custom then
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-- Custom marker icon
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ic = vgui.Create("LayeredIcon", dlist)
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local marker = vgui.Create("DImage")
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marker:SetImage("vgui/ttt/custom_marker")
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marker.PerformLayout = function(s)
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s:AlignBottom(2)
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s:AlignRight(2)
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s:SetSize(16, 16)
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end
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marker:SetTooltip(GetTranslation("equip_custom"))
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ic:AddLayer(marker)
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ic:EnableMousePassthrough(marker)
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elseif not ItemIsWeapon(item) then
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ic = vgui.Create("SimpleIcon", dlist)
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else
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ic = vgui.Create("LayeredIcon", dlist)
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end
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-- Slot marker icon
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if ItemIsWeapon(item) then
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local slot = vgui.Create("SimpleIconLabelled")
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slot:SetIcon("vgui/ttt/slotcap")
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slot:SetIconColor(color_slot[ply:GetRole()] or COLOR_GREY)
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slot:SetIconSize(16)
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slot:SetIconText(item.slot)
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slot:SetIconProperties(COLOR_WHITE,
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"DefaultBold",
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{opacity=220, offset=1},
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{10, 8})
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ic:AddLayer(slot)
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ic:EnableMousePassthrough(slot)
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end
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ic:SetIconSize(64)
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ic:SetIcon(item.material)
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elseif item.model then
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ic = vgui.Create("SpawnIcon", dlist)
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ic:SetModel(item.model)
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else
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ErrorNoHalt("Equipment item does not have model or material specified: " .. tostring(item) .. "\n")
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end
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ic.item = item
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local tip = SafeTranslate(item.name) .. " (" .. SafeTranslate(item.type) .. ")"
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ic:SetTooltip(tip)
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-- If we cannot order this item, darken it
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if ((not can_order) or
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-- already owned
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table.HasValue(owned_ids, item.id) or
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(tonumber(item.id) and ply:HasEquipmentItem(tonumber(item.id))) or
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-- already carrying a weapon for this slot
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(ItemIsWeapon(item) and (not CanCarryWeapon(item))) or
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-- already bought the item before
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(item.limited and ply:HasBought(tostring(item.id)))) then
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ic:SetIconColor(color_darkened)
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end
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dlist:AddPanel(ic)
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end
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local dlistw = 216
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local bw, bh = 100, 25
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local dih = h - bh - m*5
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local diw = w - dlistw - m*6 - 2
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local dinfobg = vgui.Create("DPanel", dequip)
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dinfobg:SetPaintBackground(false)
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dinfobg:SetSize(diw, dih)
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dinfobg:SetPos(dlistw + m, 0)
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local dinfo = vgui.Create("ColoredBox", dinfobg)
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dinfo:SetColor(Color(90, 90, 95))
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dinfo:SetPos(0,0)
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dinfo:StretchToParent(0, 0, 0, dih - 135)
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local dfields = {}
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for _, k in ipairs(fieldstbl) do
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dfields[k] = vgui.Create("DLabel", dinfo)
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dfields[k]:SetTooltip(GetTranslation("equip_spec_" .. k))
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dfields[k]:SetPos(m*3, m*2)
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end
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dfields.name:SetFont("TabLarge")
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dfields.type:SetFont("DermaDefault")
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dfields.type:MoveBelow(dfields.name)
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dfields.desc:SetFont("DermaDefaultBold")
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dfields.desc:SetContentAlignment(7)
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dfields.desc:MoveBelow(dfields.type, 1)
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local iw, ih = dinfo:GetSize()
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local dhelp = vgui.Create("ColoredBox", dinfobg)
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dhelp:SetColor(Color(90, 90, 95))
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dhelp:SetSize(diw, dih - 205)
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dhelp:MoveBelow(dinfo, m)
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local update_preqs = PreqLabels(dhelp, m*3, m*2)
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dhelp:SizeToContents()
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local dconfirm = vgui.Create("DButton", dinfobg)
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dconfirm:SetPos(0, dih - bh*2)
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dconfirm:SetSize(bw, bh)
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dconfirm:SetDisabled(true)
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dconfirm:SetText(GetTranslation("equip_confirm"))
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dsheet:AddSheet(GetTranslation("equip_tabtitle"), dequip, "icon16/bomb.png", false, false, GetTranslation("equip_tooltip_main"))
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-- Item control
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if ply:HasEquipmentItem(EQUIP_RADAR) then
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local dradar = RADAR.CreateMenu(dsheet, dframe)
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dsheet:AddSheet(GetTranslation("radar_name"), dradar, "icon16/magnifier.png", false, false, GetTranslation("equip_tooltip_radar"))
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end
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if ply:HasEquipmentItem(EQUIP_DISGUISE) then
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local ddisguise = DISGUISE.CreateMenu(dsheet)
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dsheet:AddSheet(GetTranslation("disg_name"), ddisguise, "icon16/user.png", false, false, GetTranslation("equip_tooltip_disguise"))
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end
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-- Weapon/item control
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if IsValid(ply.radio) or ply:HasWeapon("weapon_ttt_radio") then
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local dradio = TRADIO.CreateMenu(dsheet)
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dsheet:AddSheet(GetTranslation("radio_name"), dradio, "icon16/transmit.png", false, false, GetTranslation("equip_tooltip_radio"))
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end
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-- Credit transferring
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if credits > 0 then
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local dtransfer = CreateTransferMenu(dsheet)
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dsheet:AddSheet(GetTranslation("xfer_name"), dtransfer, "icon16/group_gear.png", false, false, GetTranslation("equip_tooltip_xfer"))
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end
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hook.Run("TTTEquipmentTabs", dsheet)
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-- couple panelselect with info
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dlist.OnActivePanelChanged = function(self, _, new)
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for k,v in pairs(new.item) do
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if dfields[k] then
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dfields[k]:SetText(SafeTranslate(v))
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dfields[k]:SizeToContents()
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end
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end
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-- Trying to force everything to update to
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-- the right size is a giant pain, so just
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-- force a good size.
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dfields.desc:SetTall(70)
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can_order = update_preqs(new.item)
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dconfirm:SetDisabled(not can_order)
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end
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-- select first
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dlist:SelectPanel(to_select or dlist:GetItems()[1])
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-- prep confirm action
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dconfirm.DoClick = function()
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local pnl = dlist.SelectedPanel
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if not pnl or not pnl.item then return end
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local choice = pnl.item
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RunConsoleCommand("ttt_order_equipment", choice.id)
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dframe:Close()
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end
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-- update some basic info, may have changed in another tab
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-- specifically the number of credits in the preq list
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dsheet.OnTabChanged = function(s, old, new)
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if not IsValid(new) then return end
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if new:GetPanel() == dequip then
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can_order = update_preqs(dlist.SelectedPanel.item)
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dconfirm:SetDisabled(not can_order)
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end
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end
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local dcancel = vgui.Create("DButton", dframe)
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dcancel:SetPos(w - 13 - bw, h - bh - 16)
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dcancel:SetSize(bw, bh)
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dcancel:SetDisabled(false)
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dcancel:SetText(GetTranslation("close"))
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dcancel.DoClick = function() dframe:Close() end
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dframe:MakePopup()
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dframe:SetKeyboardInputEnabled(false)
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eqframe = dframe
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end
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concommand.Add("ttt_cl_traitorpopup", TraitorMenuPopup)
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local function ForceCloseTraitorMenu(ply, cmd, args)
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if IsValid(eqframe) then
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eqframe:Close()
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end
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end
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concommand.Add("ttt_cl_traitorpopup_close", ForceCloseTraitorMenu)
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function GM:OnContextMenuOpen()
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local r = GetRoundState()
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if r == ROUND_ACTIVE and not (LocalPlayer():GetTraitor() or LocalPlayer():GetDetective()) then
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return
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elseif r == ROUND_POST or r == ROUND_PREP then
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CLSCORE:Toggle()
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return
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end
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if IsValid(eqframe) then
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eqframe:Close()
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else
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RunConsoleCommand("ttt_cl_traitorpopup")
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end
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end
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local function ReceiveEquipment()
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local ply = LocalPlayer()
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if not IsValid(ply) then return end
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ply.equipment_items = net.ReadUInt(16)
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end
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net.Receive("TTT_Equipment", ReceiveEquipment)
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local function ReceiveCredits()
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local ply = LocalPlayer()
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if not IsValid(ply) then return end
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ply.equipment_credits = net.ReadUInt(8)
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end
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net.Receive("TTT_Credits", ReceiveCredits)
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local r = 0
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local function ReceiveBought()
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local ply = LocalPlayer()
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if not IsValid(ply) then return end
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ply.bought = {}
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local num = net.ReadUInt(8)
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for i=1,num do
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local s = net.ReadString()
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if s != "" then
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table.insert(ply.bought, s)
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end
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end
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-- This usermessage sometimes fails to contain the last weapon that was
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-- bought, even though resending then works perfectly. Possibly a bug in
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-- bf_read. Anyway, this hack is a workaround: we just request a new umsg.
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if num != #ply.bought and r < 10 then -- r is an infinite loop guard
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RunConsoleCommand("ttt_resend_bought")
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r = r + 1
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else
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r = 0
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end
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end
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net.Receive("TTT_Bought", ReceiveBought)
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-- Player received the item he has just bought, so run clientside init
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local function ReceiveBoughtItem()
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local is_item = net.ReadBit() == 1
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local id = is_item and net.ReadUInt(16) or net.ReadString()
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-- I can imagine custom equipment wanting this, so making a hook
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hook.Run("TTTBoughtItem", is_item, id)
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end
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net.Receive("TTT_BoughtItem", ReceiveBoughtItem)
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