### Initialize Game Entry Point - Lua Source: https://context7.com/azureedev/payday-2-luajit/llms.txt This Lua script determines the game's entry point based on global state flags, selecting between NetworkGameSetup, MenuSetup, or EditorSetup for initialization. It requires the 'Version' utility and dynamically loads the appropriate setup class. ```lua -- lib/entry.lua - Game initialization entry point require("lib/utils/Version") local selected_setup = nil if Global.load_level then -- Multiplayer heist session selected_setup = require("lib/setups/NetworkGameSetup") elseif Global.load_start_menu then -- Main menu selected_setup = require("lib/setups/MenuSetup") elseif Application:editor() then -- Level editor mode selected_setup = require("lib/setups/EditorSetup") else -- Default to menu selected_setup = require("lib/setups/MenuSetup") end setup = setup or selected_setup:new() setup:make_entrypoint() ``` -------------------------------- ### Implement Weapon Behavior with NewRaycastWeaponBase Source: https://context7.com/azureedev/payday-2-luajit/llms.txt Defines the NewRaycastWeaponBase class to manage weapon initialization, attachments, and damage calculations. It integrates with player upgrades and weapon tweak data to determine firing modes and movement penalties. ```lua NewRaycastWeaponBase = NewRaycastWeaponBase or class(RaycastWeaponBase) function NewRaycastWeaponBase:init(unit) NewRaycastWeaponBase.super.init(self, unit) self._property_mgr = PropertyManager:new() self._armor_piercing_chance = self:weapon_tweak_data().armor_piercing_chance or 0 self._use_shotgun_reload = self:weapon_tweak_data().use_shotgun_reload self._movement_penalty = tweak_data.upgrades.weapon_movement_penalty[ self:weapon_tweak_data().categories[1] ] or 1 self._use_armor_piercing = managers.player:has_category_upgrade("player", "ap_bullets") self._shield_knock = managers.player:has_category_upgrade("player", "shield_knock") self._fire_mode_category = self:weapon_tweak_data().FIRE_MODE self._textures = {} self:_default_damage_falloff() end function NewRaycastWeaponBase:_chk_has_charms(parts, setup) if self:is_npc() and not self:use_thq() then return end managers.charm:add_weapon( self._unit, parts, setup and setup.user_unit, false, self._custom_units ) end function NewRaycastWeaponBase:weapon_tweak_data() return tweak_data.weapon[self._name_id] end ``` -------------------------------- ### Player Movement and State Management in Lua Source: https://context7.com/azureedev/payday-2-luajit/llms.txt Handles player physics, state transitions (standard, bleed out, driving, arrested), stamina, and position tracking. Initializes unit, animation state machine, position vectors, and state data. Includes functions for warping the player and setting up state machines. ```lua -- Player physics and state management PlayerMovement = PlayerMovement or class() PlayerMovement._STAMINA_INIT = tweak_data.player.movement_state.stamina.STAMINA_INIT PlayerMovement.OUT_OF_WORLD_Z = -4000 function PlayerMovement:init(unit) self._unit = unit self._machine = self._unit:anim_state_machine() -- Position tracking self._m_pos = unit:position() self._m_stand_pos = mvector3.copy(self._m_pos) mvector3.set_z(self._m_stand_pos, self._m_pos.z + 140) self._m_com = math.lerp(self._m_pos, self._m_stand_pos, 0.5) -- State data self._state_data = { in_air = false, ducking = false } -- Stamina system self._stamina = self:_max_stamina() -- Underdog skill check data self._underdog_skill_data = { nr_enemies = 3, chk_interval_active = 6, max_dis_sq = 3240000 } end -- Teleport player to position function PlayerMovement:warp_to(pos, rot, velocity) self._unit:warp_to(rot, pos) if velocity then self:push(velocity) end local camera_base = self:current_state()._camera_unit:base() camera_base._camera_properties.spin = rot:yaw() + 90 camera_base._camera_properties.pitch = rot:pitch() end -- Setup state machine with all player states function PlayerMovement:_setup_states() local state_classes = { standard = PlayerStandard, bleed_out = PlayerBleedOut, fatal = PlayerFatal, arrested = PlayerArrested, tased = PlayerTased, driving = PlayerDriving, mask_off = PlayerMaskOff } self._states = {} for name, cls in pairs(state_classes) do self._states[name] = cls:new(self._unit) end end ``` -------------------------------- ### Manage Game Configuration with TweakData Source: https://context7.com/azureedev/payday-2-luajit/llms.txt Provides a centralized system for game balance data, including recursive digestion of numeric values for anti-cheat protection. Includes methods to retrieve values securely using the Application:digest_value interface. ```lua TweakData = TweakData or class() function TweakData:digest_tweak_data() self.digested_tables = { "money_manager", "experience_manager", "casino" } for i, digest_me in ipairs(self.digested_tables) do self:digest_recursive(self[digest_me]) end end function TweakData:digest_recursive(key, parent) local value = parent and parent[key] or key if type(value) == "table" then for index, data in pairs(value) do self:digest_recursive(index, value) end elseif type(value) == "number" then parent[key] = Application:digest_value(value, true) end end function TweakData:get_value(...) local args = {...} local value = self for _, v in ipairs(args) do if not value[v] then return false end value = value[v] end if type(value) == "string" then return Application:digest_value(value, false) end return value end -- Usage example: local damage = tweak_data:get_value("weapon", "ak47", "stats", "damage") local xp_required = tweak_data:get_value("experience_manager", "levels", 50, "points") ``` -------------------------------- ### Manage Network Peer Connections and Steam Authentication (Lua) Source: https://context7.com/azureedev/payday-2-luajit/llms.txt The NetworkPeer class manages individual player connections in multiplayer sessions. It handles initialization, Steam authentication using tickets, and network throttling. Dependencies include the Network, SystemInfo, and Steam modules. ```lua -- Multiplayer peer connection management NetworkPeer = NetworkPeer or class() NetworkPeer.PRE_HANDSHAKE_CHK_TIME = 8 function NetworkPeer:init(name, rpc, id, loading, synced, in_lobby, character, user_id) self._name = name or managers.localization:text("menu_" .. tostring(character)) self._rpc = rpc self._id = id self._user_id = user_id -- Establish connection persistence if self._rpc then Network:set_connection_persistent(self._rpc, true) self._ip = self._rpc:ip_at_index(0) end -- Setup Steam RPC for Steam users if user_id and SystemInfo:distribution() == Idstring("STEAM") then self._steam_rpc = Network:handshake(user_id, nil, "STEAM") Network:set_connection_persistent(self._steam_rpc, true) end self:set_throttling_enabled(managers.user:get_setting("net_packet_throttling")) self._level = nil self._rank = 0 self._in_lobby = in_lobby self._loading = loading self._synced = synced self._creation_t = TimerManager:wall_running():time() self._profile = { outfit_string = "" } self._outfit_version = 0 end -- Steam ticket authentication function NetworkPeer:begin_ticket_session(ticket) if SystemInfo:distribution() == Idstring("STEAM") then self._ticket_wait_response = true return Steam:begin_ticket_session( self._user_id, ticket, callback(self, self, "on_verify_ticket") ) end return true end -- Handle authentication result function NetworkPeer:on_verify_ticket(result, reason) self._ticket_wait_response = nil if not result then print("[NetworkPeer] Auth failed: " .. tostring(reason)) if Network:is_server() then managers.network:session():send_to_peers("kick_peer", self._id, 2) end end end ``` -------------------------------- ### Manage Black Market Inventory in Lua Source: https://context7.com/azureedev/payday-2-luajit/llms.txt The BlackMarketManager controls the player's inventory, including weapons, masks, armor, and cosmetics. It initializes default loadouts and provides functionality to equip items and manage armor states. ```lua BlackMarketManager = BlackMarketManager or class() function BlackMarketManager:init() self:_setup() end function BlackMarketManager:_setup() self._defaults = { mask = "character_locked", armor = "level_1", armor_skin = "none", player_style = "none", glove_id = "default", preferred_character = "russian", grenade = "frag", melee_weapon = "weapon" } if not Global.blackmarket_manager then Global.blackmarket_manager = {} self:_setup_armors() self:_setup_weapons() self:_setup_characters() self:_setup_grenades() self:_setup_melee_weapons() self:_setup_armor_skins() Global.blackmarket_manager.inventory = {} Global.blackmarket_manager.crafted_items = {} Global.blackmarket_manager.new_drops = {} end self._global = Global.blackmarket_manager self._skin_editor = SkinEditor:new() self._armor_skin_editor = ArmorSkinEditor:new() end function BlackMarketManager:equip_weapon(category, slot) local crafted = self._global.crafted_items[category][slot] if crafted then self._global.crafted_items[category].equipped = slot return true end return false end ``` -------------------------------- ### Manage Skill Trees and Perk Decks in Lua Source: https://context7.com/azureedev/payday-2-luajit/llms.txt The SkillTreeManager handles player skill progression, point allocation, and multiple build switches. It utilizes tweak data to define tree structures and provides methods to calculate skill costs and verify skill ownership. ```lua SkillTreeManager = SkillTreeManager or class() SkillTreeManager.VERSION = 9 function SkillTreeManager:init() self:_setup() local skilltrees_tweak = tweak_data.skilltree.trees local pages = {} for tree, tree_data in ipairs(skilltrees_tweak) do pages[tree_data.skill] = pages[tree_data.skill] or {} table.insert(pages[tree_data.skill], tree) end self._pages = pages end function SkillTreeManager:skill_cost(tier, skill_level, skill_cost) local costs = { {1, 3}, {2, 4}, {3, 6}, {4, 8} } return costs[tier][skill_level] end function SkillTreeManager:_setup_skill_switches() self._global.skill_switches = {} for i = 1, #tweak_data.skilltree.skill_switches do self._global.skill_switches[i] = { specialization = false, unlocked = i == 1, points = Application:digest_value(0, true), trees = {}, skills = {} } for tree, data in pairs(tweak_data.skilltree.trees) do self._global.skill_switches[i].trees[tree] = { unlocked = true, points_spent = Application:digest_value(0, true) } end end end function SkillTreeManager:has_skill(skill_id, level) level = level or 1 local skill_data = self._global.skills[skill_id] return skill_data and skill_data.unlocked >= level end ``` -------------------------------- ### Manage Player Experience and Leveling in Lua Source: https://context7.com/azureedev/payday-2-luajit/llms.txt The ExperienceManager class tracks player experience points and level progression. It utilizes Application:digest_value for anti-cheat protection and integrates with global game state to persist player data. ```lua ExperienceManager = ExperienceManager or class() ExperienceManager.LEVEL_CAP = Application:digest_value(100, true) function ExperienceManager:init() self:_setup() end function ExperienceManager:_setup() self._total_levels = #tweak_data.experience_manager.levels if not Global.experience_manager then Global.experience_manager = { total = Application:digest_value(0, true), level = Application:digest_value(0, true) } end self._global = Global.experience_manager end function ExperienceManager:perform_action(action) if managers.platform:presence() ~= "Playing" then return end local size = tweak_data.experience_manager.actions[action] local points = tweak_data.experience_manager.values[size] managers.statistics:recieved_experience({ action = action, size = size }) self:add_points(points, true) end function ExperienceManager:give_experience(xp, force_or_debug) self._experience_progress_data = { gained = xp, start_t = { level = self:current_level(), current = self:next_level_data_current_points(), total = self:next_level_data_points() } } local level_cap_xp_leftover = self:add_points(xp, true, force_or_debug) self._experience_progress_data.end_t = { level = self:current_level(), current = self:next_level_data_current_points(), xp = self:xp_gained() } return self._experience_progress_data end function ExperienceManager:current_level() return Application:digest_value(self._global.level, false) end ``` -------------------------------- ### Manage Player Functionality - Lua Source: https://context7.com/azureedev/payday-2-luajit/llms.txt The PlayerManager class handles all player-related logic, including state management, upgrades, skills, equipment, and messaging. It initializes various sub-managers and defines player states, offering methods to check for skill upgrades and send messages. ```lua -- Initialize player manager PlayerManager = PlayerManager or class() PlayerManager.WEAPON_SLOTS = 2 PlayerManager.TARGET_COCAINE_AMOUNT = 1500 function PlayerManager:init() self._coroutine_mgr = CoroutineManager:new() self._message_system = MessageSystem:new() self._properties = PropertyManager:new() self._action_mgr = PlayerActionManager:new() self._temporary_properties = TemporaryPropertyManager:new() self._value_modifier = ValueModifier:new() self._players = {} self._nr_players = Global.nr_players or 1 -- Define player states self._player_states = { standard = "ingame_standard", bleed_out = "ingame_bleed_out", incapacitated = "ingame_incapacitated", arrested = "ingame_arrested", tased = "ingame_electrified", driving = "ingame_driving", mask_off = "ingame_mask_off", clean = "ingame_clean" } self:_setup() end -- Check for skill upgrades function PlayerManager:has_category_upgrade(category, upgrade) -- Returns true if player has the specified upgrade return self._global.upgrades[category] and self._global.upgrades[category][upgrade] end -- Get upgrade value with optional default function PlayerManager:upgrade_value(category, upgrade, default) if not self:has_category_upgrade(category, upgrade) then return default or 0 end return self._global.upgrades[category][upgrade].value end -- Message system for skill events function PlayerManager:send_message(message, ...) self._message_system:notify(message, ...) end -- Register for skill-based events self._message_system:register(Message.OnEnemyKilled, "double_ammo_drop", callback(self, self, "_on_spawn_extra_ammo_event")) ``` -------------------------------- ### HUD and UI Management in Lua Source: https://context7.com/azureedev/payday-2-luajit/llms.txt Manages all in-game UI elements including assault indicators, player information, objectives, and chat. Handles workspace creation for safe-area rendering and registers HUD toggle controls. Initializes component map, workspace sizes, and updators. ```lua -- HUD and UI management HUDManager = HUDManager or class() HUDManager.ASSAULTS_MAX = 1024 function HUDManager:init() self._component_map = {} local safe_rect = managers.viewport:get_safe_rect() local res = RenderSettings.resolution self._workspace_size = { x = 0, y = 0, w = res.x, h = res.y } self._saferect_size = { x = safe_rect.x, y = safe_rect.y, w = safe_rect.width, h = safe_rect.height } self:_setup_workspaces() self._updators = {} self._sound_source = SoundDevice:create_source("hud") self._crosshair_visible = false -- Register HUD toggle controls self._controller = managers.controller:create_controller("HUDManager") self._controller:add_trigger("toggle_hud", callback(self, self, "_toggle_hud_callback")) self._controller:enable() end -- Create overlay workspaces for HUD rendering function HUDManager:_setup_workspaces() self._workspaces = { overlay = { mid_saferect = managers.gui_data:create_saferect_workspace("screen", Overlay:gui()), fullscreen_workspace = managers.gui_data:create_fullscreen_16_9_workspace("screen", Overlay:gui()), saferect = managers.gui_data:create_saferect_workspace("screen", Overlay:gui()), workspace = managers.gui_data:create_fullscreen_workspace("screen", Overlay:gui()) } } end -- Toggle HUD visibility function HUDManager:_toggle_hud_callback() if managers.menu:is_active() or self._chat_focus then return end if Global.hud_disabled then managers.hud:set_enabled() else managers.hud:set_disabled() end end ``` -------------------------------- ### Manage Heist Mission Scripting and Objectives (Lua) Source: https://context7.com/azureedev/payday-2-luajit/llms.txt The MissionManager class orchestrates heist scripting, objectives, and mission flow within PAYDAY 2. It extends a core mission system and provides functions to manage job values and interact with various mission elements like objectives, spawns, and loot. ```lua -- Mission scripting and objective management core:import("CoreMissionManager") MissionManager = MissionManager or class(CoreMissionManager.MissionManager) function MissionManager:init(...) MissionManager.super.init(self, ...) -- Register area trigger categories self:add_area_instigator_categories("player") self:add_area_instigator_categories("enemies") self:add_area_instigator_categories("civilians") self:add_area_instigator_categories("escorts") self:add_area_instigator_categories("criminals") self:add_area_instigator_categories("vehicles") end -- Mission elements available for heist scripting: -- ElementObjective - Display/update objectives -- ElementMissionEnd - End the heist -- ElementSpawnEnemyGroup - Spawn enemy waves -- ElementAreaTrigger - Detect entities in areas -- ElementLootBag - Handle loot spawning -- ElementCarry - Manage carried objects -- ElementDialogue - Trigger voice lines -- ElementExplosion - Create explosions -- ElementSecurityCamera - Security system logic -- Example: Checking job values function MissionManager:get_job_value(key) return self._job_values and self._job_values[key] end function MissionManager:set_job_value(key, value) self._job_values = self._job_values or {} self._job_values[key] = value managers.network:session():send_to_peers_synced( "sync_job_value", key, value ) end ``` -------------------------------- ### Manage In-Game Currency and Economy in Lua Source: https://context7.com/azureedev/payday-2-luajit/llms.txt The MoneyManager class handles player spending cash, offshore accounts, and heist payouts. It includes utility methods for formatting currency strings with thousand separators and managing secure global state. ```lua MoneyManager = MoneyManager or class() function MoneyManager:init() self:_setup() end function MoneyManager:_setup() if not Global.money_manager then Global.money_manager = { total = Application:digest_value(0, true), total_collected = Application:digest_value(0, true), offshore = Application:digest_value(0, true), total_spent = Application:digest_value(0, true) } end self._global = Global.money_manager self._heist_total = 0 self._stage_payout = 0 self._bag_payout = 0 self._small_loot_payout = 0 self._cash_sign = managers.localization:text("cash_sign") end function MoneyManager:total_string() local total = math.round(self:total()) total = tostring(total) local reverse = string.reverse(total) local s = "" for i = 1, string.len(reverse) do s = s .. string.sub(reverse, i, i) if math.mod(i, 3) == 0 and i ~= string.len(reverse) then s = s .. self._cash_tousand_separator end end return self._cash_sign .. string.reverse(s) end function MoneyManager:add_to_total(amount) local current = self:total() self._global.total = Application:digest_value(current + amount, true) end function MoneyManager:offshore() return Application:digest_value(self._global.offshore, false) end ``` === COMPLETE CONTENT === This response contains all available snippets from this library. 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