wiremod-svn-archive/wire/lua/entities/gmod_wire_gate/init.lua

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AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include('shared.lua')
ENT.WireDebugName = "Gate"
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ENT.OverlayDelay = 0
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function ENT:Initialize()
self.Entity:PhysicsInit( SOLID_VPHYSICS )
self.Entity:SetMoveType( MOVETYPE_VPHYSICS )
self.Entity:SetSolid( SOLID_VPHYSICS )
self.Inputs = Wire_CreateInputs(self.Entity, { "A" })
self.Outputs = Wire_CreateOutputs(self.Entity, { "Out" })
end
function ENT:Setup( action, noclip )
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if (action) then
self.WireDebugName = action.name
WireLib.AdjustSpecialInputs(self.Entity, action.inputs, action.inputtypes )
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if (action.outputs) then
WireLib.AdjustSpecialOutputs(self.Entity, action.outputs, action.outputtypes)
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else
//Wire_AdjustOutputs(self.Entity, { "Out" })
WireLib.AdjustSpecialOutputs(self.Entity, { "Out" }, action.outputtypes)
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end
if (action.reset) then
action.reset(self)
end
end
if (noclip) then
self.Entity:SetCollisionGroup( COLLISION_GROUP_WORLD )
end
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self.Action = action
self.PrevValue = nil
//self.Action.inputtypes = self.Action.inputtypes or {}
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self:CalcOutput()
self:ShowOutput()
end
function ENT:OnInputWireLink(iname, itype, src, oname, otype)
if (self.Action) and (self.Action.OnInputWireLink) then
self.Action.OnInputWireLink(self, iname, itype, src, oname, otype)
end
end
function ENT:OnOutputWireLink(oname, otype, dst, iname, itype)
if (self.Action) and (self.Action.OnOutputWireLink) then
self.Action.OnOutputWireLink(self, oname, otype, dst, iname, itype)
end
end
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function ENT:TriggerInput(iname, value, iter)
if (self.Action) and (not self.Action.timed) then
self:CalcOutput(iter)
self:ShowOutput()
end
end
function ENT:Think()
self.BaseClass.Think(self)
if (self.Action) and (self.Action.timed) then
self:CalcOutput()
self:ShowOutput()
self.Entity:NextThink(CurTime()+0.02)
return true
end
end
function ENT:CalcOutput(iter)
if (self.Action) and (self.Action.output) then
if (self.Action.outputs) then
local result = { self.Action.output(self, unpack(self:GetActionInputs())) }
for k,v in ipairs(self.Action.outputs) do
Wire_TriggerOutput(self.Entity, v, result[k], iter)
end
else
local value = self.Action.output(self, unpack(self:GetActionInputs())) or 0
Wire_TriggerOutput(self.Entity, "Out", value, iter)
end
end
end
function ENT:ShowOutput()
local txt = ""
if (self.Action) then
txt = (self.Action.name or "No Name")
if (self.Action.label) then
txt = txt.."\n"..self.Action.label(self:GetActionOutputs(), unpack(self:GetActionInputs(Wire_EnableGateInputValues)))
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end
else
txt = "Invalid gate!"
end
self:SetOverlayText(txt)
end
function ENT:OnRestore()
self.Action = GateActions[self.action]
self.BaseClass.OnRestore(self)
end
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function ENT:GetActionInputs(as_names)
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local Args = {}
if (self.Action.compact_inputs) then
for k,v in ipairs(self.Action.inputs) do
local input = self.Inputs[v]
if (not input) then
Msg("Missing input! ("..v..")")
return {}
end
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if (input.Src) and (input.Src:IsValid()) then
if (as_names) then
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table.insert(Args, input.Src.WireName or input.Src.WireDebugName or v)
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else
table.insert(Args, input.Value)
end
end
end
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while (#Args < self.Action.compact_inputs) do
if (as_names) then
table.insert(Args, self.Action.inputs[#Args+1] or "*Not enough inputs*")
else
//table.insert( Args, WireLib.DT[ (self.Action.inputtypes[#Args+1] or "NORMAL") ].Zero )
table.insert( Args, WireLib.DT[ self.Inputs[ self.Action.inputs[#Args+1] ].Type ].Zero )
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end
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end
else
for k,v in ipairs(self.Action.inputs) do
local input = self.Inputs[v]
if (not input) then
Msg("Missing input! ("..v..")")
return {}
end
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if (as_names) then
if (input.Src) and (input.Src:IsValid()) then
Args[k] = input.Src.WireName or input.Src.WireDebugName or v
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else
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Args[k] = v
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end
else
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if (input.Src) and (input.Src:IsValid()) then
//Args[k] = ( input.Value or WireLib.DT[ (self.Action.inputtypes[k] or "NORMAL") ].Zero )
Args[k] = ( input.Value or WireLib.DT[ self.Inputs[v].Type ].Zero )
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else
//Args[k] = WireLib.DT[ (self.Action.inputtypes[k] or "NORMAL") ].Zero
Args[k] = WireLib.DT[ self.Inputs[v].Type ].Zero
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end
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end
end
end
return Args
end
function ENT:GetActionOutputs()
if (self.Action.outputs) then
local result = {}
for _,v in ipairs(self.Action.outputs) do
result[v] = self.Outputs[v].Value or 0
end
return result
end
return self.Outputs.Out.Value or 0
end
function MakeWireGate(pl, Pos, Ang, Model, action, noclip, frozen, nocollide)
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if ( !pl:CheckLimit( "wire_gates" ) ) then return nil end
local wire_gate = ents.Create( "gmod_wire_gate" )
wire_gate:SetPos( Pos )
wire_gate:SetAngles( Ang )
wire_gate:SetModel( Model )
wire_gate:Spawn()
wire_gate:Activate()
wire_gate:Setup( GateActions[action], noclip )
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wire_gate:SetPlayer( pl )
if wire_gate:GetPhysicsObject():IsValid() then
local Phys = wire_gate:GetPhysicsObject()
if nocollide or noclip then
Phys:SetCollisionGroup(COLLISION_GROUP_WORLD)
end
Phys:EnableMotion(!frozen)
end
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local ttable =
{
pl = pl,
action = action,
noclip = noclip,
nocollide = nocollide
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}
table.Merge( wire_gate:GetTable(), ttable )
pl:AddCount( "wire_gates", wire_gate )
return wire_gate
end
duplicator.RegisterEntityClass("gmod_wire_gate", MakeWireGate, "Pos", "Ang", "Model", "action", "noclip", "frozen", "nocollide")