fortressforever-scripts/maps/includes/base_shutdown.lua

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-- base_shutdown.lua
-----------------------------------------------------------------------------
-- includes
-----------------------------------------------------------------------------
IncludeScript("base_ctf");
IncludeScript("base_location");
IncludeScript("base_respawnturret");
-----------------------------------------------------------------------------
-- global overrides
-----------------------------------------------------------------------------
POINTS_PER_CAPTURE = 10;
FLAG_RETURN_TIME = 60;
SECURITY_LENGTH = 45;
local base_shutdown_base = {}
base_shutdown_base.startup = startup
function startup()
if type(base_shutdown_base.startup) == "function" then
-- call the saved function
base_shutdown_base.startup()
end
-- this will take care of lights, etc when map loads or round gets restarted/prematch ends
security_on("red")
security_on("blue")
end
-----------------------------------------------------------------------------
-- Security events
-----------------------------------------------------------------------------
-- called when security gets turned off (team is a string prefix, like "red")
function security_off( team )
-- turn off security light, brush, hurt, etc
OutputEvent(team.."_security_light", "TurnOff")
OutputEvent(team.."_security_brush", "Disable")
OutputEvent(team.."_security_hurt", "Disable")
OutputEvent(team.."_laser_hurt", "Disable") -- a possible alias
-- get the clip entities
local clips = Collection()
local clipname = team.."_security_clip"
clips:GetByName({clipname})
for clip in clips.items do
clip = CastToTriggerClip(clip)
if clip and _G[clipname] and _G[clipname].clipflags then
-- clear flags, but send a dummy flag (for some reason with zero flags it blocks everything)
clip:SetClipFlags({ClipFlags.kClipTeamBlue})
end
end
end
-- called when security gets turned on (team is a string prefix, like "red")
function security_on( team )
-- turn on security light, brush, hurt, etc
OutputEvent(team.."_security_light", "TurnOn")
OutputEvent(team.."_security_brush", "Enable")
OutputEvent(team.."_security_hurt", "Enable")
OutputEvent(team.."_laser_hurt", "Enable") -- a possible alias
-- get the clip entities
local clips = Collection()
local clipname = team.."_security_clip"
clips:GetByName({clipname})
for clip in clips.items do
clip = CastToTriggerClip(clip)
if clip and _G[clipname] and _G[clipname].clipflags then
-- reset flags to normal
clip:SetClipFlags(_G[clipname].clipflags)
end
end
end
-----------------------------------------------------------------------------
-- Buttons
-----------------------------------------------------------------------------
-- base button stuff (common functionality)
button_common = func_button:new({ team = Team.kUnassigned })
function button_common:allowed( allowed_entity )
if IsPlayer( allowed_entity ) then
local player = CastToPlayer( allowed_entity )
if player:GetTeamId() == self.team and player:IsAlive() then
return EVENT_ALLOWED
end
end
return EVENT_DISALLOWED
end
function button_common:onfailuse( use_entity )
if IsPlayer( use_entity ) then
local player = CastToPlayer( use_entity )
BroadCastMessageToPlayer( player, "#FF_NOTALLOWEDBUTTON" )
end
end
-----------------------------------------------------------------------------
-- Button inputs (touch, use, damage etc.)
-----------------------------------------------------------------------------
-- red button
button_red = button_common:new({
team = Team.kBlue,
sec_up = true,
sec_down_icon = "hud_secdown.vtf",
sec_up_icon = "hud_secup_red.vtf",
iconx = 60,
icony = 30,
iconw = 16,
iconh = 16,
iconalign = 3
})
-----------------------------------------------------------------------------
-- Button responses
-----------------------------------------------------------------------------
function button_red:onin()
if SECURITY_LENGTH == 60 or SECURITY_LENGTH == 30 then
BroadCastMessage( "#FF_RED_SEC_"..SECURITY_LENGTH )
else
BroadCastMessage( "#FF_RED_SECURITY_DEACTIVATED" )
end
SpeakAll( "SD_REDDOWN" )
self.sec_up = false
RemoveHudItemFromAll( "red-sec-up")
AddHudIconToAll( self.sec_down_icon, "red-sec-down", self.iconx, self.icony, self.iconw, self.iconh, self.iconalign )
LogLuaEvent(0, 0, "security_down", "team", "red")
security_off("red")
end
function button_red:onout()
BroadCastMessage( "#FF_RED_SECURITY_ACTIVATED" )
SpeakAll( "SD_REDUP" )
self.sec_up = true
RemoveHudItemFromAll( "red-sec-down" )
AddHudIconToAll( self.sec_up_icon, "red-sec-up", self.iconx, self.icony, self.iconw, self.iconh, self.iconalign )
LogLuaEvent(0, 0, "security_up", "team", "red")
security_on("red")
end
-----------------------------------------------------------------------------
-- Button inputs (touch, use, damage etc.)
-----------------------------------------------------------------------------
-- blue button
button_blue = button_common:new({
team = Team.kRed,
sec_up = true,
sec_down_icon = "hud_secdown.vtf",
sec_up_icon = "hud_secup_blue.vtf",
iconx = 60,
icony = 30,
iconw = 16,
iconh = 16,
iconalign = 2
})
-----------------------------------------------------------------------------
-- Button responses
-----------------------------------------------------------------------------
function button_blue:onin()
if SECURITY_LENGTH == 60 or SECURITY_LENGTH == 30 or SECURITY_LENGTH == 40 then
BroadCastMessage( "#FF_BLUE_SEC_"..SECURITY_LENGTH )
else
BroadCastMessage( "#FF_BLUE_SECURITY_DEACTIVATED" )
end
SpeakAll( "SD_BLUEDOWN" )
self.sec_up = false
RemoveHudItemFromAll( "blue-sec-up")
AddHudIconToAll( self.sec_down_icon, "blue-sec-down", self.iconx, self.icony, self.iconw, self.iconh, self.iconalign )
LogLuaEvent(0, 0, "security_down", "team", "blue")
security_off("blue")
end
function button_blue:onout()
BroadCastMessage( "#FF_BLUE_SECURITY_ACTIVATED" )
SpeakAll( "SD_BLUEUP" )
self.sec_up = true
RemoveHudItemFromAll( "blue-sec-down")
AddHudIconToAll( self.sec_up_icon, "blue-sec-up", self.iconx, self.icony, self.iconw, self.iconh, self.iconalign )
LogLuaEvent(0, 0, "security_up", "team", "blue")
security_on("blue")
end
-----------------------------------------------------------------------------
-- Trigger-based security toggling
-----------------------------------------------------------------------------
base_security_trigger = not_team_only_trigger:new({ button = "" })
function base_security_trigger:ontrigger( player )
-- only take sec down if its up currently
local button = _G[self.button]
if button and button.sec_up then
self:onsecuritydown( player )
end
end
function base_security_trigger:onsecuritydown( player )
-- call the button's onin directly
local button = _G[self.button]
button.onin( button )
AddSchedule( self.button.."_security", SECURITY_LENGTH, function() self:onsecurityup() end )
end
function base_security_trigger:onsecurityup()
-- call the button's onout directly
local button = _G[self.button]
button.onout( button )
end
red_security_trigger = base_security_trigger:new( { team = Team.kRed, button = "button_red" } )
blue_security_trigger = base_security_trigger:new( { team = Team.kBlue, button = "button_blue" } )
-----------------------------------------------------------------------------
-- Hurts
-----------------------------------------------------------------------------
-- red lasers hurt blue and vice-versa
red_security_hurt = not_red_trigger:new({})
blue_security_hurt = not_blue_trigger:new({})
-- the trigger_hurts can also be named like this
red_laser_hurt = red_security_hurt
blue_laser_hurt = blue_security_hurt
-----------------------------------------------------------------------------
-- Clips
-----------------------------------------------------------------------------
red_security_clip = clip_red:new()
blue_security_clip = clip_blue:new()
-------------------------
-- flaginfo
-------------------------
--flaginfo runs whenever the player spawns or uses the flaginfo command.
--Right now it just refreshes the HUD items; this ensures that players who just joined the server have the right information
function flaginfo( player_entity )
flaginfo_base(player_entity) --see base_teamplay.lua
local player = CastToPlayer( player_entity )
RemoveHudItem( player, "red-sec-down" )
RemoveHudItem( player, "blue-sec-down" )
RemoveHudItem( player, "red-sec-up" )
RemoveHudItem( player, "blue-sec-up" )
if button_blue.sec_up == true then
AddHudIcon( player, button_blue.sec_up_icon, "blue-sec-up", button_blue.iconx, button_blue.icony, button_blue.iconw, button_blue.iconh, button_blue.iconalign )
else
AddHudIcon( player, button_blue.sec_down_icon, "blue-sec-down", button_blue.iconx, button_blue.icony, button_blue.iconw, button_blue.iconh, button_blue.iconalign )
end
if button_red.sec_up == true then
AddHudIcon( player, button_red.sec_up_icon, "red-sec-up", button_red.iconx, button_red.icony, button_red.iconw, button_red.iconh, button_red.iconalign )
else
AddHudIcon( player, button_red.sec_down_icon, "red-sec-down", button_red.iconx, button_red.icony, button_red.iconw, button_red.iconh, button_red.iconalign )
end
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end