Big changes, prototype charge weapon

This commit is contained in:
Jordach 2022-09-01 04:55:10 +01:00
parent 96e469c01a
commit facb82dbce
223 changed files with 625 additions and 280 deletions

View File

@ -1,9 +1,9 @@
time_speed = 4
#time_speed = 4
dedicated_server_step = 0.03
mapgen_limit = 256
item_entity_ttl = 1
active_object_send_range_blocks = 32
active_block_range = 8
active_block_range = 32
ask_reconnect_on_crash = true
player_transfer_distance = 0
max_objects_per_block = 512
@ -11,7 +11,6 @@ csm_restriction_flags = 0
enable_mod_channels = true
max_packets_per_iteration = 2048
movement_acceleration_default = 4.45
movement_acceleration_air = 1.55
movement_speed_walk = 5.25

View File

@ -6,7 +6,14 @@
particulate = {}
particulate.known_particles = {}
function particulate.register_cubic_particle(name, definition, physics, factor, sound_name, sound_def)
function particulate.register_cubic_particle(name, definition, physics, factor, sound_name, sound_def, register)
local reg_ent
if register == nil then
reg_end = false
else
reg_end = register
end
local def = table.copy(definition)
def.visual = "mesh"
def.mesh = "particulate_cubic.obj"
@ -172,12 +179,12 @@ function particulate.prefab_bouncing_particle(factor)
self.object:set_velocity(velocity)
end
local norm = self.object:get_velocity()
norm.x = norm.x * 0.66
norm.y = norm.y * 0.66
norm.z = norm.z * 0.66
rot.z = rot.z + ((norm.x + norm.z) / 3)
self.object:set_rotation(rot)
-- local norm = self.object:get_velocity()
-- norm.x = norm.x * 0.66
-- norm.y = norm.y * 0.66
-- norm.z = norm.z * 0.66
-- rot.z = rot.z + ((norm.x + norm.z) / 3)
--self.object:set_rotation(rot)
if self._timer > self._ttl then
if math.random(1, 10) == 1 then
@ -245,28 +252,28 @@ function particulate.prefab_bouncing_alt_particle(factor)
self.object:set_velocity(velocity)
end
local norm = self.object:get_velocity()
norm.x = norm.x * 0.66
norm.y = norm.y * 0.66
norm.z = norm.z * 0.66
rot.z = rot.z + ((norm.x + norm.z) / 3)
self.object:set_rotation(rot)
-- local norm = self.object:get_velocity()
-- norm.x = norm.x * 0.66
-- norm.y = norm.y * 0.66
-- norm.z = norm.z * 0.66
-- rot.z = rot.z + ((norm.x + norm.z) / 3)
--self.object:set_rotation(rot)
if self._timer > self._effect_timer then
local props = self.object:get_properties()
if props == nil then
return
elseif props.visual_size == nil then
return
end
-- if self._timer > self._effect_timer then
-- local props = self.object:get_properties()
-- if props == nil then
-- return
-- elseif props.visual_size == nil then
-- return
-- end
props.visual_size.x = props.visual_size.x * 0.985
props.visual_size.y = props.visual_size.y * 0.985
props.visual_size.z = props.visual_size.z * 0.985
-- props.visual_size.x = props.visual_size.x * 0.985
-- props.visual_size.y = props.visual_size.y * 0.985
-- props.visual_size.z = props.visual_size.z * 0.985
props.collisionbox = particulate.calc_collisionbox_size(props.visual_size.x)
self.object:set_properties(props)
end
-- props.collisionbox = particulate.calc_collisionbox_size(props.visual_size.x)
-- --self.object:set_properties(props)
-- end
if self._timer > self._ttl then
if math.random(1, 10) == 1 then
@ -285,25 +292,25 @@ end
function particulate.prefab_smoke_particle(factor)
local function onstep(self, dtime, moveresult)
local rot = self.object:get_rotation()
local norm = self.object:get_velocity()
norm.x = norm.x * 0.66
norm.y = norm.y * 0.66
norm.z = norm.z * 0.66
rot.z = rot.z + ((norm.x + norm.z + norm.y) / 15)
self.object:set_rotation(rot)
--local rot = self.object:get_rotation()
--local norm = self.object:get_velocity()
--norm.x = norm.x * 0.66
--norm.y = norm.y * 0.66
--norm.z = norm.z * 0.66
--rot.z = rot.z + ((norm.x + norm.z + norm.y) / 15)
--self.object:set_rotation(rot)
local props = self.object:get_properties()
if props == nil then
return
elseif props.visual_size == nil then
return
end
--local props = self.object:get_properties()
--if props == nil then
-- return
--elseif props.visual_size == nil then
-- return
--end
props.visual_size.x = props.visual_size.x * 1.007
props.visual_size.y = props.visual_size.y * 1.007
props.visual_size.z = props.visual_size.z * 1.007
self.object:set_properties(props)
-- props.visual_size.x = props.visual_size.x * 1.007
-- props.visual_size.y = props.visual_size.y * 1.007
-- props.visual_size.z = props.visual_size.z * 1.007
--self.object:set_properties(props)
if self._timer > self._ttl then
if math.random(1, 10) == 1 then

View File

@ -19,16 +19,37 @@ solarsail.controls.focus = {}
Gets the player:get_player_control() result for [player_name]
]]--
solarsail.controls.player = {}
solarsail.controls.player_last = {}
solarsail.controls.template = {
up = false,
down = false,
left = false,
right = false,
jump = false,
aux1 = false,
sneak = false,
dig = false,
place = false,
LMB = false,
RMB = false,
zoom = false
}
local function update_controls()
minetest.register_globalstep(function(dtime)
for _, player in ipairs(minetest.get_connected_players()) do
solarsail.controls.player[player:get_player_name()] = player:get_player_control()
local pname = player:get_player_name()
-- This runs the risk of walking into a boolean key
-- but since strings are not booleans this should
-- be fine under "normal" circumstances.
if solarsail.controls.player[pname] == nil then
solarsail.controls.player_last[pname] = table.copy(solarsail.controls.template)
else
solarsail.controls.player_last[pname] = table.copy(solarsail.controls.player[pname])
end
solarsail.controls.player[pname] = player:get_player_control()
end
minetest.after(0.03, update_controls)
end
end)
minetest.register_on_joinplayer(function(player)
solarsail.controls.focus[player:get_player_name()] = "world"
end)
minetest.after(0.03, update_controls)
end)

View File

@ -112,23 +112,36 @@ minetest.register_globalstep(function(dtime)
elseif weapon._name == nil then
elseif weapon._rpm == nil then
elseif player_timers[pname].fire > (60 / weapon._rpm) / rpm_modifier then
if solarsail.controls.player[pname].LMB then
player_timers[pname].fire = 0
if solarsail.controls.player[pname].LMB or weapon._uses_mouse_up then
local can_fire = false
-- Semi auto checks here
if weapon._fire_mode == "semi" and not solarsail.controls.player_last[pname].LMB then
can_fire = true
player_timers[pname].fire = 0
elseif weapon._fire_mode == "auto" then
can_fire = true
player_timers[pname].fire = 0
elseif weapon._fire_mode == nil then
can_fire = true
player_timers[pname].fire = 0
end
if weapon._type == "gun" then
local ammo = weapon._ammo_type
if weapons.player_list[pname][ammo] >= 0 then
if not weapons.is_reloading[pname][wield] then
if not weapons.is_reloading[pname][wield] and can_fire then
weapon.on_fire(player, weapon)
end
end
elseif weapon._type == "block" then
-- TODO: Move to custom on_place function
if weapons.player_list[player:get_player_name()].blocks > 0 then
weapon.on_fire(player, weapon)
weapons.player_list[player:get_player_name()].blocks =
weapons.player_list[player:get_player_name()].blocks - 1
if can_fire then
weapon.on_fire(player, weapon)
weapons.player_list[player:get_player_name()].blocks =
weapons.player_list[player:get_player_name()].blocks - 1
end
end
else
elseif can_fire then
weapon.on_fire(player, weapon)
end
end

View File

@ -56,6 +56,14 @@ function solarsail.util.functions.lerp(var_a, var_b, ratio)
return (1-ratio)*var_a + (ratio*var_b)
end
function solarsail.util.functions.lerp_vectors(vec_a, vec_b, ratio)
return vector.new(
(1-ratio)*vec_a.x + (ratio*vec_b.x),
(1-ratio)*vec_a.y + (ratio*vec_b.y),
(1-ratio)*vec_a.z + (ratio*vec_b.z)
)
end
--[[
solarsail.util.functions.remap()
@ -182,6 +190,16 @@ function solarsail.util.functions.pos_to_dist(pos_1, pos_2)
return math.sqrt(res.x*res.x + res.y*res.y + res.z*res.z)
end
-- Converts yaw and pitch to a vector.new(x,y,z) provided by player:get_look_dir()
-- must be radians
function solarsail.util.functions.look_vector(yaw, pitch)
return vector.new(
-(math.sin(yaw) * math.cos(pitch)),
-math.sin(pitch),
math.cos(yaw) * math.cos(pitch)
)
end
function weapons.calc_block_damage(nodedef, weapon, target_pos, pointed)
if nodedef == nil then
return 0, "air", nil

View File

@ -15,7 +15,7 @@ weapons.player_list = {} -- Current game related data
weapons.player_data = {} -- Save data and config
weapons.is_reloading = {} -- This should be part of player_list
weapons.default_eye_height = 1.57 -- Defaults
weapons.default_first_person_eyes = vector.new(0, 0, 1.5)
weapons.default_first_person_eyes = vector.new(0, 0, 1.2)
weapons.default_modchannel = "battleforarkhos_" -- Defaults
-- Handle a one time file load at bootup to ensure data is properly loaded
@ -187,7 +187,7 @@ function weapons.update_killfeed(player, dead_player, weapon, dist, headshot)
" moderated ", " banhammered ", " 13373D ", " Flex Taped ",
" cronched ", " destroyed ", " blown out ", " sawn ",
" leeroy'd ", " inverted ", " forever boxed ", " fucky wucky'd ",
" locked down ", " cringed ", " light theme'd", " I II II I_ ",
" locked down ", " cringed ", " light theme'd ", " I II II I_ ",
" vaccinated ", " VAC banned "
}
local special_verbs = { "'s Ankha killed " }
@ -232,7 +232,7 @@ function weapons.handle_damage(weapon, player, target_player, dist, pointed)
local pname = player:get_player_name()
local tname = target_player:get_player_name()
if weapons.player_list[tname].hp == nil then return end
local new_hp = weapons.player_list[tname].hp
local new_hp = (weapons.player_list[tname].hp + 0)
local is_headshot = false
if pointed == nil then -- Exposions, bullet magnetism are ineligible for headshots
@ -265,16 +265,15 @@ function weapons.handle_damage(weapon, player, target_player, dist, pointed)
if weapon._heals == nil then
elseif weapon._heals > 0 then
if weapons.player_list[pname].team ==
weapons.player_list[tname].team then
if weapons.player_list[tname].hp <
weapons.player_list[tname].hp_max * 1.25 then
new_hp = weapons.player_list[tname].hp + weapon._heals
else
new_hp = weapons.player_list[tname].hp_max
weapons.player_list[tname].team then
new_hp = weapons.player_list[tname].hp + weapon._heals
if new_hp > weapons.player_list[tname].creator.hp * 1.25 then
new_hp = weapons.player_list[tname].creator.hp * 1.25
end
end
end
print(new_hp)
if weapons.player_list[pname].team ~=
weapons.player_list[tname].team then
if new_hp < 1 then
@ -290,17 +289,22 @@ function weapons.handle_damage(weapon, player, target_player, dist, pointed)
end
minetest.sound_play("player_impact", {pos=target_player:get_pos(),
max_hear_distance=6, gain=0.85})
elseif pname == tname then
if new_hp < 1 then
weapons.kill_player(player, player, weapon, dist, false)
minetest.sound_play("player_impact", {pos=target_player:get_pos(),
max_hear_distance=6, gain=0.85})
else
weapons.player_list[tname].hp = new_hp
end
else
if weapon._heals == nil then return
elseif weapons.player_list[pname].team ==
weapons.player_list[tname].team then
if weapon._heals == nil then
if pname == tname then
if new_hp < 1 then
weapons.kill_player(player, target_player, weapon, dist, false)
minetest.sound_play("player_impact", {pos=target_player:get_pos(),
max_hear_distance=6, gain=0.85})
else
weapons.player_list[tname].hp = new_hp
end
end
else
if new_hp < 1 then
new_hp = 1
end
weapons.player_list[tname].hp = new_hp
weapons.hud.render_hitmarker(player, true)
minetest.sound_play("hitsound", {to_player=pname})
@ -382,6 +386,7 @@ dofile(minetest.get_modpath("weapons").."/weapons/light_machine_gun.lua")
-- Exotic (Treated as Primary Slot)
dofile(minetest.get_modpath("weapons").."/weapons/rocketry.lua")
dofile(minetest.get_modpath("weapons").."/weapons/minigun.lua")
dofile(minetest.get_modpath("weapons").."/weapons/big_shot.lua")
-- Secondary
dofile(minetest.get_modpath("weapons").."/weapons/boringpistol.lua")

View File

@ -383,6 +383,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end
weapons.creator.creator_to_class(player, pname)
elseif fields.quit == "true" then
-- Prevent escaping newly joined playerse
if weapons.player_list[pname].texture == nil then
minetest.after(0.06, weapons.creator.display_formspec, pname, player, fields)
else
@ -399,10 +400,8 @@ local function clear_inv(player)
p_inv:set_list("main", {})
p_inv:set_list("craft", {})
end
weapons.clear_inv = clear_inv
local function add_class_items(player, class_items)
local items = class_items or base_class.items
local p_inv = player:get_inventory()
@ -458,7 +457,7 @@ local function set_ammo(player, class_items)
weapons.player_list[pname][weapon._ammo_type .. "_max"] = weapon._mag
weapons.player_list[pname][weapon._ammo_type .. "_energy"] = false
elseif weapon._is_energy then
weapons.player_list[pname][weapon._ammo_type] = 0
weapons.player_list[pname][weapon._ammo_type] = 1
weapons.player_list[pname][weapon._ammo_type .. "_max"] = 100
weapons.player_list[pname][weapon._ammo_type .. "_energy"] = true
else
@ -475,7 +474,6 @@ local function set_ammo(player, class_items)
weapons.player_list[pname].fatigue_max = 100
end
function weapons.get_tex_size(file) -- ported from a fork
local file = io.open(file)
if file then
@ -541,8 +539,8 @@ weapons.set_ammo = set_ammo
local function set_health(player, class)
local pname = player:get_player_name()
weapons.player_list[pname].hp = base_class.stats.hp
weapons.player_list[pname].hp_max = base_class.stats.hp
weapons.player_list[pname].hp = weapons.player_list[pname].creator.hp
weapons.player_list[pname].hp_max = weapons.player_list[pname].creator.hp
weapons.hud.force_hp_refresh(player)
end
@ -749,8 +747,8 @@ minetest.register_globalstep(function(dtime)
local pname = player:get_player_name()
local wield = player:get_wielded_item():get_name()
local weapon = minetest.registered_nodes[wield]
local ppitch = -math.deg(player:get_look_vertical())
if true then -- Legs/Body, Head anim; foldable for your viewing pleasure
local ppitch = -math.deg(player:get_look_vertical())
local frame_offset = 0
local anim_group
if look_pitch[pname] ~= ppitch then
@ -781,21 +779,37 @@ minetest.register_globalstep(function(dtime)
look_pitch[pname] = ret_pitch+0
end
else
-- Prevent arm rotations when the entity doesn't
-- exist
if weapons.player_arms[pname] ~= nil then
-- Prevent arm rotations when the entity doesn't
-- exist
-- Prevent rotations when reloading
if weapons.is_reloading[pname][wield] then
else
if ppitch > weapon._max_arm_angle then
ppitch = weapon._max_arm_angle
elseif ppitch < weapon._min_arm_angle then
ppitch = weapon._min_arm_angle
end
-- if ppitch > weapon._max_arm_angle then
-- ppitch = weapon._max_arm_angle
-- elseif ppitch < weapon._min_arm_angle then
-- ppitch = weapon._min_arm_angle
-- end
--Manually control arms bone here
local bpos = arms_pos
if weapon._arms.pos ~= nil then
bpos = weapon._arms.pos
end
-- Drumfill sounds
if weapon._arms.ph ~= nil then
local ph
-- Blend between arm states
if ppitch < 0 then
local pf = solarsail.util.functions.remap(ppitch, -90, 0, 0, 1)
ph = solarsail.util.functions.lerp_vectors(weapon._arms.ph.min, weapon._arms.ph.center, pf)
else
local pf = solarsail.util.functions.remap(ppitch, 0, 90, 0, 1)
ph = solarsail.util.functions.lerp_vectors(weapon._arms.ph.center, weapon._arms.ph.max, pf)
end
bpos = ph
end
weapons.player_arms[pname]:set_bone_position(
"Armature_Root",
bpos,
@ -889,6 +903,16 @@ minetest.register_globalstep(function(dtime)
if weapon == nil then
else
local ammo = weapon._ammo_type
local anim_test = false
local loop_anim = true
if weapon._fire_mode == "semi" and not solarsail.controls.player_last[pname].LMB then
anim_test = true
loop_anim = false
elseif weapon._fire_mode == "auto" then
anim_test = true
elseif weapon._fire_mode == nil then
anim_test = true
end
if weapon._anim == nil then
elseif arm_frame[pname] == -1 then
if weapons.is_reloading[pname][wield] == nil then
@ -905,38 +929,51 @@ minetest.register_globalstep(function(dtime)
arm_type[pname] = "reload_alt"
arm_after[pname] = minetest.after((weapon._reload*0.9), unlock_arms, pname, weapon)
if weapons.player_arms[pname] ~= nil then
weapons.player_arms[pname]:set_animation(weapon._anim.reload_alt, 60, 0.15, true)
end
end
elseif solarsail.controls.player[pname].RMB then -- Handle aiming
if solarsail.controls.player[pname].LMB then
if weapons.player_list[pname][ammo] > 0 or ammo == "blocks" then
arm_frame[pname] = 0
arm_type[pname] = "aim_fire"
arm_after[pname] = minetest.after((60 / weapon._rpm), unlock_arms, pname, weapon)
if weapons.player_arms[pname] ~= nil then
weapons.player_arms[pname]:set_animation(weapon._anim.aim_fire, 60, 0.15, true)
if solarsail.controls.player[pname].LMB and
((weapon._fire_mode == "semi" and not solarsail.controls.player_last[pname].LMB) or
(weapon._fire_mode == "auto" or weapon._fire_mode == nil)) then -- Handle firing
if weapons.player_list[pname][ammo] > 0 then
if anim_test then
arm_frame[pname] = 0
arm_type[pname] = "aim_fire"
arm_after[pname] = minetest.after((60 / weapon._rpm), unlock_arms, pname, weapon)
if weapons.player_arms[pname] ~= nil then
local anim = weapon._anim.aim_fire
weapons.player_arms[pname]:set_animation(anim, 60, 0.15, loop_anim)
end
end
end
else
else -- Idle
if weapons.player_arms[pname] ~= nil then
weapons.player_arms[pname]:set_animation(weapon._anim.aim, 60, 0.15, true)
local anim = weapon._anim.aim
weapons.player_arms[pname]:set_animation(anim, 60, 0.15, true)
end
end
else
if solarsail.controls.player[pname].LMB then
if weapons.player_list[pname][ammo] > 0 or ammo == "blocks" then
arm_frame[pname] = 0
arm_type[pname] = "idle_fire"
arm_after[pname] = minetest.after((60 / weapon._rpm), unlock_arms, pname, weapon)
if weapons.player_arms[pname] ~= nil then
weapons.player_arms[pname]:set_animation(weapon._anim.idle_fire, 60, 0.15, true)
else -- Idle
if solarsail.controls.player[pname].LMB and
((weapon._fire_mode == "semi" and not solarsail.controls.player_last[pname].LMB) or
(weapon._fire_mode == "auto" or weapon._fire_mode == nil)) then -- Handle firing
if weapons.player_list[pname][ammo] > 0 then
if anim_test then
arm_frame[pname] = 0
arm_type[pname] = "idle_fire"
arm_after[pname] = minetest.after((60 / weapon._rpm), unlock_arms, pname, weapon)
if weapons.player_arms[pname] ~= nil then
local anim = weapon._anim.idle_fire
weapons.player_arms[pname]:set_animation(anim, 60, 0.15, loop_anim)
end
end
end
else
else -- Idle
arm_type[pname] = "idle"
if weapons.player_arms[pname] ~= nil then
weapons.player_arms[pname]:set_animation(weapon._anim.idle, 60, 0.15, true)
local anim = weapon._anim.idle
weapons.player_arms[pname]:set_animation(anim, 60, 0.15, true)
end
end
end

View File

@ -6,8 +6,8 @@ local day_sky = "#c5b7ea"
local day_horizon = "#f0ecff"
local dawn_sky = "#bf9bb4"
local dawn_horizon = "#dec6d7"
local night_sky = "#5400ff"
local night_horizon = "#4f2a9b"
local night_sky = "#030015"
local night_horizon = "#100033"
local sun_tint = "#dbbae7"
local moon_tint = "#d37dff"

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