fortressforever-scripts/maps/includes/base.lua

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-- base.lua
-----------------------------------------------------------------------------
-- This file is loaded automatically whenever a map is loaded.
-- Do not change this file.
-----------------------------------------------------------------------------
2015-03-24 05:15:20 +00:00
require "util.utils"
2015-03-23 11:10:08 +00:00
Class = require "util.class"
Collection = require "util.collection"
-----------------------------------------------------------------------------
-- defines
-----------------------------------------------------------------------------
-- Events
EVENT_ALLOWED = true
EVENT_DISALLOWED = false
-----------------------------------------------------------------------------
-- set a cvar, but check to make sure it's not already set correctly
-----------------------------------------------------------------------------
function set_cvar( cvarname, value )
if GetConvar( cvarname ) ~= value then
SetConvar( cvarname, value )
end
end
-----------------------------------------------------------------------------
-- Output Events
-----------------------------------------------------------------------------
function OpenDoor(name) OutputEvent( name, "Open" ) end
function CloseDoor(name) OutputEvent( name, "Close" ) end
function ToggleDoor(name) OutputEvent( name, "Toggle" ) end
-----------------------------------------------------------------------------
-- baseclass (everything derives from this guy)
-----------------------------------------------------------------------------
baseclass = { }
function baseclass:new (o)
-- create object if user does not provide one
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
-----------------------------------------------------------------------------
-- set up pairs and ipairs for iterating the global entity list
--
-- Example usage:
--
-- for ent_id, ent in pairs(GlobalEntityList) do
-- print(ent_id, ent)
-- end
--
-- Note: The order of iteration is always arbitrary
-----------------------------------------------------------------------------
local GlobalEntityListIterator = function()
local entity = GlobalEntityList:FirstEntity()
return function()
local cur_ent = entity
entity = GlobalEntityList:NextEntity(cur_ent)
if cur_ent then
return cur_ent:GetId(), cur_ent
else
return nil
end
end
end
local ipairs_base = ipairs
ipairs = function(t)
if t == GlobalEntityList then
return GlobalEntityListIterator()
end
return ipairs_base(t)
end
local pairs_base = pairs
pairs = function(t)
if t == GlobalEntityList then
return GlobalEntityListIterator()
end
return pairs_base(t)
end
-----------------------------------------------------------------------------
-- make luabind's class_info function safer
-- (don't crash if class_info() is called on non-luabind objects)
-----------------------------------------------------------------------------
local class_info_base = class_info
class_info = function(obj)
local obj_type = type(obj)
if obj_type == "userdata" and getmetatable(obj).__luabind_class then
return class_info_base(obj)
end
return {}
end
-----------------------------------------------------------------------------
-- reset everything
-----------------------------------------------------------------------------
function RespawnAllPlayers()
ApplyToAll({ AT.kRemovePacks, AT.kRemoveProjectiles, AT.kRespawnPlayers, AT.kRemoveBuildables, AT.kRemoveRagdolls, AT.kStopPrimedGrens, AT.kReloadClips, AT.kAllowRespawn, AT.kReturnDroppedItems })
end
-----------------------------------------------------------------------------
-- lowercase c "Broadcast" functions, because uppercase C "BroadCast" functions are lame
-----------------------------------------------------------------------------
function BroadcastMessage( message )
BroadCastMessage( message )
end
function BroadcastMessageToPlayer( player, message )
BroadCastMessageToPlayer( player, message )
end
function BroadcastSound( soundname )
BroadCastSound( soundname )
end
function BroadcastSoundToPlayer( player, soundname )
BroadCastSoundToPlayer( player, soundname )
end
-----------------------------------------------------------------------------
-- trigger_ff_script
-----------------------------------------------------------------------------
trigger_ff_script = baseclass:new({})
function trigger_ff_script:allowed() return EVENT_ALLOWED end
function trigger_ff_script:ontouch() end
function trigger_ff_script:ontrigger() end
function trigger_ff_script:onendtouch() end
function trigger_ff_script:onfailtouch() end
function trigger_ff_script:onexplode() return EVENT_ALLOWED end
function trigger_ff_script:onbuild() return EVENT_ALLOWED end
function trigger_ff_script:onfailuse() end
function trigger_ff_script:onuse() end
function trigger_ff_script:onactive() end
function trigger_ff_script:oninactive() end
function trigger_ff_script:onremoved() end
function trigger_ff_script:onrestored() end
function trigger_ff_script:spawn()
-- notify the bot if this is a goal type
local info = CastToTriggerScript(entity)
if(info ~= nil) then
if self.botgoaltype and self.team then
info:SetBotGoalInfo(self.botgoaltype, self.team)
end
end
end
-----------------------------------------------------------------------------
-- trigger_ff_clip
-----------------------------------------------------------------------------
trigger_ff_clip = baseclass:new({})
function trigger_ff_clip:spawn()
local clip = CastToTriggerClip(entity)
if (clip ~= nil) then
if self.clipflags then
clip:SetClipFlags(self.clipflags)
end
end
end
-----------------------------------------------------------------------------
-- func_button
-----------------------------------------------------------------------------
func_button = baseclass:new({})
function func_button:allowed() return true end
function func_button:ondamage() end
function func_button:ontouch() end
function func_button:onuse() end
function func_button:onfailuse() end
-----------------------------------------------------------------------------
-- info_ff_script
-----------------------------------------------------------------------------
info_ff_script = baseclass:new({ model = "models/items/healthkit.mdl" })
function info_ff_script:onreturn() end
function info_ff_script:ondrop() end
function info_ff_script:onownerdie() end
function info_ff_script:onownerforcerespawn() end
function info_ff_script:onownerfeign() end
function info_ff_script:onactive() end
function info_ff_script:oninactive() end
function info_ff_script:onremoved() end
function info_ff_script:onrestored() end
function info_ff_script:onexplode() end
function info_ff_script:dropatspawn() return false end
function info_ff_script:usephysics() return false end
function info_ff_script:hasshadow() return true end
-- anims must be named certain things...
function info_ff_script:hasanimation() return false end
-- For when this object is carried, these offsets are used to place
-- the info_ff_script relative to the objects GetAbsOrigin()
function info_ff_script:attachoffset()
local offset = Vector( 0, 0, 0 )
return offset
end
function info_ff_script:precache()
PrecacheModel(self.model)
end
function info_ff_script:spawn()
-- set model and skin
local info = CastToInfoScript( entity )
info:SetModel(self.model)
if self.modelskin then
info:SetSkin(self.modelskin)
end
-- setup touch flags
if self.touchflags ~= nil then info:SetTouchFlags(self.touchflags) end
if self.disallowtouchflags ~= nil then info:SetDisallowTouchFlags(self.disallowtouchflags) end
-- notify the bot if this is a goal type
if(info ~= nil) then
if self.botgoaltype then
info:SetBotGoalInfo(self.botgoaltype)
end
end
if self.renderfx ~= nil then
info:SetRenderFx(self.renderfx)
end
end
function info_ff_script:gettouchsize( mins, maxs ) end
function info_ff_script:getphysicssize( mins, maxs ) end
function info_ff_script:getbloatsize() return 12 end
-----------------------------------------------------------------------------
-- info_ff_teamspawn
-----------------------------------------------------------------------------
info_ff_teamspawn = baseclass:new({})
function info_ff_teamspawn:validspawn() return true end