portaltest/gun.lua

589 lines
18 KiB
Lua

-- PORTAL GUN --
gun = {}
-- Table for referencing to a gun entity of each player that is wielding that currently
gun.spawned_guns = {}
gun.generate_splash_particles = function(pos, normal, splash_color)
local rand_amount = math.random(20, 25)
local min_vel_dir = vector.rotate(normal, {x=-math.pi/4, y=-math.pi/4, z=0})
local max_vel_dir = vector.rotate(normal, {x=math.pi/4, y=math.pi/4, z=0})
minetest.add_particlespawner({
amount = rand_amount,
time = 0.1,
minpos = pos,
maxpos = pos,
minvel = vector.multiply(min_vel_dir, 5),
maxvel = vector.multiply(max_vel_dir, 5),
minacc = {x=0, y=-gsettings.SPLASH_DROP_GRAVITY, z=0},
maxacc = {x=0, y=-gsettings.SPLASH_DROP_GRAVITY, z=0},
minexptime = 1.5,
maxexptime = 2.5,
minsize = 3,
maxsize = 3.5,
collisiondetection = false,
collision_removal = false,
object_collision = false,
texture = "portaltest_splash_drop.png^[multiply:" .. splash_color,
glow = 7
})
end
-- Recalculates a new position and rotation for gun relatively to the player`s rotation.
gun.calculate_gun_pos_and_rot = function(player)
local rot = {x=-player:get_look_vertical(), y=player:get_look_horizontal(), z=0}
local pos = vector.add(player:get_pos(), vector.rotate(gsettings.GUN_POSITION_SHIFT, {x=0, y=player:get_look_horizontal(), z=0}))
return pos, rot
end
-- Shifts the gun entity backward and turns right a bit for a visual effect while shooting. Also knockback a bit the player`s camera.
gun.knockback_gun = function(player, gun)
local shift_back = -0.1
local rot_right = -math.rad(2)
local cam_rot_d = -math.rad(2)
local elapsed = 0.0
local dtime = 0.1
local orig_cam_dir = player:get_look_dir()
minetest.debug("gun.knockback_gun()")
local function knockback(gun)
elapsed = elapsed + dtime
minetest.debug("elapsed: " .. tostring(elapsed))
if not gun:get_luaentity() then
return
end
if (math.floor(elapsed * 10) / 10) == 0.3 then
--if elapsed >= 0.5 and elapsed < 0.55 or elapsed > 0.45 and elapsed <= 0.5 then
minetest.debug("elapsed = 0.5")
rot_right = -rot_right
shift_back = -shift_back
cam_rot_d = -cam_rot_d
end
player:set_look_vertical(player:get_look_vertical()+cam_rot_d)
gun:set_pos(vector.add(gun:get_pos(), vector.multiply(orig_cam_dir, shift_back)))
local cur_rot = gun:get_rotation()
gun:set_rotation({x=cur_rot.x, y=cur_rot.y+rot_right, z=cur_rot.z})
if elapsed < 0.6 then
minetest.after(dtime, knockback, gun)
else
player:get_meta():set_string("is_shooting", "")
end
return true
end
minetest.after(dtime, knockback, gun)
return true
end
gun.bounce_splash_drop = function(drop, surface_normal)
local self = drop:get_luaentity()
if not self then return end
local new_vel = vector.multiply(self.last_velocity, -1)
local cross = vector.cross(surface_normal, new_vel)
new_vel = vector.rotate_around_axis(new_vel, cross, vector.angle(surface_normal, new_vel)*2)
drop:set_velocity(new_vel)
end
gun.shoot = function(player, gun, ball_color)
if not gun:get_luaentity() then
return
end
local dir = player:get_look_dir()
local gun_pos = gun:get_pos()
local gun_ball = minetest.add_entity(vector.add(gun_pos, vector.multiply(dir, -0.3)), "portaltest:gun_ball")
gun_ball:set_properties({textures={"portaltest_gun_ball.png^[multiply:" .. ball_color}})
gun_ball:set_velocity(vector.multiply(dir, gsettings.GUN_BALL_SPEED))
return true
end
gun.global_step_through_players_with_guns = function()
local players = minetest.get_connected_players()
for _, player in ipairs(players) do
local name = player:get_player_name()
if player:get_wielded_item():get_name() == "portaltest:gun_item" then
local gun_pos, gun_rot = gun.calculate_gun_pos_and_rot(player)
if not gun.spawned_guns[name] then
minetest.debug("add gun entity")
gun.spawned_guns[name] = minetest.add_entity(gun_pos, "portaltest:gun")
player_api.set_model(player, "portaltest_player_with_gun.b3d")
else
gun.spawned_guns[name]:set_pos(gun_pos)
end
gun.spawned_guns[name]:set_rotation(gun_rot)
local ctrls = player:get_player_control()
local anim
local speed = 30
local meta = player:get_meta()
if ctrls.up or ctrls.right then
anim = "walk_forward"
elseif ctrls.down or ctrls.left then
anim = "walk_backward"
elseif ctrls.LMB or ctrls.RMB then
if meta:get_string("is_shooting") == "" then
minetest.debug("\'is_shooting\' is empty!")
anim = "shoot"
speed = 10
local gun_color = ctrls.LMB and "blue" or "orange"
meta:set_string("is_shooting", "1")
minetest.debug("\'is_shooting\' is 1!")
gun.spawned_guns[name]:set_properties({textures={"portaltest_gun.png", "portaltest_gun_" .. gun_color .. "_tube.png"}})
gun.shoot(player, gun.spawned_guns[name], gun_color)
gun.knockback_gun(player, gun.spawned_guns[name])
end
elseif meta:get_string("is_shooting") == "" then
anim = "stand"
end
player_api.set_animation(player, anim, speed)
else
if gun.spawned_guns[name] then
minetest.debug("remove gun entity")
gun.spawned_guns[name]:remove()
gun.spawned_guns[name] = nil
player_api.set_model(player, "character.b3d")
end
end
--[[
local ctrls = player:get_player_control()
local color = ""
if ctrls.LMB then
color = "blue"
elseif ctrls.RMB then
color = "orange"
else
return
end
player:set_wielded_item(ItemStack("portaltest:gun_" .. color))
local pl_pos = player:get_pos()
local rel_offset_pos = vector.new(0.5, 0, 0)
rel_offset_pos.y = 0.5
local dir = player:get_look_dir()
local dir_rot = vector.dir_to_rotation(dir)
rel_offset_pos = vector.rotate(rel_offset_pos, dir_rot)
local pos = vector.add(pl_pos, rel_offset_pos)
local splash_stream = minetest.add_entity(pos, "portaltest:splash_stream")
splash_stream:set_properties({textures={"portaltest_splash_stream.png^[multiply:" .. color}})
splash_stream:set_velocity(vector.multiply(dir, gsettings.SPLASH_STREAM_SPEED))
local self = splash_stream:get_luaentity()
self.stream_emitter = player:get_player_name()
minetest.after(0.5, function()
player:set_wielded_item(ItemStack("portaltest:gun_empty"))
end)
end]]
end
end
gun.get_pointedthing_info = function(pos, dir, ray_length)
local pos2 = vector.add(pos, vector.multiply(dir, ray_length))
local raycast = minetest.raycast(pos, pos2)
local target_pt
for pt in raycast do
--[[if pt.type == "object" then
local self = pt.ref:get_luaentity()
if self then
minetest.debug("ray has intersected an object with name: " .. self.name)
if self.name ~= "portaltest:splash_stream" then
target_pt = pt
break
else
--minetest.debug("raycast: " .. self.name)
end
end
else]]
if pt.type == "node" then
--minetest.debug("raycast has intersected a node with name: " .. minetest.get_node(pt.under).name)
return pt
--target_pt = pt
--break
end
end
return
end
gun.update_player_portals_datas = function(player_meta)
local player_portals = minetest.deserialize(player_meta:get_string("portals"))
if not player_portals or player_portals == {} then
return
end
local new_datas = {}
for color, pos in pairs(player_portals) do
local actual_node = minetest.get_node(player_portals[color])
if actual_node.name == "portaltest:portal_" .. color then
new_datas[color] = {x=pos.x, y=pos.y, z=pos.z}
end
end
player_meta:set_string("portals", minetest.serialize(new_datas))
end
gun.place_portal = function(placer, pt, color, param2, dir_to_top)
local meta = placer:get_meta()
gun.update_player_portals_datas(meta)
local player_portals = minetest.deserialize(meta:get_string("portals"))
if not player_portals or player_portals == {} then
player_portals = {}
end
if portal.is_pos_busy_by_portal(pt.above) then
return
end
if player_portals[color] then
minetest.remove_node(player_portals[color])
end
player_portals[color] = pt.above
meta:set_string("portals", minetest.serialize(player_portals))
minetest.add_node(pt.above, {name = "portaltest:portal_" .. color, param2 = param2})
local setp_meta = minetest.get_meta(player_portals[color])
local cp_pos
if color == "orange" then
if player_portals["blue"] then
cp_pos = player_portals["blue"]
end
elseif color == "blue" then
if player_portals["orange"] then
cp_pos = player_portals["orange"]
end
end
if cp_pos then
setp_meta:set_string("connected_to", minetest.serialize(cp_pos))
local cp_meta = minetest.get_meta(cp_pos)
cp_meta:set_string("connected_to", minetest.serialize(player_portals[color]))
end
setp_meta:set_string("dir_to_top", minetest.serialize(dir_to_top))
end
-- Player model with gun
player_api.register_model("portaltest_player_with_gun.b3d", {
animations = {
stand = {x = 1, y = 80},
sit = {x = 81, y = 161},
lay = {x = 162, y = 167},
walk_forward = {x = 168, y = 188},
walk_backward = {x = 188, y = 168},
shoot = {x = 189, y = 199}
}
})
-- Portal gun
minetest.register_entity("portaltest:gun", {
visual_size = {x=3, y=3, z=3},
physical = false,
collision_box = {0, 0, 0, 0, 0, 0},
pointable = false,
visual = "mesh",
mesh = "portaltest_gun.b3d",
textures = {"portaltest_gun.png"},
glow = 4,
static_save = false
})
minetest.register_craftitem("portaltest:gun_item", {
description = "Portal Gun",
inventory_image = "portaltest_gun_inv.png",
wield_image = "portaltest_gun_inv.png^[opacity:0",
range = 0.0
})
-- Legacy code
--[[minetest.register_node("portaltest:gun_empty", {
drawtype = "mesh",
visual_scale = 0.5,
tiles = {"portaltest_gun.png^portaltest_gun_empty_tube.png"},
mesh = "portaltest_gun.b3d",
description = "Portal Gun",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
collision_box = {0, 0, 0, 0, 0, 0},
selection_box = {0, 0, 0, 0, 0, 0},
stack_max = 1,
on_construct = function(pos)
return nil
end,
on_place = function(itemstack, placer, pointed_thing)
return nil
end
})
minetest.register_node("portaltest:gun_orange", {
drawtype = "mesh",
visual_scale = 0.5,
tiles = {"portaltest_gun.png^portaltest_gun_orange_tube.png"},
mesh = "portaltest_gun.b3d",
description = "Portal Gun",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
collision_box = {0, 0, 0, 0, 0, 0},
selection_box = {0, 0, 0, 0, 0, 0},
stack_max = 1,
groups = {not_in_creative_inventory=1},
on_construct = function(pos)
return nil
end,
on_place = function(itemstack, placer, pointed_thing)
return nil
end
})
minetest.register_node("portaltest:gun_blue", {
drawtype = "mesh",
visual_scale = 0.5,
tiles = {"portaltest_gun.png^portaltest_gun_blue_tube.png"},
mesh = "portaltest_gun.b3d",
description = "Portal Gun",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
collision_box = {0, 0, 0, 0, 0, 0},
selection_box = {0, 0, 0, 0, 0, 0},
stack_max = 1,
groups = {not_in_creative_inventory=1},
on_construct = function(pos)
return nil
end,
on_place = function(itemstack, placer, pointed_thing)
return nil
end
})]]
minetest.register_entity("portaltest:gun_ball", {
visual = "sprite",
visual_size = {x=1, y=1, z=1},
physical = true,
collide_with_objects = false,
collisionbox = gsettings.GUN_BALL_COLLISION_BOX,
selectionbox = {0, 0, 0, 0, 0, 0},
textures = {"portaltest_gun_ball.png"},
backface_culling = false,
glow = 7,
on_activate = function(self, staticdata, dtime_s)
self.move_dir = vector.normalize(self.object:get_velocity())
end,
on_step = function(self, dtime, moveresult)
if not moveresult.collides then
self.move_dir = vector.normalize(self.object:get_velocity())
else
local pos = self.object:get_pos()
local vel = self.object:get_velocity()
minetest.debug("cur_vel: " .. vector.length(vel))
local texture = self.object:get_properties().textures[1]
self.object:remove()
--minetest.debug("self.last_velocity: " .. minetest.pos_to_string(self.last_velocity))
--minetest.debug("current velocity: " .. minetest.pos_to_string(vel))
local pt = gun.get_pointedthing_info(pos, self.move_dir, 1)
--[[if vector.length(self.move_dir) == 0 then
pt = gun.get_pointedthing_info(pos, vector.normalize(vel), 1)
else
pt = gun.get_pointedthing_info(pos, self.move_dir, 1)
end]]
if pt then
minetest.debug("\'pt\' is not nil!")
--minetest.debug("pt.type: " .. pt.type)
--minetest.debug("pt.intersection_normal: " .. minetest.pos_to_string(pt.intersection_normal))
--minetest.debug("pt.type: " .. pt.type)
local s, e = texture:find("%^%[multiply:", 1)
local color = texture:sub(e+1, texture:len())
--local player = minetest.get_player_by_name(self.stream_emitter)
--[[if pt.type == "node" then
if pt.intersection_normal.y == 0 then
-- Portal is placed on the wall
local node = minetest.get_node_or_nil(pt.under)
local node2 = minetest.get_node_or_nil(vector.new(pt.under.x, pt.under.y+1, pt.under.z))
if (node and node.name == "portaltest:panel_mono") and
(node2 and node2.name == "portaltest:panel_mono") and
minetest.get_node({x=pt.above.x, y=pt.above.y+1, z=pt.above.z}).name == "air" then
gun.place_portal(player, pt, color, minetest.dir_to_facedir(pt.intersection_normal), {x=0, y=1, z=0})
end
else
-- Portal is placed on the floor/ceiling
local look_dir = player:get_look_dir()
local horiz_look_dir = vector.new(look_dir.x, 0, look_dir.z)
local x_horiz_dir = vector.new(look_dir.x, 0, 0)
local z_horiz_dir = vector.new(0, 0, look_dir.z)
local target_horiz_dir = vector.angle(x_horiz_dir, horiz_look_dir) < vector.angle(horiz_look_dir, z_horiz_dir) and x_horiz_dir or z_horiz_dir
local node = minetest.get_node_or_nil(pt.under)
local node2 = minetest.get_node_or_nil(vector.add(pt.under, target_horiz_dir))
local node3 = minetest.get_node_or_nil(vector.add(pt.under, vector.add(pt.intersection_normal, target_horiz_dir)))
if (node and node.name == "portaltest:panel_mono") and
(node2 and node2.name == "portaltest:panel_mono") and
(node3 and node3.name == "air") then
-- Keys are param2 values, values are corresponding directions
local y_up_rots = {
[6] = {x=0, y=0, z=1},
[8] = {x=0, y=0, z=-1},
[15] = {x=1, y=0, z=0},
[17] = {x=-1, y=0, z=0}
}
local y_down_rots = {
[4] = {x=0, y=0, z=-1},
[10] = {x=0, y=0, z=1},
[13] = {x=-1, y=0, z=0},
[19] = {x=1, y=0, z=0}
}
local target_param2
local dir_to_top
local nrmlzed_thd = vector.normalize(target_horiz_dir)
local target_y_rots = pt.intersection_normal.y == 1 and y_up_rots or y_down_rots
for p2, dir in pairs(target_y_rots) do
if vector.equals(nrmlzed_thd, dir) then
target_param2 = p2
dir_to_top = dir
break
end
end
gun.place_portal(player, pt, color, target_param2, dir_to_top)
end
end
end]]
gun.generate_splash_particles(pt.intersection_point, pt.intersection_normal, color)
end
--[[local colls = moveresult.collisions
minetest.debug("moveresult.collisions: " .. #moveresult.collisions)
local sum_normal = vector.new()
for _, coll in ipairs(colls) do
if coll.axis == "x" then
sum_normal = vector.add(sum_normal, vector.normalize({x=coll.old_velocity.x, y=0, z=0}))
elseif coll.axis == "y" then
sum_normal = vector.add(sum_normal, vector.normalize({x=0, y=coll.old_velocity.y, z=0}))
elseif coll.axis == "z" then
sum_normal = vector.add(sum_normal, vector.normalize({x=0, y=0, z=coll.old_velocity.z}))
end
end
sum_normal = vector.multiply(sum_normal, -1)
local pos = self.object:get_pos()
local texture = self.object:get_properties().textures[1]
local s, e = texture:find("%^%[multiply:", 1)
gun.generate_splash_bounces(pos, sum_normal, texture:sub(e+1, texture:len()))
self.object:remove()]]
end
end
})
--[[minetest.register_entity("portaltest:splash_drop", {
visual = "sprite",
visual_size = {x=1, y=1, z=1},
physical = true,
collide_with_objects = true,
textures = {"portaltest_splash_drop.png"},
collisionbox = gsettings.SPLASH_DROP_COLLISION_BOX,
selectionbox = {0, 0, 0, 0, 0, 0},
backface_culling = false,
glow = 7,
on_activate = function(self, staticdata, dtime_s)
self.object:set_acceleration({x=0, y=-gsettings.SPLASH_STREAM_GRAVITY, z=0})
self.last_velocity = self.object:get_velocity()
self.dtime = 0
end,
on_step = function(self, dtime, moveresult)
self.dtime = self.dtime + dtime
if not moveresult.collides then
self.last_velocity = self.object:get_velocity()
else
local min_cb_pos = {
x = gsettings.SPLASH_DROP_COLLISION_BOX[1],
y = gsettings.SPLASH_DROP_COLLISION_BOX[2],
z = gsettings.SPLASH_DROP_COLLISION_BOX[3]
}
local pt = gun.get_pointedthing_info(self.object:get_pos(), self.last_velocity, 1, dtime)
if pt and pt.intersection_normal then
gun.bounce_splash_drop(self.object, pt.intersection_normal)
end
end
if self.dtime >= gsettings.SPLASH_DROP_LIFETIME then
self.object:remove()
end
end
})]]
minetest.register_on_shutdown(function()
for i, player in ipairs(minetest.get_connected_players()) do
player:get_meta():set_string("is_shooting", "")
end
end)
minetest.register_globalstep(function(dtime)
gun.global_step_through_players_with_guns()
end)