forked from Dadido3/D3stats
Fixes and cleanup
- use Set/GetNWInt() - put everything ZS related in its own file - Added team to permissions - Added font setting
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e2db00b0ea
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a50c3e0359
@ -1,4 +1,4 @@
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-- Delete HUD and redo if already existent. This will reset the values until the next update from the server
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-- Delete HUD and redo if already existent. This will reset the displayed values until the next update from the server
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if d3stats.D3StatsOverlay then
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d3stats.D3StatsOverlay:Remove()
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d3stats.Overlay_Init()
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@ -14,16 +14,17 @@ function d3stats.Overlay_Init()
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end
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-- Call this function from cl_targetid.lua in the gamemode
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-- Call this function from cl_targetid.lua in the gamemode. Works for ZS, needs adjustments for other gamemodes.
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local colTemp = Color(255, 255, 255)
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function d3stats.DrawTargetID( ent, fade, x, y )
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colTemp.a = fade * 255
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--util.ColorCopy(COLOR_FRIENDLY, colTemp)
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if ent.D3Stats_Level and d3stats.Levels[ent.D3Stats_Level] then
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draw.SimpleTextBlur("Level " .. tostring(ent.D3Stats_Level) .. " \"" .. d3stats.Levels[ent.D3Stats_Level].Name .. "\"", "ZSHUDFontTiny", x, y, colTemp, TEXT_ALIGN_CENTER)
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y = y + draw.GetFontHeight("ZSHUDFontTiny") + 4
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local Level = ent:GetNWInt( "D3Stats_Level", 0 )
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if Level > 0 and d3stats.Levels[Level] then
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draw.SimpleTextBlur("Level " .. tostring(Level) .. " \"" .. d3stats.Levels[Level].Name .. "\"", d3stats.Font_TargetID, x, y, colTemp, TEXT_ALIGN_CENTER)
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y = y + draw.GetFontHeight(d3stats.Font_TargetID) + 4
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end
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return x, y
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@ -14,3 +14,4 @@ include( "vgui/overlay.lua" )
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hook.Add( "Initialize", "D3Stats_Init", function ()
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d3stats.Overlay_Init()
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end )
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@ -6,24 +6,4 @@ net.Receive( "D3Stats_UpdateXP", function()
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if d3stats and d3stats.D3StatsOverlay then
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d3stats.D3StatsOverlay:StatsUpdate( XP, d3stats.CalculateLevel( XP ) )
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end
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end )
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net.Receive( "D3Stats_UpdateLevels", function()
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local players = net.ReadUInt( 16 )
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for i = 1, players do
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local ply = net.ReadEntity()
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local Level = net.ReadUInt( 16 )
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ply.D3Stats_Level = Level
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--print( "Level update: " .. tostring(ply) .." --> " .. tostring(Level))
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end
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end )
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net.Receive( "D3Stats_BroadcastLevel", function()
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local ply = net.ReadEntity()
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local Level = net.ReadUInt( 16 )
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ply.D3Stats_Level = Level
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--print( "Level broadcast: " .. tostring(ply) .." --> " .. tostring(Level))
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end )
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26
lua/d3stats/gamemodes/sv_zombiesurvival.lua
Normal file
26
lua/d3stats/gamemodes/sv_zombiesurvival.lua
Normal file
@ -0,0 +1,26 @@
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--[[
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Any "zombie survival" gamemode specific code goes in here
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]]
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-- XP rewards for players getting points
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hook.Add( "PlayerPointsAdded", "D3Stats_ZS_PlayerPointsAdded", function ( ply, points )
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if points <= d3stats.PlayerPointsAdded_Limit then
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ply:D3Stats_AddXP( points )
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end
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end )
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-- XP rewards for zombies killing humans
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hook.Add( "PostZombieKilledHuman", "D3Stats_ZS_PostZombieKilledHuman", function ( ply, attacker, dmginfo, headshot, wassuicide )
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local reward = d3stats.ZombieKilledHuman_Static + d3stats.ZombieKilledHuman_Fraction * ply:Frags()
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reward = math.Clamp( reward, d3stats.ZombieKilledHuman_Min, d3stats.ZombieKilledHuman_Max )
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attacker:D3Stats_AddXP( reward )
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end )
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-- Message on levelchange
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hook.Add( "D3Stats_LevelChanged", "D3Stats_ZS_LevelChanged", function ( ply, oldLevel, Level )
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ply:CenterNotify( Color( 0, 255, 255 ), "You ascended to level " .. tostring( Level ) .. " \"" .. d3stats.Levels[Level].Name .. "\"")
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end )
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@ -20,36 +20,16 @@ include( "sh_settings.lua" )
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include( "sh_level.lua" )
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include( "sh_concommand.lua" )
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include( "gamemodes/sv_zombiesurvival.lua" )
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include( "sv_network.lua" )
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-- XP rewards for players getting points
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hook.Add( "PlayerPointsAdded", "D3Stats_PlayerPointsAdded", function ( ply, points )
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if points <= d3stats.PlayerPointsAdded_Limit then
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ply:D3Stats_AddXP( points )
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end
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end )
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-- XP rewards for zombies killing humans
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hook.Add( "PostZombieKilledHuman", "D3Stats_PostZombieKilledHuman", function ( ply, attacker, dmginfo, headshot, wassuicide )
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local reward = d3stats.ZombieKilledHuman_Static + d3stats.ZombieKilledHuman_Fraction * ply:GetPoints()
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reward = math.Clamp( reward, d3stats.ZombieKilledHuman_Min, d3stats.ZombieKilledHuman_Max )
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attacker:D3Stats_AddXP( reward )
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end )
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hook.Add( "PlayerReady", "D3Stats_PlayerReady", function ( ply ) -- TODO: Find a better method than using the PlayerReady hook
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-- Send all the levels of the other players to ply
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ply:D3Stats_Net_UpdateLevels()
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end )
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hook.Add( "PlayerSpawn", "D3Stats_PlayerSpawn", function ( ply )
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hook.Add( "PlayerInitialSpawn", "D3Stats_PlayerSpawn", function ( ply )
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-- Send its own XP
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ply:D3Stats_Net_UpdateXP()
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-- Broadcast the own level to others
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ply.D3Stats_Level = ply:D3Stats_GetLevel()
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ply:D3Stats_Net_BroadcastLevel( ply.D3Stats_Level )
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-- Store level as network and local player variable
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ply.D3Stats_Level = d3stats.CalculateLevel( ply:D3Stats_GetXP() )
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ply:SetNWInt( "D3Stats_Level", ply.D3Stats_Level )
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end )
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local meta = FindMetaTable( "Player" )
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@ -74,12 +54,11 @@ function meta:D3Stats_SetXP( XP )
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self:D3Stats_Net_UpdateXP()
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-- Broadcast on level change
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local Level = self:D3Stats_GetLevel()
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-- Update network variable and send message on level change
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local Level = d3stats.CalculateLevel( XP )
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if self.D3Stats_Level and self.D3Stats_Level ~= Level then
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self.D3Stats_Level = Level
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self:D3Stats_Net_BroadcastLevel( Level )
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self:CenterNotify( Color( 0, 255, 255 ), "You ascended to level " .. tostring( Level ) .. " \"" .. d3stats.Levels[Level].Name .. "\"")
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self:SetNWInt( "D3Stats_Level", Level )
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hook.Call( "D3Stats_LevelChanged" , nil, self, self.D3Stats_Level, Level )
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end
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self.D3Stats_Level = Level
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end
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@ -93,14 +72,14 @@ function meta:D3Stats_AddXP( XP )
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end
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function meta:D3Stats_GetLevel()
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return d3stats.CalculateLevel( self:D3Stats_GetXP() )
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return self.D3Stats_Level
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end
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-- Check if the players level has the permission
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function meta:D3Stats_HasPermission( Permission )
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-- If no one else has this permission, allow it
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if d3stats.Permissions[Permission] and d3stats.Permissions[Permission].AllowIfLessThan and d3stats.Permissions[Permission].AllowIfLessThan > d3stats.CountPermissionPlayers( Permission ) then
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-- If there are too few players with this permission, allow it
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if d3stats.Permissions[Permission] and d3stats.Permissions[Permission].AllowIfLessThan and d3stats.Permissions[Permission].AllowIfLessThan > d3stats.CountPermissionPlayers( Permission, d3stats.Permissions[Permission].Team ) then
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return true
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end
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@ -32,13 +32,15 @@ end
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-- Count the amount of online players who have the permission
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if SERVER then
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function d3stats.CountPermissionPlayers( Permission )
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function d3stats.CountPermissionPlayers( Permission, Team )
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local Counter = 0
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local players = player.GetAll()
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for key, ply in pairs( players ) do
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if d3stats.LevelCheckPermission( ply:D3Stats_GetLevel(), Permission ) == true then
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Counter = Counter + 1
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if Team == nil or pl:Team() == Team then
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if d3stats.LevelCheckPermission( ply:D3Stats_GetLevel(), Permission ) == true then
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Counter = Counter + 1
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end
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end
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end
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@ -6,9 +6,10 @@ Settings and level definitions are stored in here
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-- Permissions
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-- AllowIfLessThan: If the amount of players who have the permission is lower than this number, allow it anyways
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-- Team: Reduces count to the specified team. In ZS: TEAM_SURVIVOR = 4
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d3stats.Permissions = {
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["Buy_Hammer"] = { AllowIfLessThan = 2 },
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["Use_Hammer"] = { AllowIfLessThan = 2 },
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["Buy_Hammer"] = { AllowIfLessThan = 2, Team = 4 },
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["Use_Hammer"] = { AllowIfLessThan = 2, Team = 4 },
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}
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-- Levels, please sort by XP
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@ -53,4 +54,28 @@ d3stats.PlayerPointsAdded_Limit = 200 -- Ignore all "PlayerPointsAdded" callbac
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d3stats.ZombieKilledHuman_Fraction = 1.0 -- Amount of XP a zombie gets of the killed humans points
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d3stats.ZombieKilledHuman_Static = 100 -- Amount of XP a zombie gets for killing a human
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d3stats.ZombieKilledHuman_Max = 1000 -- Upper XP reward clamp
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d3stats.ZombieKilledHuman_Min = 0 -- Lower XP reward clamp
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d3stats.ZombieKilledHuman_Min = 0 -- Lower XP reward clamp
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-- Fonts
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if CLIENT then
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surface.CreateFont( "D3Stats_OverlayFont", {
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font = "Typenoksidi",
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extended = true,
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size = 16,
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weight = 0,
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blursize = 0,
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scanlines = 0,
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antialias = true,
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underline = false,
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italic = false,
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strikeout = false,
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symbol = false,
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rotary = false,
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shadow = false,
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additive = false,
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outline = true,
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} )
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d3stats.Font_Overlay = "D3Stats_OverlayFont"
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d3stats.Font_TargetID = "D3Stats_OverlayFont"
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end
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@ -1,6 +1,4 @@
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util.AddNetworkString( "D3Stats_UpdateXP" )
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util.AddNetworkString( "D3Stats_UpdateLevels" )
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util.AddNetworkString( "D3Stats_BroadcastLevel" )
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local meta = FindMetaTable( "Player" )
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if not meta then return end
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@ -11,25 +9,3 @@ function meta:D3Stats_Net_UpdateXP()
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net.WriteUInt( self:D3Stats_GetXP(), 32 )
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net.Send( self )
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end
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-- Send all player levels to this (self) player
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function meta:D3Stats_Net_UpdateLevels()
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net.Start( "D3Stats_UpdateLevels" )
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local players = player.GetAll()
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net.WriteUInt( table.getn( players ), 16 )
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for k, ply in pairs( players ) do
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net.WriteEntity( ply )
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net.WriteUInt( ply:D3Stats_GetLevel(), 16 )
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end
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net.Send( self )
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end
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-- Send the current level of this (self) player to everyone
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function meta:D3Stats_Net_BroadcastLevel( Level )
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net.Start( "D3Stats_BroadcastLevel" )
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net.WriteEntity( self )
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net.WriteUInt( Level, 16 )
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net.Broadcast()
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end
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@ -7,7 +7,7 @@ function PANEL:Init()
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self.Progress:SetSize( 200, 10 )
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self.Label = vgui.Create( "DLabel", self )
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self.Label:SetFont("ZSHUDFontTiny")
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self.Label:SetFont(d3stats.Font_Overlay)
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self.Label:SetPos( 10, 25 ) -- Set the position of the label
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self:StatsUpdate( 0, 1 )
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--self.Label:SetDark( 1 ) -- Set the colour of the text inside the label to a darker one
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