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

385 lines
11 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/
--]]
-- HUD HUD HUD
local table = table
local surface = surface
local draw = draw
local math = math
local string = string
local GetTranslation = LANG.GetTranslation
local GetPTranslation = LANG.GetParamTranslation
local GetLang = LANG.GetUnsafeLanguageTable
local interp = string.Interp
-- Fonts
surface.CreateFont("TraitorState", {font = "Trebuchet24",
size = 28,
weight = 1000})
surface.CreateFont("TimeLeft", {font = "Trebuchet24",
size = 24,
weight = 800})
surface.CreateFont("HealthAmmo", {font = "Trebuchet24",
size = 24,
weight = 750})
-- Color presets
local bg_colors = {
background_main = Color(0, 0, 10, 200),
noround = Color(100,100,100,200),
traitor = Color(200, 25, 25, 200),
innocent = Color(25, 200, 25, 200),
detective = Color(25, 25, 200, 200)
};
local health_colors = {
border = COLOR_WHITE,
background = Color(100, 25, 25, 222),
fill = Color(200, 50, 50, 250)
};
local ammo_colors = {
border = COLOR_WHITE,
background = Color(20, 20, 5, 222),
fill = Color(205, 155, 0, 255)
};
-- Modified RoundedBox
local Tex_Corner8 = surface.GetTextureID( "gui/corner8" )
local function RoundedMeter( bs, x, y, w, h, color)
surface.SetDrawColor(clr(color))
surface.DrawRect( x+bs, y, w-bs*2, h )
surface.DrawRect( x, y+bs, bs, h-bs*2 )
surface.SetTexture( Tex_Corner8 )
surface.DrawTexturedRectRotated( x + bs/2 , y + bs/2, bs, bs, 0 )
surface.DrawTexturedRectRotated( x + bs/2 , y + h -bs/2, bs, bs, 90 )
if w > 14 then
surface.DrawRect( x+w-bs, y+bs, bs, h-bs*2 )
surface.DrawTexturedRectRotated( x + w - bs/2 , y + bs/2, bs, bs, 270 )
surface.DrawTexturedRectRotated( x + w - bs/2 , y + h - bs/2, bs, bs, 180 )
else
surface.DrawRect( x + math.max(w-bs, bs), y, bs/2, h )
end
end
---- The bar painting is loosely based on:
---- http://wiki.garrysmod.com/?title=Creating_a_HUD
-- Paints a graphical meter bar
local function PaintBar(x, y, w, h, colors, value)
-- Background
-- slightly enlarged to make a subtle border
draw.RoundedBox(8, x-1, y-1, w+2, h+2, colors.background)
-- Fill
local width = w * math.Clamp(value, 0, 1)
if width > 0 then
RoundedMeter(8, x, y, width, h, colors.fill)
end
end
local roundstate_string = {
[ROUND_WAIT] = "round_wait",
[ROUND_PREP] = "round_prep",
[ROUND_ACTIVE] = "round_active",
[ROUND_POST] = "round_post"
};
-- Returns player's ammo information
local function GetAmmo(ply)
local weap = ply:GetActiveWeapon()
if not weap or not ply:Alive() then return -1 end
local ammo_inv = weap:Ammo1() or 0
local ammo_clip = weap:Clip1() or 0
local ammo_max = weap.Primary.ClipSize or 0
return ammo_clip, ammo_max, ammo_inv
end
local function DrawBg(x, y, width, height, client)
-- Traitor area sizes
local th = 30
local tw = 170
-- Adjust for these
y = y - th
height = height + th
-- main bg area, invariant
-- encompasses entire area
draw.RoundedBox(8, x, y, width, height, bg_colors.background_main)
-- main border, traitor based
local col = bg_colors.innocent
if GAMEMODE.round_state != ROUND_ACTIVE then
col = bg_colors.noround
elseif client:GetTraitor() then
col = bg_colors.traitor
elseif client:GetDetective() then
col = bg_colors.detective
end
draw.RoundedBox(8, x, y, tw, th, col)
end
local sf = surface
local dr = draw
local function ShadowedText(text, font, x, y, color, xalign, yalign)
dr.SimpleText(text, font, x+2, y+2, COLOR_BLACK, xalign, yalign)
dr.SimpleText(text, font, x, y, color, xalign, yalign)
end
local margin = 10
-- Paint punch-o-meter
local function PunchPaint(client)
local L = GetLang()
local punch = client:GetNWFloat("specpunches", 0)
local width, height = 200, 25
local x = ScrW() / 2 - width/2
local y = margin/2 + height
PaintBar(x, y, width, height, ammo_colors, punch)
local color = bg_colors.background_main
dr.SimpleText(L.punch_title, "HealthAmmo", ScrW() / 2, y, color, TEXT_ALIGN_CENTER)
dr.SimpleText(L.punch_help, "TabLarge", ScrW() / 2, margin, COLOR_WHITE, TEXT_ALIGN_CENTER)
local bonus = client:GetNWInt("bonuspunches", 0)
if bonus != 0 then
local text
if bonus < 0 then
text = interp(L.punch_bonus, {num = bonus})
else
text = interp(L.punch_malus, {num = bonus})
end
dr.SimpleText(text, "TabLarge", ScrW() / 2, y * 2, COLOR_WHITE, TEXT_ALIGN_CENTER)
end
end
local key_params = { usekey = Key("+use", "USE") }
local function SpecHUDPaint(client)
local L = GetLang() -- for fast direct table lookups
-- Draw round state
local x = margin
local height = 32
local width = 250
local round_y = ScrH() - height - margin
-- move up a little on low resolutions to allow space for spectator hints
if ScrW() < 1000 then round_y = round_y - 15 end
local time_x = x + 170
local time_y = round_y + 4
draw.RoundedBox(8, x, round_y, width, height, bg_colors.background_main)
draw.RoundedBox(8, x, round_y, time_x - x, height, bg_colors.noround)
local text = L[ roundstate_string[GAMEMODE.round_state] ]
ShadowedText(text, "TraitorState", x + margin, round_y, COLOR_WHITE)
-- Draw round/prep/post time remaining
local text = util.SimpleTime(math.max(0, GetGlobalFloat("ttt_round_end", 0) - CurTime()), "%02i:%02i")
ShadowedText(text, "TimeLeft", time_x + margin, time_y, COLOR_WHITE)
local tgt = client:GetObserverTarget()
if IsValid(tgt) and tgt:IsPlayer() then
ShadowedText(tgt:Nick(), "TimeLeft", ScrW() / 2, margin, COLOR_WHITE, TEXT_ALIGN_CENTER)
elseif IsValid(tgt) and tgt:GetNWEntity("spec_owner", nil) == client then
PunchPaint(client)
else
ShadowedText(interp(L.spec_help, key_params), "TabLarge", ScrW() / 2, margin, COLOR_WHITE, TEXT_ALIGN_CENTER)
end
end
local ttt_health_label = CreateClientConVar("ttt_health_label", "0", true)
local function InfoPaint(client)
local L = GetLang()
local width = 250
local height = 90
local x = margin
local y = ScrH() - margin - height
DrawBg(x, y, width, height, client)
local bar_height = 25
local bar_width = width - (margin*2)
-- Draw health
local health = math.max(0, client:Health())
local health_y = y + margin
PaintBar(x + margin, health_y, bar_width, bar_height, health_colors, health/client:GetMaxHealth())
ShadowedText(tostring(health), "HealthAmmo", bar_width, health_y, COLOR_WHITE, TEXT_ALIGN_RIGHT, TEXT_ALIGN_RIGHT)
if ttt_health_label:GetBool() then
local health_status = util.HealthToString(health, client:GetMaxHealth())
draw.SimpleText(L[health_status], "TabLarge", x + margin*2, health_y + bar_height/2, COLOR_WHITE, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER)
end
-- Draw ammo
if client:GetActiveWeapon().Primary then
local ammo_clip, ammo_max, ammo_inv = GetAmmo(client)
if ammo_clip != -1 then
local ammo_y = health_y + bar_height + margin
PaintBar(x+margin, ammo_y, bar_width, bar_height, ammo_colors, ammo_clip/ammo_max)
local text = string.format("%i + %02i", ammo_clip, ammo_inv)
ShadowedText(text, "HealthAmmo", bar_width, ammo_y, COLOR_WHITE, TEXT_ALIGN_RIGHT, TEXT_ALIGN_RIGHT)
end
end
-- Draw traitor state
local round_state = GAMEMODE.round_state
local traitor_y = y - 30
local text = nil
if round_state == ROUND_ACTIVE then
text = L[ client:GetRoleStringRaw() ]
else
text = L[ roundstate_string[round_state] ]
end
ShadowedText(text, "TraitorState", x + margin + 73, traitor_y, COLOR_WHITE, TEXT_ALIGN_CENTER)
-- Draw round time
local is_haste = HasteMode() and round_state == ROUND_ACTIVE
local is_traitor = client:IsActiveTraitor()
local endtime = GetGlobalFloat("ttt_round_end", 0) - CurTime()
local text
local font = "TimeLeft"
local color = COLOR_WHITE
local rx = x + margin + 170
local ry = traitor_y + 3
-- Time displays differently depending on whether haste mode is on,
-- whether the player is traitor or not, and whether it is overtime.
if is_haste then
local hastetime = GetGlobalFloat("ttt_haste_end", 0) - CurTime()
if hastetime < 0 then
if (not is_traitor) or (math.ceil(CurTime()) % 7 <= 2) then
-- innocent or blinking "overtime"
text = L.overtime
font = "Trebuchet18"
-- need to hack the position a little because of the font switch
ry = ry + 5
rx = rx - 3
else
-- traitor and not blinking "overtime" right now, so standard endtime display
text = util.SimpleTime(math.max(0, endtime), "%02i:%02i")
color = COLOR_RED
end
else
-- still in starting period
local t = hastetime
if is_traitor and math.ceil(CurTime()) % 6 < 2 then
t = endtime
color = COLOR_RED
end
text = util.SimpleTime(math.max(0, t), "%02i:%02i")
end
else
-- bog standard time when haste mode is off (or round not active)
text = util.SimpleTime(math.max(0, endtime), "%02i:%02i")
end
ShadowedText(text, font, rx, ry, color)
if is_haste then
dr.SimpleText(L.hastemode, "TabLarge", x + margin + 165, traitor_y - 8)
end
end
-- Paints player status HUD element in the bottom left
function GM:HUDPaint()
local client = LocalPlayer()
if hook.Call( "HUDShouldDraw", GAMEMODE, "TTTTargetID" ) then
hook.Call( "HUDDrawTargetID", GAMEMODE )
end
if hook.Call( "HUDShouldDraw", GAMEMODE, "TTTMStack" ) then
MSTACK:Draw(client)
end
if (not client:Alive()) or client:Team() == TEAM_SPEC then
if hook.Call( "HUDShouldDraw", GAMEMODE, "TTTSpecHUD" ) then
SpecHUDPaint(client)
end
return
end
if hook.Call( "HUDShouldDraw", GAMEMODE, "TTTRadar" ) then
RADAR:Draw(client)
end
if hook.Call( "HUDShouldDraw", GAMEMODE, "TTTTButton" ) then
TBHUD:Draw(client)
end
if hook.Call( "HUDShouldDraw", GAMEMODE, "TTTWSwitch" ) then
WSWITCH:Draw(client)
end
if hook.Call( "HUDShouldDraw", GAMEMODE, "TTTVoice" ) then
VOICE.Draw(client)
end
if hook.Call( "HUDShouldDraw", GAMEMODE, "TTTDisguise" ) then
DISGUISE.Draw(client)
end
if hook.Call( "HUDShouldDraw", GAMEMODE, "TTTPickupHistory" ) then
hook.Call( "HUDDrawPickupHistory", GAMEMODE )
end
-- Draw bottom left info panel
if hook.Call( "HUDShouldDraw", GAMEMODE, "TTTInfoPanel" ) then
InfoPaint(client)
end
end
-- Hide the standard HUD stuff
local hud = {["CHudHealth"] = true, ["CHudBattery"] = true, ["CHudAmmo"] = true, ["CHudSecondaryAmmo"] = true}
function GM:HUDShouldDraw(name)
if hud[name] then return false end
return self.BaseClass.HUDShouldDraw(self, name)
end