Files
2025-05-31 10:13:27 +02:00

279 lines
7.5 KiB
Lua

local IsValid = IsValid
local PID = SquadMenu.GetPlayerId
local FindByPID = SquadMenu.FindPlayerById
local Squad = SquadMenu.Squad or {}
SquadMenu.Squad = Squad
Squad.__index = Squad
--- Set the leader of this squad. `ply` can either be
--- a player entity, a ID string that came from `SquadMenu.GetPlayerId`,
--- or `nil` if you want to unset the current squad leader.
function Squad:SetLeader( ply, name )
if type( ply ) == "string" then
self.leaderId = ply -- this is a player ID
self.leaderName = name or "?"
elseif IsValid( ply ) then
self.leaderId = PID( ply )
self.leaderName = ply:Nick()
else
self.leaderId = nil
self.leaderName = nil
SquadMenu.PrintF( "Removed leader from squad #%d", self.id )
return
end
SquadMenu.PrintF( "New leader for squad #%d: %s <%s>", self.id, self.leaderName, self.leaderId )
end
--- Get a table containing a list of active squad members.
--- Returns an array of player entities that are currently on the server.
function Squad:GetActiveMembers()
local members, count = {}, 0
local byId = SquadMenu.AllPlayersById()
for id, _ in pairs( self.membersById ) do
if byId[id] then
count = count + 1
members[count] = byId[id]
end
end
return members, count
end
--- Get a ready-to-be-stringified table containing details from this squad.
function Squad:GetBasicInfo()
local info = {
id = self.id,
name = self.name,
icon = self.icon,
members = {},
enableRings = self.enableRings,
friendlyFire = self.friendlyFire,
isPublic = self.isPublic,
r = self.r,
g = self.g,
b = self.b
}
if self.leaderId then
info.leaderId = self.leaderId
info.leaderName = self.leaderName
end
local count = 0
for id, name in pairs( self.membersById ) do
count = count + 1
info.members[count] = { id, name }
end
return info
end
local ValidateString = SquadMenu.ValidateString
local ValidateNumber = SquadMenu.ValidateNumber
--- Set the details of this squad using a table.
function Squad:SetBasicInfo( info )
if SquadMenu.GetForceFriendlyFire() then
info.friendlyFire = true
end
self.name = ValidateString( info.name, "Unnamed", SquadMenu.MAX_NAME_LENGTH )
self.icon = ValidateString( info.icon, "icon16/flag_blue.png", 256 )
self.enableRings = info.enableRings == true
self.friendlyFire = info.friendlyFire == true
self.isPublic = info.isPublic == true
self.r = ValidateNumber( info.r, 255, 0, 255 )
self.g = ValidateNumber( info.g, 255, 0, 255 )
self.b = ValidateNumber( info.b, 255, 0, 255 )
SquadMenu.blockDamage[self.id] = Either( self.friendlyFire, nil, true )
end
--- Send details and a list of members to all squad members.
--- You should never set `immediate` to `true` unless you know what you're doing.
function Squad:SyncWithMembers( immediate )
if not immediate then
-- avoid spamming the networking system
timer.Remove( "SquadMenu.Sync" .. self.id )
timer.Create( "SquadMenu.Sync" .. self.id, 0.5, 1, function()
self:SyncWithMembers( true )
end )
return
end
local members, count = self:GetActiveMembers()
if count == 0 then return end
local data = self:GetBasicInfo()
SquadMenu.StartCommand( SquadMenu.SETUP_SQUAD )
SquadMenu.WriteTable( data )
net.Send( members )
end
--- Send the requests list to the squad leader.
function Squad:SyncRequests()
local leader = FindByPID( self.leaderId )
if not IsValid( leader ) then return end
SquadMenu.StartCommand( SquadMenu.REQUESTS_LIST )
SquadMenu.WriteTable( self.requestsById )
net.Send( leader )
end
--- Turns `p` into a id and player entity depending on what `p` is.
local function ParsePlayerArg( p )
if type( p ) == "string" then
return p, FindByPID( p )
end
return PID( p ), p
end
--- Add a player as a new member.
--- `p` can be a player id from `SquadMenu.GetPlayerId` or a player entity.
function Squad:AddMember( p )
local id, ply = ParsePlayerArg( p )
if self.membersById[id] then return end
local count = table.Count( self.membersById )
if count >= SquadMenu.GetMemberLimit() then return end
local name = id
if IsValid( ply ) then
local oldSquad = SquadMenu:GetSquad( ply:GetSquadID() )
if oldSquad then
oldSquad:RemoveMember( ply, SquadMenu.LEAVE_REASON_LEFT )
end
ply:SetNWInt( "squad_menu.id", self.id )
name = ply:Nick()
end
self.membersById[id] = name
self:SyncWithMembers()
-- We don't send the requests list to the squad leaders (2nd "true" parameter)
-- because "player_joined_squad" will already tell them to remove
-- this player from their own copies of the join requests list.
SquadMenu:CleanupRequests( id, true )
SquadMenu.StartEvent( "player_joined_squad", {
squadId = self.id,
playerId = id
} )
net.Broadcast()
hook.Run( "SquadMenu_OnJoinedSquad", self.id, ply, id )
end
--- Remove a player from this squad's members list.
--- `ply` can be a player id from `SquadMenu.GetPlayerId` or a player entity.
--- `reasonId` can be `nil` or one of the values from `SquadMenu.LEAVE_REASON_*`.
function Squad:RemoveMember( p, reasonId )
local id, ply = ParsePlayerArg( p )
if not self.membersById[id] then return end
if id == self.leaderId then
pcall( hook.Run, "SquadMenu_OnLeftSquad", self.id, ply, id )
self:Delete()
return
end
self.membersById[id] = nil
self:SyncWithMembers()
if not IsValid( ply ) then return end
ply:SetNWInt( "squad_menu.id", -1 )
if reasonId ~= nil then
SquadMenu.StartCommand( SquadMenu.LEAVE_SQUAD )
net.WriteUInt( reasonId, 3 )
net.Send( ply )
end
hook.Run( "SquadMenu_OnLeftSquad", self.id, ply, id )
end
--- Add a player to the list of players that
--- requested to join and notify the squad leader.
function Squad:RequestToJoin( ply )
if self.isPublic then
self:AddMember( ply )
return
end
local plyId = PID( ply )
if self.requestsById[plyId] then return end
self.requestsById[plyId] = ply:Nick()
self:SyncRequests()
end
--- Accept all the join requests from a list of player IDs.
function Squad:AcceptRequests( ids )
if not table.IsSequential( ids ) then return end
local limit = SquadMenu.GetMemberLimit()
local count = table.Count( self.membersById )
for _, id in ipairs( ids ) do
if count >= limit then
break
elseif self.requestsById[id] then
count = count + 1
self.requestsById[id] = nil
self:AddMember( id )
end
end
end
--- Remove all members from this squad and delete it.
function Squad:Delete()
timer.Remove( "SquadMenu.Sync" .. self.id )
local members, count = self:GetActiveMembers()
if count > 0 then
for _, ply in ipairs( members ) do
ply:SetNWInt( "squad_menu.id", -1 )
end
SquadMenu.StartCommand( SquadMenu.LEAVE_SQUAD )
net.WriteUInt( SquadMenu.LEAVE_REASON_DELETED, 3 )
net.Send( members )
end
self.membersById = nil
self.requestsById = nil
local id = self.id
SquadMenu.squads[id] = nil
SquadMenu.blockDamage[id] = nil
SquadMenu.PrintF( "Deleted squad #%d", id )
SquadMenu.StartEvent( "squad_deleted", { id = id } )
net.Broadcast()
end