ph-enhanced/gamemodes/fretta/gamemode/init.lua
2019-05-28 09:16:53 +02:00

707 lines
16 KiB
Lua

/*
init.lua - Server Component
-----------------------------------------------------
The entire server side bit of Fretta starts here.
*/
util.AddNetworkString("PlayableGamemodes")
util.AddNetworkString("fretta_teamchange")
AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
AddCSLuaFile( 'skin.lua' )
AddCSLuaFile( 'player_class.lua' )
AddCSLuaFile( 'class_default.lua' )
AddCSLuaFile( 'cl_splashscreen.lua' )
AddCSLuaFile( 'cl_selectscreen.lua' )
AddCSLuaFile( 'cl_gmchanger.lua' )
AddCSLuaFile( 'cl_help.lua' )
AddCSLuaFile( 'player_extension.lua' )
AddCSLuaFile( 'vgui/vgui_hudlayout.lua' )
AddCSLuaFile( 'vgui/vgui_hudelement.lua' )
AddCSLuaFile( 'vgui/vgui_hudbase.lua' )
AddCSLuaFile( 'vgui/vgui_hudcommon.lua' )
AddCSLuaFile( 'vgui/vgui_gamenotice.lua' )
AddCSLuaFile( 'vgui/vgui_scoreboard.lua' )
AddCSLuaFile( 'vgui/vgui_scoreboard_team.lua' )
AddCSLuaFile( 'vgui/vgui_scoreboard_small.lua' )
AddCSLuaFile( 'cl_hud.lua' )
AddCSLuaFile( 'cl_deathnotice.lua' )
AddCSLuaFile( 'cl_scores.lua' )
AddCSLuaFile( 'cl_notify.lua' )
AddCSLuaFile( 'player_colours.lua' )
include( "shared.lua" )
include( "sv_spectator.lua" )
include( "round_controller.lua" )
include( "utility.lua" )
GM.ReconnectedPlayers = {}
function GM:Initialize()
/*
// Disabled - causes games to end in the middle of a round - we don't want that to happen!
// ::Think takes care of this anyway.
if ( GAMEMODE.GameLength > 0 ) then
timer.Simple( GAMEMODE.GameLength * 60, function() GAMEMODE:EndOfGame( true ) end )
SetGlobalFloat( "GameEndTime", CurTime() + GAMEMODE.GameLength * 60 )
end
*/
// If we're round based, wait 3 seconds before the first round starts
--GAMEMODE:SetInRound( false ) --iguess?
if ( GAMEMODE.RoundBased ) then
timer.Simple( 3, function() GAMEMODE:StartRoundBasedGame() end )
end
if ( GAMEMODE.AutomaticTeamBalance ) then
timer.Create( "CheckTeamBalance", 30, 0, function() GAMEMODE:CheckTeamBalance() end )
end
end
function GM:Think()
self.BaseClass:Think()
for k,v in pairs( player.GetAll() ) do
local Class = v:GetPlayerClass()
if ( !Class ) then return end
v:CallClassFunction( "Think" )
end
// Game time related
if( !GAMEMODE.IsEndOfGame && ( !GAMEMODE.RoundBased || ( GAMEMODE.RoundBased && GAMEMODE:CanEndRoundBasedGame() ) ) && CurTime() >= GAMEMODE.GetTimeLimit() ) then
GAMEMODE:EndOfGame( true )
end
end
/*---------------------------------------------------------
Name: gamemode:CanPlayerSuicide( Player ply )
Desc: Is the player allowed to commit suicide?
---------------------------------------------------------*/
function GM:CanPlayerSuicide( ply )
if not GAMEMODE:InRound() then return false end
if( ply:Team() == TEAM_UNASSIGNED || ply:Team() == TEAM_SPECTATOR ) then
return false // no suicide in spectator mode
end
return !GAMEMODE.NoPlayerSuicide
end
/*---------------------------------------------------------
Name: gamemode:PlayerSwitchFlashlight( Player ply, Bool on )
Desc: Can we turn our flashlight on or off?
---------------------------------------------------------*/
function GM:PlayerSwitchFlashlight( ply, on )
if ( ply:Team() == TEAM_SPECTATOR || ply:Team() == TEAM_UNASSIGNED || ply:Team() == TEAM_CONNECTING ) then
return not on
end
return ply:CanUseFlashlight()
end
/*---------------------------------------------------------
Name: gamemode:PlayerInitialSpawn( Player ply )
Desc: Our very first spawn in the game.
---------------------------------------------------------*/
function GM:PlayerInitialSpawn( pl )
--pl:SetTeam( TEAM_UNASSIGNED )
pl:SetTeam( TEAM_SPECTATOR )
pl:SetPlayerClass( "Spectator" )
pl.m_bFirstSpawn = true
pl:UpdateNameColor()
GAMEMODE:CheckPlayerReconnected( pl )
end
function GM:CheckPlayerReconnected( pl )
if table.HasValue( GAMEMODE.ReconnectedPlayers, pl:UniqueID() ) then
GAMEMODE:PlayerReconnected( pl )
end
end
/*---------------------------------------------------------
Name: gamemode:PlayerReconnected( Player ply )
Desc: Called if the player has appeared to have reconnected.
---------------------------------------------------------*/
function GM:PlayerReconnected( pl )
// Use this hook to do stuff when a player rejoins and has been in the server previously
end
function GM:PlayerDisconnected( pl )
table.insert( GAMEMODE.ReconnectedPlayers, pl:UniqueID() )
self.BaseClass:PlayerDisconnected( pl )
end
function GM:ShowHelp( pl )
pl:SendLua( "GAMEMODE:ShowHelp()" )
end
function GM:PlayerSpawn( pl )
pl:UpdateNameColor()
// The player never spawns straight into the game in Fretta
// They spawn as a spectator first (during the splash screen and team picking screens)
if ( pl.m_bFirstSpawn ) then
pl.m_bFirstSpawn = nil
if ( pl:IsBot() ) then
GAMEMODE:AutoTeam( pl )
// The bot doesn't send back the 'seen splash' command, so fake it.
if ( !GAMEMODE.TeamBased && !GAMEMODE.NoAutomaticSpawning ) then
pl:Spawn()
end
else
pl:StripWeapons()
GAMEMODE:PlayerSpawnAsSpectator( pl )
// Follow a random player until we join a team
--[[
if ( #player.GetAll() > 1 ) then
pl:Spectate( OBS_MODE_CHASE )
pl:SpectateEntity( table.Random( player.GetAll() ) )
end
]]--
pl:Spectate( OBS_MODE_ROAMING )
end
return
end
pl:CheckPlayerClassOnSpawn()
if ( GAMEMODE.TeamBased && ( pl:Team() == TEAM_SPECTATOR || pl:Team() == TEAM_UNASSIGNED ) ) then
GAMEMODE:PlayerSpawnAsSpectator( pl )
return
end
// Stop observer mode
pl:UnSpectate()
// Call item loadout function
hook.Call( "PlayerLoadout", GAMEMODE, pl )
// Set player model
hook.Call( "PlayerSetModel", GAMEMODE, pl )
// Call class function
pl:OnSpawn()
end
function GM:PlayerLoadout( pl )
pl:CheckPlayerClassOnSpawn()
pl:OnLoadout()
// Switch to prefered weapon if they have it
local cl_defaultweapon = pl:GetInfo( "cl_defaultweapon" )
if ( pl:HasWeapon( cl_defaultweapon ) ) then
pl:SelectWeapon( cl_defaultweapon )
end
end
function GM:PlayerSetModel( pl )
pl:OnPlayerModel()
end
function GM:AutoTeam( pl )
if ( !GAMEMODE.AllowAutoTeam ) then return end
if ( !GAMEMODE.TeamBased ) then return end
GAMEMODE:PlayerRequestTeam( pl, team.BestAutoJoinTeam() )
end
concommand.Add( "autoteam", function( pl, cmd, args ) hook.Call( "AutoTeam", GAMEMODE, pl ) end )
function GM:PlayerRequestClass( ply, class, disablemessage )
local Classes = team.GetClass( ply:Team() )
if (!Classes) then return end
local RequestedClass = Classes[ class ]
if (!RequestedClass) then return end
if ( ply:Alive() && SERVER ) then
if ( ply.m_SpawnAsClass && ply.m_SpawnAsClass == RequestedClass ) then return end
ply.m_SpawnAsClass = RequestedClass
if ( !disablemessage ) then
ply:ChatPrint( "Your class will change to '".. player_class.GetClassName( RequestedClass ) .. "' when you respawn" )
end
else
self:PlayerJoinClass( ply, RequestedClass )
ply.m_SpawnAsClass = nil
end
end
concommand.Add( "changeclass", function( pl, cmd, args ) hook.Call( "PlayerRequestClass", GAMEMODE, pl, tonumber(args[1]) ) end )
local function SeenSplash( ply )
if ( ply.m_bSeenSplashScreen ) then return end
ply.m_bSeenSplashScreen = true
if ( !GAMEMODE.TeamBased && !GAMEMODE.NoAutomaticSpawning ) then
ply:KillSilent()
end
end
concommand.Add( "seensplash", SeenSplash )
function GM:PlayerJoinTeam( ply, teamid )
local iOldTeam = ply:Team()
if ( ply:Alive() ) then
if ( iOldTeam == TEAM_SPECTATOR || (iOldTeam == TEAM_UNASSIGNED && GAMEMODE.TeamBased) ) then
ply:KillSilent()
else
ply:Kill()
end
end
ply:SetTeam( teamid )
ply.LastTeamSwitch = RealTime()
local Classes = team.GetClass( teamid )
// Needs to choose class
if ( Classes && #Classes > 1 ) then
if ( ply:IsBot() || !GAMEMODE.SelectClass ) then
GAMEMODE:PlayerRequestClass( ply, math.random( 1, #Classes ) )
else
ply.m_fnCallAfterClassChoose = function()
ply.DeathTime = CurTime()
GAMEMODE:OnPlayerChangedTeam( ply, iOldTeam, teamid )
ply:EnableRespawn()
end
ply:SendLua( "GAMEMODE:ShowClassChooser( ".. teamid .." )" )
ply:DisableRespawn()
ply:SetRandomClass() // put the player in a VALID class in case they don't choose and get spawned
return
end
end
// No class, use default
if ( !Classes || #Classes == 0 ) then
ply:SetPlayerClass( "Default" )
end
// Only one class, use that
if ( Classes && #Classes == 1 ) then
GAMEMODE:PlayerRequestClass( ply, 1 )
end
gamemode.Call("OnPlayerChangedTeam", ply, iOldTeam, teamid )
end
function GM:PlayerJoinClass( ply, classname )
ply.m_SpawnAsClass = nil
ply:SetPlayerClass( classname )
if ( ply.m_fnCallAfterClassChoose ) then
ply.m_fnCallAfterClassChoose()
ply.m_fnCallAfterClassChoose = nil
end
end
function GM:OnPlayerChangedTeam( ply, oldteam, newteam )
// Here's an immediate respawn thing by default. If you want to
// re-create something more like CS or some shit you could probably
// change to a spectator or something while dead.
if ( newteam == TEAM_SPECTATOR ) then
// If we changed to spectator mode, respawn where we are
local Pos = ply:EyePos()
ply:Spawn()
ply:SetPos( Pos )
elseif ( oldteam == TEAM_SPECTATOR ) then
// If we're changing from spectator, join the game
if ( !GAMEMODE.NoAutomaticSpawning ) then
ply:Spawn()
end
elseif ( oldteam ~= TEAM_SPECTATOR ) then
ply.LastTeamChange = CurTime()
else
// If we're straight up changing teams just hang
// around until we're ready to respawn onto the
// team that we chose
end
//PrintMessage( HUD_PRINTTALK, Format( "%s joined '%s'", ply:Nick(), team.GetName( newteam ) ) )
// Send net for team change
net.Start("fretta_teamchange")
net.WriteEntity(ply)
net.WriteInt(oldteam, 12)
net.WriteInt(newteam, 12)
net.Broadcast()
end
function GM:CheckTeamBalance()
local highest
for id, tm in pairs( team.GetAllTeams() ) do
if ( id > 0 && id < 1000 && team.Joinable( id ) ) then
if ( !highest || team.NumPlayers( id ) > team.NumPlayers( highest ) ) then
highest = id
end
end
end
if not highest then return end
for id, tm in pairs( team.GetAllTeams() ) do
if ( id ~= highest and id > 0 && id < 1000 && team.Joinable( id ) ) then
if team.NumPlayers( id ) < team.NumPlayers( highest ) then
while team.NumPlayers( id ) < team.NumPlayers( highest ) - 1 do
local ply = GAMEMODE:FindLeastCommittedPlayerOnTeam( highest )
ply:Kill()
ply:SetTeam( id )
// Todo: Notify player 'you have been swapped'
// This is a placeholder
PrintMessage(HUD_PRINTTALK, ply:Name().." has been changed to "..team.GetName( id ).." for team balance." )
end
end
end
end
end
function GM:FindLeastCommittedPlayerOnTeam( teamid )
local worst
local worstteamswapper
for k,v in pairs( team.GetPlayers( teamid ) ) do
if ( v.LastTeamChange && CurTime() < v.LastTeamChange + 180 && (!worstteamswapper || worstteamswapper.LastTeamChange < v.LastTeamChange) ) then
worstteamswapper = v
end
if ( !worst || v:Frags() < worst:Frags() ) then
worst = v
end
end
if worstteamswapper then
return worstteamswapper
end
return worst
end
function GM:OnEndOfGame(bGamemodeVote)
for k,v in pairs( player.GetAll() ) do
v:Freeze(true)
v:ConCommand( "+showscores" )
timer.Simple(GAMEMODE.VotingDelay, function()
if (IsValid(v)) then
v:ConCommand("-showscores")
end
end)
end
end
// Override OnEndOfGame to do any other stuff. like winning music.
function GM:EndOfGame( bGamemodeVote )
if GAMEMODE.IsEndOfGame then return end
GAMEMODE.IsEndOfGame = true
SetGlobalBool( "IsEndOfGame", true );
gamemode.Call("OnEndOfGame", bGamemodeVote);
if ( bGamemodeVote ) then
MsgN( "Starting gamemode voting..." )
PrintMessage( HUD_PRINTTALK, "Starting gamemode voting..." );
timer.Simple( GAMEMODE.VotingDelay, function() MapVote.Start() end )
end
end
function GM:GetWinningFraction()
if ( !GAMEMODE.GMVoteResults ) then return end
return GAMEMODE.GMVoteResults.Fraction
end
function GM:PlayerShouldTakeDamage( ply, attacker )
if ( GAMEMODE.NoPlayerSelfDamage && IsValid( attacker ) && ply == attacker ) then return false end
if ( GAMEMODE.NoPlayerDamage ) then return false end
if ( GAMEMODE.NoPlayerTeamDamage && IsValid( attacker ) ) then
if ( attacker.Team && ply:Team() == attacker:Team() && ply != attacker ) then return false end
end
if ( IsValid( attacker ) && attacker:IsPlayer() && GAMEMODE.NoPlayerPlayerDamage ) then return false end
if ( IsValid( attacker ) && !attacker:IsPlayer() && GAMEMODE.NoNonPlayerPlayerDamage ) then return false end
return true
end
function GM:PlayerDeathThink( pl )
pl.DeathTime = pl.DeathTime or CurTime()
local timeDead = CurTime() - pl.DeathTime
// If we're in deathcam mode, promote to a generic spectator mode
if ( GAMEMODE.DeathLingerTime > 0 && timeDead > GAMEMODE.DeathLingerTime && ( pl:GetObserverMode() == OBS_MODE_FREEZECAM || pl:GetObserverMode() == OBS_MODE_DEATHCAM ) ) then
GAMEMODE:BecomeObserver( pl )
end
// If we're in a round based game, player NEVER spawns in death think
if ( GAMEMODE.NoAutomaticSpawning ) then return end
// The gamemode is holding the player from respawning.
// Probably because they have to choose a class..
if ( !pl:CanRespawn() ) then return end
// Don't respawn yet - wait for minimum time...
if ( GAMEMODE.MinimumDeathLength ) then
pl:SetNWFloat( "RespawnTime", pl.DeathTime + GAMEMODE.MinimumDeathLength )
if ( timeDead < pl:GetRespawnTime() ) then
return
end
end
// Force respawn
if ( pl:GetRespawnTime() != 0 && GAMEMODE.MaximumDeathLength != 0 && timeDead > GAMEMODE.MaximumDeathLength ) then
pl:Spawn()
return
end
// We're between min and max death length, player can press a key to spawn.
if ( pl:KeyPressed( IN_ATTACK ) || pl:KeyPressed( IN_ATTACK2 ) || pl:KeyPressed( IN_JUMP ) ) then
pl:Spawn()
end
end
function GM:GetFallDamage( ply, flFallSpeed )
if not GAMEMODE:InRound() then return 0 end
if ( GAMEMODE.RealisticFallDamage ) then
return flFallSpeed / 8
end
return 10
end
function GM:PostPlayerDeath( ply )
// Note, this gets called AFTER DoPlayerDeath.. AND it gets called
// for KillSilent too. So if Freezecam isn't set by DoPlayerDeath, we
// pick up the slack by setting DEATHCAM here.
if ( ply:GetObserverMode() == OBS_MODE_NONE ) then
ply:Spectate( OBS_MODE_DEATHCAM )
end
ply:OnDeath()
end
function GM:DoPlayerDeath( ply, attacker, dmginfo )
ply:CallClassFunction( "OnDeath", attacker, dmginfo )
ply:CreateRagdoll()
ply:AddDeaths( 1 )
if ( attacker:IsValid() && attacker:IsPlayer() ) then
if ( attacker == ply ) then
if ( GAMEMODE.TakeFragOnSuicide ) then
attacker:AddFrags( -1 )
if ( GAMEMODE.TeamBased && GAMEMODE.AddFragsToTeamScore ) then
team.AddScore( attacker:Team(), -1 )
end
end
else
attacker:AddFrags( 1 )
if ( GAMEMODE.TeamBased && GAMEMODE.AddFragsToTeamScore ) then
team.AddScore( attacker:Team(), 1 )
end
end
end
if ( GAMEMODE.EnableFreezeCam && IsValid( attacker ) && attacker != ply ) then
ply:SpectateEntity( attacker )
ply:Spectate( OBS_MODE_FREEZECAM )
end
end
function GM:StartSpectating( ply )
if ( !GAMEMODE:PlayerCanJoinTeam( ply ) ) then return end
ply:StripWeapons();
GAMEMODE:PlayerJoinTeam( ply, TEAM_SPECTATOR )
GAMEMODE:BecomeObserver( ply )
end
function GM:EndSpectating( ply )
if ( !GAMEMODE:PlayerCanJoinTeam( ply ) ) then return end
GAMEMODE:PlayerJoinTeam( ply, TEAM_UNASSIGNED )
ply:KillSilent()
end
/*---------------------------------------------------------
Name: gamemode:PlayerRequestTeam()
Player wants to change team
---------------------------------------------------------*/
function GM:PlayerRequestTeam( ply, teamid )
if ( !GAMEMODE.TeamBased && GAMEMODE.AllowSpectating ) then
if ( teamid == TEAM_SPECTATOR ) then
GAMEMODE:StartSpectating( ply )
else
GAMEMODE:EndSpectating( ply )
end
return
end
return self.BaseClass:PlayerRequestTeam( ply, teamid )
end
local function TimeLeft( ply )
local tl = GAMEMODE:GetGameTimeLeft()
if ( tl == -1 ) then return end
local Time = util.ToMinutesSeconds( tl )
if ( IsValid( ply ) ) then
ply:PrintMessage( HUD_PRINTCONSOLE, Time )
else
MsgN( Time )
end
end
concommand.Add( "timeleft", TimeLeft )