Server refactored and *working*, client needs refactored to work

This commit is contained in:
2024-04-21 18:12:51 -04:00
parent 65e4b7eef2
commit e3104595d8
10 changed files with 214 additions and 141 deletions

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--!optimize 2
--!native
--!strict
type EventFunction = (KeyPressed: Enum.KeyCode) -> ()
type ActionsTCP = RBXScriptConnection
type LocalPlayer = Player
type TCP = RemoteEvent
type CharacterShared = Folder
type EventsDict = {
[Enum.KeyCode]: EventFunction
}
type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
type Impl_Constructor = {
__index: Impl_Constructor,
constructor: Constructor_Fun,
--Class functions
Add: (self: ClassConstructor, Key: Enum.KeyCode, f: EventFunction) -> (),
Remove: (self: ClassConstructor, Key: Enum.KeyCode) -> ()
} & Impl_Static_Props
type Constructor_Fun = (CharacterShared: CharacterShared, LocalPlayer: LocalPlayer) -> ClassConstructor
type Impl_Static_Props = {}
type Constructor_Return_Props = {
Events: EventsDict,
CurrentActionsTCP_Event: ActionsTCP
}
export type ActionsConstructor = ClassConstructor
local Actions = {} :: Impl_Constructor
Actions.__index = Actions
function Actions.constructor(CharacterShared, LocalPlayer)
local Events: EventsDict = {}
local Remote = Instance.new("RemoteEvent") :: TCP
Remote.Name = "Actions"
Remote.Parent = CharacterShared
local ActionsTCP_Event = Remote.OnServerEvent:Connect(function(Messenger: Player, Key: Enum.KeyCode)
if Messenger.UserId == LocalPlayer.UserId then
if typeof(Key) == "EnumItem" then
local switch = Events[Key]
if switch then
switch(Key)
end
else
warn(`[Server Actions]: Got an unknown type, Key="{typeof(Key)}" Value="{Key}" from: "{Messenger.Name}"`)
end
else
Messenger:Kick(`"{Messenger.Name}", {Messenger.UserId} r="{Remote.Name}", 1="{tostring(Key)}"`)
end
end)
return setmetatable({
Events = Events,
CurrentActionsTCP_Event = ActionsTCP_Event
}, Actions)
end
function Actions:Add(Key, f)
self.Events[Key] = f
end
function Actions:Remove(Key)
self.Events[Key] = nil
if not next(self.Events) then
self.CurrentActionsTCP_Event:Disconnect()
print("[Server Actions]: ")
end
end
return Actions

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--!optimize 2
--!native
--!strict
type UDP = UnreliableRemoteEvent
type FlashlightUDP = RBXScriptConnection
type LocalPlayer = Player
type HumanoidRootPart = BasePart
type EulerXYZ_struct = {number}
type rbxassetid = string
type CharacterShared = Folder
type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
type Impl_Constructor = {
__index: Impl_Constructor,
constructor: Constructor_Fun,
--Class functions
On: (self: ClassConstructor) -> (),
Off: (self: ClassConstructor) -> (),
Toggle: (self: ClassConstructor) -> ()
} & Impl_Static_Props
type Constructor_Fun = (CharacterShared: CharacterShared, LocalPlayer: LocalPlayer, HumanoidRootPart: HumanoidRootPart) -> ClassConstructor
type Impl_Static_Props = {
Enabled: boolean,
HeadHeight: number,
ToggleSound: rbxassetid
}
type Constructor_Return_Props = {
FlashlightPart: Part,
SpotLight: SpotLight,
ToggleSound: Sound
}
export type FlashlightConstructor = ClassConstructor
local Flashlight = {} :: Impl_Constructor
Flashlight.__index = Flashlight
Flashlight.Enabled = false
Flashlight.HeadHeight = 1
Flashlight.ToggleSound = "rbxassetid://16454678462"
local function FlashlightPart(HumanoidRootPart: HumanoidRootPart): (Part, SpotLight, Sound)
local FlashlightPart = Instance.new("Part") :: Part
FlashlightPart.Size = Vector3.new(.1,.1,.1)
FlashlightPart.CFrame = HumanoidRootPart.CFrame+Vector3.yAxis
FlashlightPart.CanCollide = false
FlashlightPart.CastShadow = false
FlashlightPart.Anchored = true
FlashlightPart.Transparency = 1
local SpotLight = Instance.new("SpotLight") :: SpotLight
SpotLight.Color = Color3.new(1,1,1)
SpotLight.Angle = 80
SpotLight.Range = 30
SpotLight.Brightness = 2
SpotLight.Shadows = true
SpotLight.Enabled = false
SpotLight.Parent = FlashlightPart
local ToggleSound = Instance.new("Sound") :: Sound
ToggleSound.Name = "Flashlight"
ToggleSound.SoundId = Flashlight.ToggleSound
ToggleSound.Volume = .5
ToggleSound.Parent = FlashlightPart
FlashlightPart.Parent = HumanoidRootPart
return FlashlightPart, SpotLight, ToggleSound
end
function Flashlight.constructor(CharacterShared, LocalPlayer, HumanoidRootPart)
local FlashlightPart, SpotLight, ToggleSound = FlashlightPart(HumanoidRootPart)
local Flashlight_UDP = Instance.new("UnreliableRemoteEvent") :: UDP
Flashlight_UDP.Name = "Flashlight"
Flashlight_UDP.Parent = CharacterShared
Flashlight_UDP.OnServerEvent:Connect(function(Messenger: Player, CameraEuler: EulerXYZ_struct)
if Messenger.UserId == LocalPlayer.UserId then
if CameraEuler[4] and CameraEuler[4] == 3 then
local RootPartCFrame = HumanoidRootPart.CFrame
FlashlightPart.CFrame = CFrame.new(
RootPartCFrame.X,
RootPartCFrame.Y+Flashlight.HeadHeight,
RootPartCFrame.Z)*CFrame.Angles(CameraEuler[1], CameraEuler[2], CameraEuler[3])
end
else
Messenger:Kick(`"{Messenger.Name}", {Messenger.UserId} r="{Flashlight_UDP.Name}", 1="{tostring(CameraEuler)}"`)
end
end)
return setmetatable({
FlashlightPart = FlashlightPart,
SpotLight = SpotLight,
ToggleSound = ToggleSound
}, Flashlight)
end
function Flashlight:On()
Flashlight.Enabled = true
self.ToggleSound:Play()
self.SpotLight.Enabled = Flashlight.Enabled
end
function Flashlight:Off()
Flashlight.Enabled = false
self.ToggleSound:Play()
self.SpotLight.Enabled = Flashlight.Enabled
end
function Flashlight:Toggle()
if Flashlight.Enabled then
self:Off()
else
self:On()
end
end
return Flashlight

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--!optimize 2
--!native
--!strict
--This really should be only client
type Character = Model
type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
type Impl_Constructor = {
__index: Impl_Constructor,
constructor: Constructor_Fun,
--Class functions
PartToggle: (self: ClassConstructor, Instance: Instance, CastingShadow: boolean) -> (),
Remove: (self: ClassConstructor, Key: Enum.KeyCode) -> (),
on: (self: ClassConstructor) -> (),
off: (self: ClassConstructor) -> ()
}
type Constructor_Fun = (Character: Character) -> ClassConstructor
type Constructor_Return_Props = {
Character: Character
}
export type ShadowsConstructor = ClassConstructor
local Shadows = {} :: Impl_Constructor
Shadows.__index = Shadows
function Shadows.constructor(Character)
return setmetatable({
Character = Character
}, Shadows)
end
function Shadows:PartToggle(Instance, CastingShadow)
if Instance:IsA("BasePart") then
Instance.CastShadow = CastingShadow
end
end
local function CharacterShadows(self: ClassConstructor, enabled: boolean)
local CharacterDescendants = self.Character:GetDescendants()
for n: number = 1, #CharacterDescendants do
self:PartToggle(CharacterDescendants[n] :: BasePart, enabled)
end
end
function Shadows:on()
CharacterShadows(self, true)
end
function Shadows:off()
CharacterShadows(self, false)
end
return Shadows

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--!optimize 2
--!native
--!strict
type Head = BasePart
type UpperTorso = BasePart
type Neck = Motor6D
type Waist = Motor6D
type NeckC0 = CFrame
type WaistC0 = CFrame
type UDP = UnreliableRemoteEvent
type struct_SpineMovement = {
Neck: CFrame,
Waist: CFrame
}
type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
type Impl_Constructor = {
__index: Impl_Constructor,
constructor: Constructor_Fun,
--Class functions
Move: (self: ClassConstructor, CameraCFrame: CFrame, IsFirstPerson: boolean) -> ()
} & Impl_Static_Props
type Constructor_Fun = (Head: Head, UpperTorso: UpperTorso) -> ClassConstructor
type Impl_Static_Props = {
Enabled: boolean,
Multiplier: number
}
type Constructor_Return_Props = {
Remote: UDP,
Head: Head,
UpperTorso: UpperTorso,
Neck: Neck,
Waist: Waist,
NeckC0: NeckC0,
WaistC0: WaistC0
}
export type SpineKinematicsConstructor = ClassConstructor
local Spine = {} :: Impl_Constructor
Spine.__index = Spine
Spine.Enabled = true
Spine.Multiplier = .5
local Remote = Instance.new("UnreliableRemoteEvent") :: UDP
Remote.Name = "SpineStream"
Remote.Parent = _G.include(script, "CharacterShared")
function Spine.constructor(Head, UpperTorso)
local self = {}
self.Head = Head
self.UpperTorso = UpperTorso
self.Neck = Head:WaitForChild("Neck") :: Motor6D
self.Waist = UpperTorso:WaitForChild("Waist") :: Motor6D
self.Remote = Remote
self.NeckC0 = (self.Neck :: Motor6D).C0
self.WaistC0 = (self.Neck :: Motor6D).C0
return setmetatable(self, Spine)
end
local function SpineMovement(self: ClassConstructor, CameraCFrame: CFrame, IsFirstPerson: boolean): struct_SpineMovement
local HeadCFrame: CFrame = self.Head.CFrame
local TorsoPosition: Vector3 = self.UpperTorso.Position
local TorsoLookVector: Vector3 = self.UpperTorso.CFrame.LookVector
local HeadPosition: Vector3 = HeadCFrame.Position
local CameraPosition: Vector3 = CameraCFrame.Position
local HeadDelta: Vector3 = HeadPosition-CameraPosition
local TorsoDeltaNormal: Vector3 = (TorsoPosition-CameraPosition).Unit
local HeadDeltaNormal: Vector3 = HeadDelta.Unit
local HeadDeltaMagnitude: number = HeadDelta.Magnitude
local arc = Spine.Multiplier*math.asin(HeadDelta.Y/HeadDeltaMagnitude)
local Neck = CFrame.Angles(arc, 0, 0)
local Waist = CFrame.Angles(arc, 0, 0)
if not IsFirstPerson then
--Make this less cringe at some point, combine the dot product into the equation
local LookingAtSelf = CameraCFrame.LookVector:Dot(HeadCFrame.LookVector)<0 --Make our head face the camera if we are looking at ourself
local HeadCrossDelta = Spine.Multiplier*HeadDeltaNormal:Cross(TorsoLookVector).Y
local TorsoCrossDelta = Spine.Multiplier*TorsoDeltaNormal:Cross(TorsoLookVector).Y
Neck*=CFrame.Angles(0, HeadCrossDelta, 0)
Waist*=CFrame.Angles(0, LookingAtSelf and TorsoCrossDelta or -TorsoCrossDelta, 0)
end
return {
Neck = Neck,
Waist = Waist
}
end
function Spine:Move(CameraCFrame, IsFirstPerson)
local SpineIK = SpineMovement(self, CameraCFrame, IsFirstPerson)
self.Neck.C0 = self.Neck.C0:Lerp(self.NeckC0*SpineIK.Neck, .9)
self.Waist.C0 = self.Waist.C0:Lerp(self.WaistC0*SpineIK.Waist, .9)
end
return Spine

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--!optimize 2
--!native
--!strict
local Shadows = require(script:WaitForChild("Shadows"))
local SpineModule = require(script:WaitForChild("SpineKinematics"))
local FlashlightModule = require(script:WaitForChild("Flashlight"))
local ActionsModule = require(script:WaitForChild("Actions"))
type UDP = UnreliableRemoteEvent
type CharacterSharedFolder = Folder
type Character = Model
type HumanoidRootPart = BasePart
type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
type Impl_Constructor = {
__index: Impl_Constructor,
constructor: Constructor_Fun,
--Class functions
Enable: (self: ClassConstructor) -> (),
Disable: (self: ClassConstructor) -> ()
} & Impl_Static_Props
type Constructor_Fun = (Character: Character) -> ClassConstructor
type Impl_Static_Props = {
FlashlightDebounce: boolean,
FlashlightCooldown: number,
KeyBinds: {
Flashlight: Enum.KeyCode
}
}
type Constructor_Return_Props = {
CharacterShared: CharacterSharedFolder,
CharacterShadows: Shadows.ShadowsConstructor,
Spine: SpineModule.SpineKinematicsConstructor,
Flashlight: FlashlightModule.FlashlightConstructor,
Actions: ActionsModule.ActionsConstructor
}
local Character = {} :: Impl_Constructor
Character.__index = Character
local Players = game:GetService("Players")
Character.FlashlightDebounce = false
Character.FlashlightCooldown = .10
Character.KeyBinds = {
Flashlight = Enum.KeyCode.F
}
function Character.constructor(CharacterModel)
local Player = Players:GetPlayerFromCharacter(CharacterModel)
local self = {}
self.CharacterShared = Instance.new("Folder")
self.CharacterShared.Name = "shared"
self.CharacterShared.Parent = CharacterModel
local Head = CharacterModel:WaitForChild("Head") :: BasePart
local UpperTorso = CharacterModel:WaitForChild("UpperTorso") :: BasePart
local HumanoidRootPart = CharacterModel:WaitForChild("HumanoidRootPart") :: HumanoidRootPart
self.CharacterShadows = Shadows.constructor(CharacterModel)
self.Spine = SpineModule.constructor(Head, UpperTorso)
self.Flashlight = FlashlightModule.constructor(self.CharacterShared, Player, HumanoidRootPart)
self.Actions = ActionsModule.constructor(self.CharacterShared, Player)
self.CharacterShadows:off() --I plan having 2+ player support and characters block a ton of light
CharacterModel.DescendantAdded:Connect(function(Instance)
task.wait() --Wait for the instance to properly replicate...
self.CharacterShadows:PartToggle(Instance, false)
end)
self.Actions:Add(Character.KeyBinds.Flashlight, function(_KeyPressed)
if not Character.FlashlightDebounce then
self.Flashlight:Toggle()
Character.FlashlightDebounce = true
task.wait(Character.FlashlightCooldown)
Character.FlashlightDebounce = false
end
end)
self.Spine.Remote.OnServerEvent:Connect(function(Messenger: Player, CameraPosition: CFrame, IsFirstPerson: boolean)
if Messenger.UserId == Player.UserId then
if SpineModule.Enabled then
self.Spine:Move(CameraPosition, IsFirstPerson)
else
--reset
print("TODO reached -", script.Name..".lua")
end
else
Messenger:Kick(`"{Messenger.Name}", {Messenger.UserId} r="{self.Spine.Remote.Name}", 1="{tostring(CameraPosition)}", 2="{tostring(IsFirstPerson)}"`)
end
end)
return setmetatable(self, Character)
end
return Character

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--!optimize 2
--!native
--!strict
type Users = {
Admin: {number},
Banned: {number}
}
local Users = {
Admin = {},
Banned = {}
}
return Users

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--!optimize 2
--!native
--!strict
type Character = Model
local Players = game:GetService("Players")
local Users = require(script:WaitForChild("Users"))
local CharacterModule = require(script:WaitForChild("Character"))
local function LoadCharacter(Player: Player)
CharacterModule.constructor(Player.Character or Player.CharacterAdded:Wait())
Player.CharacterAdded:Connect(CharacterModule.constructor)
end
local function AdminUser(Player: Player)
print(`[Admin] "{Player.Name}" | {tostring(Player.UserId)} has logged`)
Player.Chatted:Connect(function(Message: string, _: Player?)
end)
end
return Players.PlayerAdded:Connect(function(Player: Player)
for n: number = 1, #Users.Banned do
if Player.UserId ~= Users.Banned[n] then
for n2: number = 1, #Users.Admin do
if Player.UserId == Users.Admin[n2] then
AdminUser(Player)
break
end
end
LoadCharacter(Player)
else
Player:Kick()
end
end
end)