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wnsrc/lua/weapons/gmod_tool/stools/ladder.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

418 lines
13 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/
--]]
AddCSLuaFile();
TOOL.Category = "Construction"
TOOL.Name = "Ladders"
TOOL.ClientConVar["laddername"] = "";
TOOL.ClientConVar["model"] = "models/props_c17/metalladder001.mdl";
TOOL.Information = {
{name = "left", stage = 0},
{name = "right", stage = 0},
{name = "left_next", stage = 1, icon = "gui/lmb.png"}
};
/*
ladderOptions is a list of approved models that can be used in the tool.
Prevents people from using console to set the model to something that won't work.
Parameters:
- origin: Where is the origin of the ladder in relation to the bottom? If the ladder's :GetPos() is in the center, find the unit distance between the bottom and center.
See the third ladder in the table.
- height: How many units tall is this ladder?
- ladderOffset: How many units away from the wall should the ladder entity be placed?
- propOffset: How many units away from the wall should the ladder props be placed?
*/
local ladderOptions = {
["models/props_c17/metalladder001.mdl"] = {
origin = vector_origin,
height = 127.5,
ladderOffset = 25,
propOffset = 2.5
},
["models/props_c17/metalladder002.mdl"] = {
origin = vector_origin,
height = 127.5,
ladderOffset = 30
},
["models/props/cs_militia/ladderrung.mdl"] = {
origin = Vector(0, 0, 63.75),
height = 127.5,
ladderOffset = 25
},
["models/props/cs_militia/ladderwood.mdl"] = {
origin = Vector(0, 0, 74),
height = 147,
ladderOffset = 20,
propOffset = 1
},
};
cleanup.Register("ladders");
cleanup.Register("ladder_dismounts");
if (SERVER) then
if (!ConVarExists("sbox_maxladders")) then
CreateConVar("sbox_maxladders", 5, {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Maximum number of ladders which can be created by users.");
end;
if (!ConVarExists("sbox_maxladder_dismounts")) then
CreateConVar("sbox_maxladder_dismounts", 10, {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Maximum number of dismount points which can be created by users. Recommended to be double the number of ladders (two for each ladder).");
end;
end;
/*
Helper function to get segments on a line.
*/
local function GetSegments(p1, p2, segLength, bInclusive)
local points = {};
local distance = p1:Distance(p2);
local norm = (p2 - p1):GetNormalized();
local total = math.floor(distance / segLength);
local nextPos = p1;
if (bInclusive) then
table.insert(points, p1);
end;
for i = 1, total do
nextPos = nextPos + norm * segLength;
table.insert(points, nextPos);
end;
if (bInclusive) then
table.insert(points, p2);
end;
return points;
end;
/*
Ladder Creation
*/
do
local dismountHull = {
mins = Vector(-16, -16, 0),
maxs = Vector(16, 16, 4)
};
function TOOL:LeftClick(trace)
if (IsValid(trace.Entity) and trace.Entity:IsPlayer()) then return false; end;
if (CLIENT) then return true; end;
if (!self:GetOwner():CheckLimit("ladders")) then return false; end;
-- If we haven't selected a first point...
if (self:GetStage() == 0) then
-- Retrieve the physics object of any hit entity. Made useless by previous code, but /something/ needs to go into SetObject...
-- As well, retrieve a modified version of the surface normal. This normal is always horizontal and only rotates around the Y axis. Yay straight ladders.
local physObj = trace.Entity:GetPhysicsObjectNum(trace.PhysicsBone);
local normal = Angle(0, trace.HitNormal:Angle().y, 0):Forward();
-- Clear out any junk that could possibly be left over, and store our data.
self:ClearObjects();
self:SetObject(1, trace.Entity, trace.HitPos, physObj, trace.PhysicsBone, normal);
-- Move to the next stage.
self:SetStage(1);
else
-- Same as before, and check how far away the ladder entity needs to be created, based on which model we're using.
local physObj = trace.Entity:GetPhysicsObjectNum(trace.PhysicsBone);
local normal = Angle(0, trace.HitNormal:Angle().y, 0):Forward();
local model = self:GetClientInfo("model");
-- If the user is being maLICIOUS and trying to use a model not on the list, default to the standard ladder.
if (!ladderOptions[model]) then
model = "models/props_c17/metalladder001.mdl";
end;
local options = ladderOptions[model];
local offset = options.ladderOffset;
-- Store the data of our second click.
self:SetObject(2, trace.Entity, trace.HitPos, physObj, trace.PhysicsBone, normal);
-- Define the top and bottom points of our func_useableladder.
local top = self:GetPos(1) + self:GetNormal(1) * offset;
local bottom = Vector(self:GetPos(1).x, self:GetPos(1).y, self:GetPos(2).z + 5) + self:GetNormal(1) * offset;
-- Create a table to hold all of the created prop_physics. This is used later for undo.AddEntity, and for dismount parenting.
-- Then, retrieve all of the segment points in a straight line from top to bottom of the ladder.
local ladderProps = {};
local fixOffset = options.height - options.origin.z;
local topPos = self:GetPos(1) - Vector(0, 0, fixOffset);
local bottomPos = Vector(self:GetPos(1).x, self:GetPos(1).y, self:GetPos(2).z) + options.origin + Vector(0, 0, 1);
local points = GetSegments(topPos, bottomPos, options.height, true);
-- If our bottom point manages to be higher than our top, remove it.
if (topPos.z < bottomPos.z) then
table.remove(points);
end;
-- Start our undo stack.
undo.Create("Ladder");
-- If a point is too close for whatever reason, remove it.
for i = 1, #points do
if (points[i - 1]) then
if (points[i - 1]:Distance(points[i]) < 30) then
table.remove(points, i);
end;
end;
end;
-- For every point in our table of segments, create a prop_physics, destroy its physics object, and add it to the undo stack.
for k, pos in pairs(points) do
local ladder = ents.Create("prop_physics");
ladder:SetPos(pos + self:GetNormal(1) * (options.propOffset or 0));
ladder:SetAngles(self:GetNormal(1):Angle());
ladder:SetModel(model);
ladder:Spawn();
ladder:GetPhysicsObject():EnableMotion(false);
ladder:PhysicsDestroy();
table.insert(ladderProps, ladder);
undo.AddEntity(ladder);
end;
-- Create the actual ladder entity.
local ladderEnt = ents.Create("func_useableladder");
ladderEnt:SetPos(LerpVector(0.5, top, bottom));
ladderEnt:SetKeyValue("point0", tostring(bottom));
ladderEnt:SetKeyValue("point1", tostring(top));
local targetName = self:GetClientInfo("laddername");
if (!targetName or targetName == "") then
targetName = ladderEnt:EntIndex();
end;
ladderEnt:SetKeyValue("targetname", "zladder_" .. targetName);
ladderEnt:SetParent(ladderProps[1]);
ladderEnt:Spawn();
ladderEnt:CallOnRemove("cleanup", function(ladder)
if (!ladder.props) then return; end;
for k, v in pairs(ladder.props) do
SafeRemoveEntity(v);
end;
end);
-- Store all the props on the ladder entity.
ladderEnt.propTable = {};
ladderEnt.props = {};
ladderEnt.model = model;
-- Store our normal on the ladder.
ladderEnt.normal = self:GetNormal(1);
-- Let our hook inside lua/autorun know that the props here have a ladder attached, so disallow +USE on them.
for k, v in pairs(ladderProps) do
v.ladder = ladderEnt;
v:DrawShadow(false);
v:SetCollisionGroup(COLLISION_GROUP_WORLD);
table.insert(ladderEnt.propTable, {
origin = v:GetPos(),
angles = v:GetAngles()
});
table.insert(ladderEnt.props, v);
v:SetNWEntity("ladder", ladderEnt);
end;
local topTrace = util.TraceHull({
start = self:GetPos(1) - self:GetNormal(1) * 17 + Vector(0, 0, 5),
endpos = self:GetPos(1) - self:GetNormal(1) * 17 - Vector(0, 0, 15),
mins = dismountHull.mins,
maxs = dismountHull.maxs,
filter = function(ent) if (ent:IsPlayer() or ent:IsNPC()) then return false; else return true; end; end;
});
if (topTrace.Hit and !topTrace.AllSolid and !topTrace.StartSolid) then
local topDismount = ents.Create("info_ladder_dismount");
topDismount:SetPos(topTrace.HitPos);
topDismount:Spawn();
topDismount:SetParent(ladderEnt);
topDismount:SetName("zdismount_" .. topDismount:EntIndex());
end;
local bottomTrace = util.TraceHull({
start = bottom + self:GetNormal(1) * 34 + Vector(0, 0, 5),
endpos = bottom + self:GetNormal(1) * 34 - Vector(0, 0, 15),
mins = dismountHull.mins,
maxs = dismountHull.maxs,
filter = function(ent) if (ent:IsPlayer() or ent:IsNPC()) then return false; else return true; end; end;
});
if (bottomTrace.Hit and !bottomTrace.AllSolid and !bottomTrace.StartSolid) then
local bottomDismount = ents.Create("info_ladder_dismount");
bottomDismount:SetPos(bottomTrace.HitPos);
bottomDismount:Spawn();
bottomDismount:SetParent(ladderEnt);
bottomDismount:SetName("zdismount_" .. bottomDismount:EntIndex());
end;
-- Push the ladder entity onto our undo stack.
undo.AddEntity(ladderEnt);
-- Set the undo owner, the text, and close the stack.
undo.SetPlayer(self:GetOwner());
undo.SetCustomUndoText("Undone Ladder");
undo.Finish();
-- Calling CFuncLadder::Activate will force the ladder to search for dismount points near the top and bottom.
ladderEnt:Activate();
-- We've finished making our ladder, so go back to stage 0, clear any objects, and add 1 to our cleanup count.
self:SetStage(0);
self:ClearObjects();
self:GetOwner():AddCount("ladders", ladderEnt);
self:GetOwner():AddCleanup("ladders", ladderEnt);
end;
return true;
end;
/*
Dismount Placing
*/
function TOOL:RightClick(trace)
if (IsValid(trace.Entity) and trace.Entity:IsPlayer()) then return false; end;
if (self:GetStage() > 0) then return false; end;
if (CLIENT) then return true; end;
if (!self:GetOwner():CheckLimit("ladder_dismounts")) then return false; end;
-- Perform a hull trace the size of a dismount spot to determine a safe place to put it. If the dismount is intersecting with ANY geometry-
-- the engine will consider it blocked, and the player cannot use it.
local hullTrace = util.TraceHull({
start = trace.HitPos + trace.HitNormal * 16,
endpos = trace.HitPos - trace.HitNormal * 10,
mins = dismountHull.mins,
maxs = dismountHull.maxs
});
if (!hullTrace.Hit) then return false; end;
-- targetName will be the name of the ladder this dismount is going to attach to.
local targetName = self:GetClientInfo("laddername");
local dismount = ents.Create("info_ladder_dismount");
dismount:SetPos(hullTrace.HitPos);
dismount:SetKeyValue("targetname", "zdismount_" .. dismount:EntIndex());
-- If targetName was specified, set the key value. m_target tells the engine that this dismount spot only works for ladders whose names equal this.
if (targetName and targetName != "") then
dismount:SetKeyValue("target", "zladder_" .. targetName);
end;
dismount:Spawn();
-- Loop through all entities on the map. If it's a ladder, and it has our custom prefix, then check if its entity name is equal to our current name.
-- If so, parent it, so that when the ladder is removed, it cleans up the dismount.
for k, v in pairs(ents.GetAll()) do
if (v:GetClass() == "func_useableladder" and v:GetName():find("zladder_")) then
if (targetName and targetName != "") then
if (v:GetName() == "zladder_" .. targetName) then
dismount:SetParent(v);
end;
end;
-- CFuncLadder::Activate, so dismount points for ladders are updated.
v:Activate();
end;
end;
-- Create our undo stack, push the dismount point, assign ownership, then finish.
undo.Create("Ladder Dismount");
undo.AddEntity(dismount);
undo.SetPlayer(self:GetOwner());
undo.SetCustomUndoText("Undone Ladder Dismount");
undo.Finish();
-- Add the dismount point to our cleanup count.
self:GetOwner():AddCount("ladder_dismounts", dismount);
self:GetOwner():AddCleanup("ladder_dismounts", dismount);
return true;
end;
end;
function TOOL:Think()
end
/*
Holster
Clear stored objects and reset state
*/
function TOOL:Holster()
self:ClearObjects();
self:SetStage(0);
end;
/*
Control Panel
*/
function TOOL.BuildCPanel(CPanel)
local modelTable = {};
for k, v in pairs(ladderOptions) do
modelTable[k] = {};
end;
CPanel:AddControl("Header", {
Description = "#tool.ladder.desc"
});
CPanel:AddControl("TextBox", {
Label = "Ladder Name",
Command = "ladder_laddername"
});
CPanel:AddControl("PropSelect", {
Label = "Select a model to use",
ConVar = "ladder_model",
Height = 1,
Width = 3,
Models = modelTable
});
end;
/*
Language strings
*/
if (CLIENT) then
language.Add("tool.ladder.name", "Ladders");
language.Add("tool.ladder.left", "Select the top point for your ladder.");
language.Add("tool.ladder.right", "Place a dismount point.");
language.Add("tool.ladder.left_next", "Now left click anywhere lower than your first point to determine the height.");
language.Add("tool.ladder.desc", "Create ladders, duh.");
language.Add("Cleaned_ladders", "Cleaned up all Ladders");
language.Add("Cleanup_ladders", "Ladders");
language.Add("Cleaned_ladder_dismounts", "Cleaned up all Ladder Dismounts");
language.Add("Cleanup_ladder_dismounts", "Ladder Dismounts");
end;