master
David Vogel 8 years ago
commit e2db00b0ea

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if (SERVER) then
include("d3stats/init.lua")
else
include("d3stats/cl_init.lua")
end

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-- Delete HUD and redo if already existent. This will reset the values until the next update from the server
if d3stats.D3StatsOverlay then
d3stats.D3StatsOverlay:Remove()
d3stats.Overlay_Init()
end
-- HUD on the left top of the screen
function d3stats.Overlay_Init()
local screenscale = BetterScreenScale()
d3stats.D3StatsOverlay = vgui.Create( "D3StatsOverlay" )
d3stats.D3StatsOverlay:SetPos( 0, screenscale * 80 )
d3stats.D3StatsOverlay:SetSize( 350, 100 )
end
-- Call this function from cl_targetid.lua in the gamemode
local colTemp = Color(255, 255, 255)
function d3stats.DrawTargetID( ent, fade, x, y )
colTemp.a = fade * 255
--util.ColorCopy(COLOR_FRIENDLY, colTemp)
if ent.D3Stats_Level and d3stats.Levels[ent.D3Stats_Level] then
draw.SimpleTextBlur("Level " .. tostring(ent.D3Stats_Level) .. " \"" .. d3stats.Levels[ent.D3Stats_Level].Name .. "\"", "ZSHUDFontTiny", x, y, colTemp, TEXT_ALIGN_CENTER)
y = y + draw.GetFontHeight("ZSHUDFontTiny") + 4
end
return x, y
end

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d3stats = d3stats or {}
-- Includes
include( "sh_settings.lua" )
include( "sh_level.lua" )
include( "sh_concommand.lua" )
include( "cl_network.lua" )
include( "cl_hud.lua" )
include( "vgui/overlay.lua" )
-- Initialisation
hook.Add( "Initialize", "D3Stats_Init", function ()
d3stats.Overlay_Init()
end )

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net.Receive( "D3Stats_UpdateXP", function()
local XP = net.ReadUInt( 32 )
--print( "XP update: " .. tostring(XP))
if d3stats and d3stats.D3StatsOverlay then
d3stats.D3StatsOverlay:StatsUpdate( XP, d3stats.CalculateLevel( XP ) )
end
end )
net.Receive( "D3Stats_UpdateLevels", function()
local players = net.ReadUInt( 16 )
for i = 1, players do
local ply = net.ReadEntity()
local Level = net.ReadUInt( 16 )
ply.D3Stats_Level = Level
--print( "Level update: " .. tostring(ply) .." --> " .. tostring(Level))
end
end )
net.Receive( "D3Stats_BroadcastLevel", function()
local ply = net.ReadEntity()
local Level = net.ReadUInt( 16 )
ply.D3Stats_Level = Level
--print( "Level broadcast: " .. tostring(ply) .." --> " .. tostring(Level))
end )

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--[[
XP and statistics addon for the "Zombie Survival" gamemode
by David Vogel (Dadido3)
]]
d3stats = d3stats or {}
AddCSLuaFile( "sh_settings.lua" )
AddCSLuaFile( "sh_level.lua" )
AddCSLuaFile( "sh_concommand.lua" )
AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "cl_network.lua" )
AddCSLuaFile( "cl_hud.lua" )
AddCSLuaFile( "vgui/overlay.lua" )
include( "sh_settings.lua" )
include( "sh_level.lua" )
include( "sh_concommand.lua" )
include( "sv_network.lua" )
-- XP rewards for players getting points
hook.Add( "PlayerPointsAdded", "D3Stats_PlayerPointsAdded", function ( ply, points )
if points <= d3stats.PlayerPointsAdded_Limit then
ply:D3Stats_AddXP( points )
end
end )
-- XP rewards for zombies killing humans
hook.Add( "PostZombieKilledHuman", "D3Stats_PostZombieKilledHuman", function ( ply, attacker, dmginfo, headshot, wassuicide )
local reward = d3stats.ZombieKilledHuman_Static + d3stats.ZombieKilledHuman_Fraction * ply:GetPoints()
reward = math.Clamp( reward, d3stats.ZombieKilledHuman_Min, d3stats.ZombieKilledHuman_Max )
attacker:D3Stats_AddXP( reward )
end )
hook.Add( "PlayerReady", "D3Stats_PlayerReady", function ( ply ) -- TODO: Find a better method than using the PlayerReady hook
-- Send all the levels of the other players to ply
ply:D3Stats_Net_UpdateLevels()
end )
hook.Add( "PlayerSpawn", "D3Stats_PlayerSpawn", function ( ply )
-- Send its own XP
ply:D3Stats_Net_UpdateXP()
-- Broadcast the own level to others
ply.D3Stats_Level = ply:D3Stats_GetLevel()
ply:D3Stats_Net_BroadcastLevel( ply.D3Stats_Level )
end )
local meta = FindMetaTable( "Player" )
if not meta then return end
function meta:D3Stats_GetXP()
local XP = tonumber( self:GetPData( "D3Stats_XP", "0" ) )
if not XP then
XP = 0
end
return XP
end
function meta:D3Stats_SetXP( XP )
if not XP then
XP = 0
end
self:SetPData( "D3Stats_XP", tostring( XP ) )
self:D3Stats_Net_UpdateXP()
-- Broadcast on level change
local Level = self:D3Stats_GetLevel()
if self.D3Stats_Level and self.D3Stats_Level ~= Level then
self.D3Stats_Level = Level
self:D3Stats_Net_BroadcastLevel( Level )
self:CenterNotify( Color( 0, 255, 255 ), "You ascended to level " .. tostring( Level ) .. " \"" .. d3stats.Levels[Level].Name .. "\"")
end
self.D3Stats_Level = Level
end
function meta:D3Stats_AddXP( XP )
if not XP then
XP = 0
end
self:D3Stats_SetXP( self:D3Stats_GetXP() + XP )
end
function meta:D3Stats_GetLevel()
return d3stats.CalculateLevel( self:D3Stats_GetXP() )
end
-- Check if the players level has the permission
function meta:D3Stats_HasPermission( Permission )
-- If no one else has this permission, allow it
if d3stats.Permissions[Permission] and d3stats.Permissions[Permission].AllowIfLessThan and d3stats.Permissions[Permission].AllowIfLessThan > d3stats.CountPermissionPlayers( Permission ) then
return true
end
return d3stats.LevelCheckPermission( self:D3Stats_GetLevel(), Permission )
end

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if SERVER then
concommand.Add( "d3stats_clearall", function( ply, cmd, args )
print( "Test asd asdasdasd!" )
end )
end

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-- Calculate the level from the given XP
function d3stats.CalculateLevel( XP )
local Level = 1
for key, value in pairs(d3stats.Levels) do
if value.XP_needed <= XP then
Level = key
else
break
end
end
return Level
end
-- Check if the level has the given permission
function d3stats.LevelCheckPermission( Level, Permission )
local Granted = false
for key, value in pairs(d3stats.Levels) do
if key <= Level then
if value.Permissions and value.Permissions[Permission] then
Granted = value.Permissions[Permission]
end
else
break
end
end
return Granted
end
-- Count the amount of online players who have the permission
if SERVER then
function d3stats.CountPermissionPlayers( Permission )
local Counter = 0
local players = player.GetAll()
for key, ply in pairs( players ) do
if d3stats.LevelCheckPermission( ply:D3Stats_GetLevel(), Permission ) == true then
Counter = Counter + 1
end
end
return Counter
end
end

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--[[
Settings and level definitions are stored in here
]]
-- Permissions
-- AllowIfLessThan: If the amount of players who have the permission is lower than this number, allow it anyways
d3stats.Permissions = {
["Buy_Hammer"] = { AllowIfLessThan = 2 },
["Use_Hammer"] = { AllowIfLessThan = 2 },
}
-- Levels, please sort by XP
d3stats.Levels = {
{ XP_needed = 0, Name = "Kleiner" },
{ XP_needed = 500, Name = "Lesser Kleiner" },
{ XP_needed = 1000, Name = "Dayfly" },
{ XP_needed = 2000, Name = "Apprentice", Permissions = { ["Buy_Hammer"] = true, ["Use_Hammer"] = true } },
{ XP_needed = 3000, Name = "Adventurer" },
{ XP_needed = 4000, Name = "Scout" },
{ XP_needed = 5000, Name = "Guardian" },
{ XP_needed = 6000, Name = "Fighter" },
{ XP_needed = 7000, Name = "Brawler" },
{ XP_needed = 8000, Name = "Scrapper" },
{ XP_needed = 9000, Name = "Skirmisher" },
{ XP_needed = 10000, Name = "Battler" },
{ XP_needed = 15000, Name = "Marauder" },
{ XP_needed = 20000, Name = "Slayer" },
{ XP_needed = 25000, Name = "Mercenary" },
{ XP_needed = 30000, Name = "Swordsman" },
{ XP_needed = 35000, Name = "Freelancer" },
{ XP_needed = 40000, Name = "Swashbuckler" },
{ XP_needed = 45000, Name = "Vanquisher" },
{ XP_needed = 50000, Name = "Exemplar" },
{ XP_needed = 60000, Name = "Conqueror" },
{ XP_needed = 70000, Name = "Specialist" },
{ XP_needed = 80000, Name = "Lieutenant" },
{ XP_needed = 90000, Name = "Captain" },
{ XP_needed = 100000, Name = "Major" },
{ XP_needed = 133333, Name = "Colonel" },
{ XP_needed = 166666, Name = "General" },
{ XP_needed = 200000, Name = "Champion" },
{ XP_needed = 250000, Name = "Hero" },
{ XP_needed = 300000, Name = "Legend" },
{ XP_needed = 500000, Name = "Demigod" },
{ XP_needed = 1000000, Name = "God" },
}
d3stats.PlayerPointsAdded_Limit = 200 -- Ignore all "PlayerPointsAdded" callbacks above this XP value
-- Zombie reward is calculated as follows: Reward = math.clamp( Static + Fraction * Human_Points, Min, Max )
d3stats.ZombieKilledHuman_Fraction = 1.0 -- Amount of XP a zombie gets of the killed humans points
d3stats.ZombieKilledHuman_Static = 100 -- Amount of XP a zombie gets for killing a human
d3stats.ZombieKilledHuman_Max = 1000 -- Upper XP reward clamp
d3stats.ZombieKilledHuman_Min = 0 -- Lower XP reward clamp

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util.AddNetworkString( "D3Stats_UpdateXP" )
util.AddNetworkString( "D3Stats_UpdateLevels" )
util.AddNetworkString( "D3Stats_BroadcastLevel" )
local meta = FindMetaTable( "Player" )
if not meta then return end
-- Send the XP of this (self) player to itself
function meta:D3Stats_Net_UpdateXP()
net.Start( "D3Stats_UpdateXP" )
net.WriteUInt( self:D3Stats_GetXP(), 32 )
net.Send( self )
end
-- Send all player levels to this (self) player
function meta:D3Stats_Net_UpdateLevels()
net.Start( "D3Stats_UpdateLevels" )
local players = player.GetAll()
net.WriteUInt( table.getn( players ), 16 )
for k, ply in pairs( players ) do
net.WriteEntity( ply )
net.WriteUInt( ply:D3Stats_GetLevel(), 16 )
end
net.Send( self )
end
-- Send the current level of this (self) player to everyone
function meta:D3Stats_Net_BroadcastLevel( Level )
net.Start( "D3Stats_BroadcastLevel" )
net.WriteEntity( self )
net.WriteUInt( Level, 16 )
net.Broadcast()
end

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local PANEL = {}
function PANEL:Init()
self.Progress = vgui.Create( "DProgress", self )
self.Progress:SetPos( 10, 10 )
self.Progress:SetSize( 200, 10 )
self.Label = vgui.Create( "DLabel", self )
self.Label:SetFont("ZSHUDFontTiny")
self.Label:SetPos( 10, 25 ) -- Set the position of the label
self:StatsUpdate( 0, 1 )
--self.Label:SetDark( 1 ) -- Set the colour of the text inside the label to a darker one
--timer.Create( "D3StatsOverlay_Timer", 0.1, 0, function() self.Progress:SetFraction( math.random() ) end )
end
function PANEL:Paint( aWide, aTall )
-- Nothing for now
end
function PANEL:StatsUpdate( XP, Level )
local Text
local Fraction
if d3stats.Levels[Level+1] then
Text = "XP: " .. tostring( XP ) .. " / " .. d3stats.Levels[Level+1].XP_needed .. "\nLevel: " .. tostring( Level ) .. " \"" .. d3stats.Levels[Level].Name .. "\""
Fraction = ( XP - d3stats.Levels[Level].XP_needed ) / ( d3stats.Levels[Level+1].XP_needed - d3stats.Levels[Level].XP_needed )
else
Text = "XP: " .. tostring( XP ) .. "\nLevel: " .. tostring( Level ) .. " \"" .. d3stats.Levels[Level].Name .. "\""
Fraction = 1
end
self.Label:SetText( Text ) -- Set the text of the label
self.Label:SizeToContents() -- Size the label to fit the text in it
self.Progress:SetFraction( Fraction )
end
function PANEL:SetText( aText ) self.Text = tostring( aText ) end
function PANEL:GetText() return self.Text or "" end
vgui.Register( "D3StatsOverlay", PANEL, "DPanel" )
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