Big Update
api.lua: 58: made reload work for mutliple types of ammunition. 76: made fire function take spread and pellet value. 89: fixed bullets falling being slightly above the crosshair. 100: fire bullets for every pellet, and do spread. doing mutiple bullets here instead of mutiple fire() keeps the sound from sounding multiple times. 165: fixed burst guns getting destroyed when empty. 159: remove splash_fire, use mutliple pellets in gun def. 198-212: pass pellet and spread defs. 205: not sure what this was, it isn't an actual method and causes crash. works fine without. 236: non-automatic weapons would only shoot once, as their interval[name] would not increase with time. remaining lines: passing defs and giving default values. I think the other files are fairily readable, so I won't document those changes unless needed.
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8
API.md
8
API.md
@ -71,10 +71,6 @@ This file aims to document all the internal and external methods of the `gunslin
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- Helper method to fire in burst mode. Takes the same arguments as `fire`.
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### `splash_fire(stack, player)`
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- Helper method to fire shotgun-style. Takes the same arguments as `fire`.
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### `on_step(dtime)`
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- This is the globalstep callback that's responsible for firing automatic guns.
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@ -85,15 +81,17 @@ This file aims to document all the internal and external methods of the `gunslin
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- `itemdef` [table]: Item definition table passed to `minetest.register_item`.
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- Note that `on_use`, `on_place`, and `on_secondary_use` will be overridden.
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- `ammo` [itemstring]: What type of ammo to use when reloading.
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- `clip_size` [number]: Number of bullets per-clip.
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- `fire_rate` [number]: Number of shots per-second.
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- `range` [number]: Range of fire in number of nodes.
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- `spread` [number]: How much bullets will spread away from the cursor.(0 is nothing, 1000 is anywhere in front of the player (I think))
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- `base_dmg` [number]: Base amount of damage dealt in HP.
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- `pellets` [number]: Number of bullets per shot, used for shotguns.
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- `mode` [string]: Firing mode.
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- `"manual"`: One shot per-click, but requires manual loading for every round; aka Bolt-action.
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- `"semi-automatic"`: One shot per-click.
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- `"burst"`: Multiple rounds per-click. Can be set by defining `burst` field. Defaults to 3.
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- `"splash"`: **(WARNING: Unimplemented)** Shotgun-style pellets; one burst per-click.
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- `"automatic"`: Fully automatic; shoots as long as primary button is held down.
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- `"hybrid"`: Same as `"automatic"`, but switches to `"burst"` mode when scope view is toggled.
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73
api.lua
73
api.lua
@ -55,12 +55,15 @@ end
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--------------------------------
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local function reload(stack, player)
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local function reload(stack, player, ammo)
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-- Check for ammo
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if not ammo then
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return stack
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end
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local inv = player:get_inventory()
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if inv:contains_item("main", "gunslinger:ammo") then
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if inv:contains_item("main", ammo) then
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-- Ammo exists, reload and reset wear
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inv:remove_item("main", "gunslinger:ammo")
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inv:remove_item("main", ammo)
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stack:set_wear(0)
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else
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-- No ammo, play click sound
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@ -70,7 +73,7 @@ local function reload(stack, player)
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return stack
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end
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local function fire(stack, player)
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local function fire(stack, player, base_spread, pellets)
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-- Workaround to prevent function from running if stack is nil
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if not stack then
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return
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@ -83,17 +86,24 @@ local function fire(stack, player)
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local wear = stack:get_wear()
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if wear == max_wear then
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return reload(stack, player)
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return reload(stack, player, def.ammo)
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end
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-- Play gunshot sound
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play_sound(def.fire_sound)
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-- Take aim
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local eye_offset = {x = 0, y = 1.625, z = 0} --player:get_eye_offset().offset_first
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local eye_offset = {x = 0, y = 1.45, z = 0} --player:get_eye_offset().offset_first
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local dir = player:get_look_dir()
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local p1 = vector.add(player:get_pos(), eye_offset)
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p1 = vector.add(p1, dir)
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if not pellets then pellets = 1 end
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for i = 1, pellets do
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if base_spread then
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dir.x = dir.x + (math.random(-1*base_spread, base_spread))*.001
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dir.y = dir.y + (math.random(-1*base_spread, base_spread))*.001
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dir.z = dir.z + (math.random(-1*base_spread, base_spread))*.001
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end
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local p2 = vector.add(p1, vector.multiply(dir, def.range))
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local ray = minetest.raycast(p1, p2)
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local pointed = ray:next()
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@ -115,7 +125,7 @@ local function fire(stack, player)
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if pointed and pointed.type == "object" then
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local target = pointed.ref
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local point = pointed.intersection_point
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local dmg = base_dmg * def.dmg_mult
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local dmg = def.base_dmg * def.dmg_mult
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-- Add 50% damage if headshot
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if point.y > target:get_pos().y + 1.5 then
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@ -129,6 +139,7 @@ local function fire(stack, player)
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target:set_hp(target:get_hp() - dmg)
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end
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end
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-- Update wear
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local wear = stack:get_wear()
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@ -141,25 +152,26 @@ local function fire(stack, player)
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return stack
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end
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local function burst_fire(stack, player)
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local function burst_fire(stack, player, base_spread, pellets)
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local def = gunslinger.get_def(stack:get_name())
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local burst = def.burst or 3
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for i = 1, burst do
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minetest.after(i / def.fire_rate, function(st)
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fire(st, player)
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fire(st, player, base_spread, pellets)
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end, stack)
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end
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-- Manually add wear to stack, as functions can't return
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-- values from within minetest.after
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stack:add_wear(def.unit_wear * burst)
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local wear = stack:get_wear()
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wear = wear + def.unit_wear*3
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if wear > max_wear then
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wear = max_wear
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end
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stack:set_wear(wear)
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return stack
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end
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local function splash_fire(stack, player)
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-- TODO
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end
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--------------------------------
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local function on_lclick(stack, player)
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@ -183,26 +195,23 @@ local function on_lclick(stack, player)
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elseif def.mode == "hybrid"
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and not automatic[name] then
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if scope_overlay[name] then
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stack = burst_fire(stack, player)
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stack = burst_fire(stack, player, def.base_spread, def.pellets)
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else
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add_auto(name, def)
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end
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elseif def.mode == "burst" then
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stack = burst_fire(stack, player)
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elseif def.mode == "splash" then
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stack = splash_fire(stack, player)
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stack = burst_fire(stack, player, def.base_spread, def.pellets)
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elseif def.mode == "semi-automatic" then
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stack = fire(stack, player)
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stack = fire(stack, player, def.base_spread, def.pellets)
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elseif def.mode == "manual" then
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local meta = stack:get_meta()
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if meta:contains("loaded") then
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stack = fire(stack, player)
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stack = fire(stack, player, def.base_spread, def.pellets)
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meta:set_string("loaded", "")
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else
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stack = reload(stack, player)
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stack = reload(stack, player, def.ammo)
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meta:set_string("loaded", "true")
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end
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stack:set_meta(meta)
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end
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return stack
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@ -224,21 +233,21 @@ end
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--------------------------------
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local function on_step(dtime)
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for name in pairs(interval) do
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interval[name] = interval[name] + dtime
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end
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for name, info in pairs(automatic) do
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local player = minetest.get_player_by_name(name)
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if not player then
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automatic[name] = nil
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return
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end
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interval[name] = interval[name] + dtime
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if interval[name] < info.def.unit_time then
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return
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end
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if player:get_player_control().LMB then
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-- If LMB pressed, fire
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info.stack = fire(info.stack, player)
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info.stack = fire(info.stack, player, info.def.base_spread, info.def.pellets)
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player:set_wielded_item(info.stack)
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automatic[name].stack = info.stack
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interval[name] = 0
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@ -284,9 +293,8 @@ function gunslinger.register_gun(name, def)
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def[name] = val
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end
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end
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-- Abort when making use of unimplemented features
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if def.mode == "splash" or def.zoom then
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if def.zoom then
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error("register_gun: Unimplemented feature!")
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end
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@ -308,9 +316,14 @@ function gunslinger.register_gun(name, def)
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return entity:on_rightclick(player) or on_rclick(stack, player)
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end
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end
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if not def.pellets then
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def.pellets = 1
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end
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if not def.dmg_mult then
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def.dmg_mult = 1
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end
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if not def.fire_sound then
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def.fire_sound = (def.mode ~= "splash")
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def.fire_sound = (def.pellets == 1)
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and "gunslinger_fire1" or "gunslinger_fire2"
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end
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4
guns.lua
4
guns.lua
@ -10,5 +10,7 @@ gunslinger.register_gun("gunslinger:cheetah", {
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base_dmg = 1,
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fire_rate = 6,
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clip_size = 50,
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range = 80
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range = 80,
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base_spread = 20,
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ammo = "gunslinger:ammo"
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})
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5
init.lua
5
init.lua
@ -6,3 +6,8 @@ dofile(modpath .. "api.lua")
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if not minetest.settings:get_bool("gunslinger.disable_builtin") then
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dofile(modpath .. "guns.lua")
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end
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minetest.register_craftitem("gunslinger:ammo", {
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description = "Ammo",
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inventory_image = "gunslinger_ammo.png",
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})
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BIN
textures/gunslinger_ammo.png
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BIN
textures/gunslinger_ammo.png
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