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

521 lines
15 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/
--]]
include("weaponry_shd.lua") -- inits WEPS tbl
---- Weapon system, pickup limits, etc
local IsEquipment = WEPS.IsEquipment
-- Prevent players from picking up multiple weapons of the same type etc
function GM:PlayerCanPickupWeapon(ply, wep)
if not IsValid(wep) or not IsValid(ply) then return end
if ply:IsSpec() then return false end
-- While resetting the map, players should not be allowed to pick up the newly-reset weapon
-- entities, because they would be stripped again during the player spawning process and
-- subsequently be missing.
if GAMEMODE.RespawningWeapons then
return false
end
-- Disallow picking up for ammo
if ply:HasWeapon(wep:GetClass()) then
return false
elseif not ply:CanCarryWeapon(wep) then
return false
elseif IsEquipment(wep) and wep.IsDropped and (not ply:KeyDown(IN_USE)) then
return false
end
local tr = util.TraceEntity({start=wep:GetPos(), endpos=ply:GetShootPos(), mask=MASK_SOLID}, wep)
if tr.Fraction == 1.0 or tr.Entity == ply then
wep:SetPos(ply:GetShootPos())
end
return true
end
-- Cache role -> default-weapons table
local loadout_weapons = nil
local function GetLoadoutWeapons(r)
if not loadout_weapons then
local tbl = {
[ROLE_INNOCENT] = {},
[ROLE_TRAITOR] = {},
[ROLE_DETECTIVE]= {}
};
for k, w in pairs(weapons.GetList()) do
if w and istable(w.InLoadoutFor) then
for _, wrole in pairs(w.InLoadoutFor) do
table.insert(tbl[wrole], WEPS.GetClass(w))
end
end
end
loadout_weapons = tbl
end
return loadout_weapons[r]
end
-- Give player loadout weapons he should have for his role that he does not have
-- yet
local function GiveLoadoutWeapons(ply)
local r = GetRoundState() == ROUND_PREP and ROLE_INNOCENT or ply:GetRole()
local weps = GetLoadoutWeapons(r)
if not weps then return end
for _, cls in pairs(weps) do
if not ply:HasWeapon(cls) and ply:CanCarryType(WEPS.TypeForWeapon(cls)) then
ply:Give(cls)
end
end
end
local function HasLoadoutWeapons(ply)
if ply:IsSpec() then return true end
local r = GetRoundState() == ROUND_PREP and ROLE_INNOCENT or ply:GetRole()
local weps = GetLoadoutWeapons(r)
if not weps then return true end
for _, cls in pairs(weps) do
if not ply:HasWeapon(cls) and ply:CanCarryType(WEPS.TypeForWeapon(cls)) then
return false
end
end
return true
end
-- Give loadout items.
local function GiveLoadoutItems(ply)
local items = EquipmentItems[ply:GetRole()]
if items then
for _, item in pairs(items) do
if item.loadout and item.id then
ply:GiveEquipmentItem(item.id)
end
end
end
end
-- Quick hack to limit hats to models that fit them well
local Hattables = { "phoenix.mdl", "arctic.mdl", "Group01", "monk.mdl" }
local function CanWearHat(ply)
local path = string.Explode("/", ply:GetModel())
if #path == 1 then path = string.Explode("\\", path) end
return table.HasValue(Hattables, path[3])
end
CreateConVar("ttt_detective_hats", "1")
-- Just hats right now
local function GiveLoadoutSpecial(ply)
if ply:IsActiveDetective() and GetConVar("ttt_detective_hats"):GetBool() and CanWearHat(ply) then
if not IsValid(ply.hat) then
local hat = ents.Create("ttt_hat_deerstalker")
if not IsValid(hat) then return end
hat:SetPos(ply:GetPos() + Vector(0,0,70))
hat:SetAngles(ply:GetAngles())
hat:SetParent(ply)
ply.hat = hat
hat:Spawn()
end
else
SafeRemoveEntity(ply.hat)
ply.hat = nil
end
end
-- Sometimes, in cramped map locations, giving players weapons fails. A timer
-- calling this function is used to get them the weapons anyway as soon as
-- possible.
local function LateLoadout(id)
local ply = Entity(id)
if not IsValid(ply) or not ply:IsPlayer() then
timer.Remove("lateloadout" .. id)
return
end
if not HasLoadoutWeapons(ply) then
GiveLoadoutWeapons(ply)
if HasLoadoutWeapons(ply) then
timer.Remove("lateloadout" .. id)
end
end
end
-- Note that this is called both when a player spawns and when a round starts
function GM:PlayerLoadout( ply )
if IsValid(ply) and (not ply:IsSpec()) then
-- clear out equipment flags
ply:ResetEquipment()
-- give default items
GiveLoadoutItems(ply)
-- hand out weaponry
GiveLoadoutWeapons(ply)
GiveLoadoutSpecial(ply)
if not HasLoadoutWeapons(ply) then
MsgN("Could not spawn all loadout weapons for " .. ply:Nick() .. ", will retry.")
timer.Create("lateloadout" .. ply:EntIndex(), 1, 0,
function() LateLoadout(ply:EntIndex()) end)
end
end
end
function GM:UpdatePlayerLoadouts()
for _, ply in player.Iterator() do
hook.Call("PlayerLoadout", GAMEMODE, ply)
end
end
---- Weapon dropping
function WEPS.DropNotifiedWeapon(ply, wep, death_drop)
if IsValid(ply) and IsValid(wep) then
-- Hack to tell the weapon it's about to be dropped and should do what it
-- must right now
if wep.PreDrop then
wep:PreDrop(death_drop)
end
-- PreDrop might destroy weapon
if not IsValid(wep) then return end
-- Tag this weapon as dropped, so that if it's a special weapon we do not
-- auto-pickup when nearby.
wep.IsDropped = true
-- After dropping a weapon, always switch to holstered, so that traitors
-- will never accidentally pull out a traitor weapon.
--
-- Perform this *before* the drop in order to abuse the fact that this
-- holsters the weapon, which in turn aborts any reload that's in
-- progress. We don't want a dropped weapon to be in a reloading state
-- because the relevant timer is reset when picking it up, making the
-- reload happen instantly. This allows one to dodge the delay by dropping
-- during reload. All of this is a workaround for not having access to
-- CBaseWeapon::AbortReload() (and that not being handled in
-- CBaseWeapon::Drop in the first place).
ply:SelectWeapon("weapon_ttt_unarmed")
ply:DropWeapon(wep)
wep:PhysWake()
end
end
local function DropActiveWeapon(ply)
if not IsValid(ply) then return end
local wep = ply:GetActiveWeapon()
if not IsValid(wep) then return end
if wep.AllowDrop == false then
return
end
local tr = util.QuickTrace(ply:GetShootPos(), ply:GetAimVector() * 32, ply)
if tr.HitWorld then
LANG.Msg(ply, "drop_no_room")
return
end
ply:AnimPerformGesture(ACT_GMOD_GESTURE_ITEM_PLACE)
WEPS.DropNotifiedWeapon(ply, wep)
end
concommand.Add("ttt_dropweapon", DropActiveWeapon)
local function DropActiveAmmo(ply)
if not IsValid(ply) then return end
local wep = ply:GetActiveWeapon()
if not IsValid(wep) then return end
if not wep.AmmoEnt then return end
local amt = wep:Clip1()
if amt < 1 or amt <= (wep.Primary.ClipSize * 0.25) then
LANG.Msg(ply, "drop_no_ammo")
return
end
local pos, ang = ply:GetShootPos(), ply:EyeAngles()
local dir = (ang:Forward() * 32) + (ang:Right() * 6) + (ang:Up() * -5)
local tr = util.QuickTrace(pos, dir, ply)
if tr.HitWorld then return end
wep:SetClip1(0)
ply:AnimPerformGesture(ACT_GMOD_GESTURE_ITEM_GIVE)
local box = ents.Create(wep.AmmoEnt)
if not IsValid(box) then return end
box:SetPos(pos + dir)
box:SetOwner(ply)
box:Spawn()
box:PhysWake()
local phys = box:GetPhysicsObject()
if IsValid(phys) then
phys:ApplyForceCenter(ang:Forward() * 1000)
phys:ApplyForceOffset(VectorRand(), vector_origin)
end
box.AmmoAmount = amt
timer.Simple(2, function()
if IsValid(box) then
box:SetOwner(nil)
end
end)
end
concommand.Add("ttt_dropammo", DropActiveAmmo)
-- Give a weapon to a player. If the initial attempt fails due to heisenbugs in
-- the map, keep trying until the player has moved to a better spot where it
-- does work.
local function GiveEquipmentWeapon(sid64, cls)
-- Referring to players by SteamID64 because a player may disconnect while his
-- unique timer still runs, in which case we want to be able to stop it. For
-- that we need its name, and hence his SteamID64.
local ply = player.GetBySteamID64(sid64)
local tmr = "give_equipment" .. sid64
if (not IsValid(ply)) or (not ply:IsActiveSpecial()) then
timer.Remove(tmr)
return
end
-- giving attempt, will fail if we're in a crazy spot in the map or perhaps
-- other glitchy cases
local w = ply:Give(cls)
if (not IsValid(w)) or (not ply:HasWeapon(cls)) then
if not timer.Exists(tmr) then
timer.Create(tmr, 1, 0, function() GiveEquipmentWeapon(sid64, cls) end)
end
-- we will be retrying
else
-- can stop retrying, if we were
timer.Remove(tmr)
if w.WasBought then
-- some weapons give extra ammo after being bought, etc
w:WasBought(ply)
end
end
end
local function HasPendingOrder(ply)
return timer.Exists("give_equipment" .. tostring(ply:SteamID64()))
end
function GM:TTTCanOrderEquipment(ply, id, is_item)
--- return true to allow buying of an equipment item, false to disallow
return true
end
-- Equipment buying
local function OrderEquipment(ply, cmd, args)
if not IsValid(ply) or #args != 1 then return end
if not (ply:IsActiveTraitor() or ply:IsActiveDetective()) then return end
-- no credits, can't happen when buying through menu as button will be off
if ply:GetCredits() < 1 then return end
-- it's an item if the arg is an id instead of an ent name
local id = args[1]
local is_item = tonumber(id)
if not hook.Run("TTTCanOrderEquipment", ply, id, is_item) then return end
-- we use weapons.GetStored to save time on an unnecessary copy, we will not
-- be modifying it
local swep_table = (not is_item) and weapons.GetStored(id) or nil
-- some weapons can only be bought once per player per round, this used to be
-- defined in a table here, but is now in the SWEP's table
if swep_table and swep_table.LimitedStock and ply:HasBought(id) then
LANG.Msg(ply, "buy_no_stock")
return
end
local received = false
if is_item then
id = tonumber(id)
-- item whitelist check
local allowed = GetEquipmentItem(ply:GetRole(), id)
if not allowed then
print(ply, "tried to buy item not buyable for his class:", id)
return
end
-- ownership check and finalise
if id and EQUIP_NONE < id then
if not ply:HasEquipmentItem(id) then
ply:GiveEquipmentItem(id)
received = true
end
end
elseif swep_table then
-- weapon whitelist check
if not table.HasValue(swep_table.CanBuy, ply:GetRole()) then
print(ply, "tried to buy weapon his role is not permitted to buy")
return
end
-- if we have a pending order because we are in a confined space, don't
-- start a new one
if HasPendingOrder(ply) then
LANG.Msg(ply, "buy_pending")
return
end
-- no longer restricted to only WEAPON_EQUIP weapons, just anything that
-- is whitelisted and carryable
if ply:CanCarryWeapon(swep_table) then
GiveEquipmentWeapon(ply:SteamID64(), id)
received = true
end
end
if received then
ply:SubtractCredits(1)
LANG.Msg(ply, "buy_received")
ply:AddBought(id)
timer.Simple(0.5,
function()
if not IsValid(ply) then return end
net.Start("TTT_BoughtItem")
net.WriteBit(is_item)
if is_item then
net.WriteUInt(id, 16)
else
net.WriteString(id)
end
net.Send(ply)
end)
hook.Call("TTTOrderedEquipment", GAMEMODE, ply, id, is_item)
end
end
concommand.Add("ttt_order_equipment", OrderEquipment)
function GM:TTTToggleDisguiser(ply, state)
-- Can be used to prevent players from using this button.
-- return true to prevent it.
end
local function SetDisguise(ply, cmd, args)
if not IsValid(ply) or not ply:IsActiveTraitor() then return end
if ply:HasEquipmentItem(EQUIP_DISGUISE) then
local state = #args == 1 and tobool(args[1])
if hook.Run("TTTToggleDisguiser", ply, state) then return end
ply:SetNWBool("disguised", state)
LANG.Msg(ply, state and "disg_turned_on" or "disg_turned_off")
end
end
concommand.Add("ttt_set_disguise", SetDisguise)
local function CheatCredits(ply)
if IsValid(ply) then
ply:AddCredits(10)
end
end
concommand.Add("ttt_cheat_credits", CheatCredits, nil, nil, FCVAR_CHEAT)
local function TransferCredits(ply, cmd, args)
if (not IsValid(ply)) or (not ply:IsActiveSpecial()) then return end
if #args != 2 then return end
local sid64 = tostring(args[1])
local credits = tonumber(args[2])
if sid64 and credits then
local target = player.GetBySteamID64(sid64)
if (not IsValid(target)) or (not target:IsActiveSpecial()) or (target:GetRole() ~= ply:GetRole()) or (target == ply) then
LANG.Msg(ply, "xfer_no_recip")
return
end
if ply:GetCredits() < credits then
LANG.Msg(ply, "xfer_no_credits")
return
end
credits = math.Clamp(credits, 0, ply:GetCredits())
if credits == 0 then return end
ply:SubtractCredits(credits)
target:AddCredits(credits)
LANG.Msg(ply, "xfer_success", {player=target:Nick()})
LANG.Msg(target, "xfer_received", {player = ply:Nick(), num = credits})
end
end
concommand.Add("ttt_transfer_credits", TransferCredits)
-- Protect against non-TTT weapons that may break the HUD
function GM:WeaponEquip(wep)
if IsValid(wep) then
-- only remove if they lack critical stuff
if not wep.Kind then
wep:Remove()
ErrorNoHalt("Equipped weapon " .. wep:GetClass() .. " is not compatible with TTT\n")
end
end
end
-- non-cheat developer commands can reveal precaching the first time equipment
-- is bought, so trigger it at the start of a round instead
function WEPS.ForcePrecache()
for k, w in ipairs(weapons.GetList()) do
if w.WorldModel then
util.PrecacheModel(w.WorldModel)
end
if w.ViewModel then
util.PrecacheModel(w.ViewModel)
end
end
end