initial fork commit

not going to explain it all, sorry :P
This commit is contained in:
Elkien3 2019-03-27 08:17:55 -05:00
parent 45fd1d9c0f
commit ac52c69f2d
7 changed files with 221 additions and 69 deletions

8
API.md
View File

@ -71,10 +71,6 @@ This file aims to document all the internal and external methods of the `gunslin
- Helper method to fire in burst mode. Takes the same arguments as `fire`.
### `splash_fire(stack, player)`
- Helper method to fire shotgun-style. Takes the same arguments as `fire`.
### `on_step(dtime)`
- This is the globalstep callback that's responsible for firing automatic guns.
@ -85,15 +81,17 @@ This file aims to document all the internal and external methods of the `gunslin
- `itemdef` [table]: Item definition table passed to `minetest.register_item`.
- Note that `on_use`, `on_place`, and `on_secondary_use` will be overridden.
- `ammo` [itemstring]: What type of ammo to use when reloading.
- `clip_size` [number]: Number of bullets per-clip.
- `fire_rate` [number]: Number of shots per-second.
- `range` [number]: Range of fire in number of nodes.
- `spread` [number]: How much bullets will spread away from the cursor.(0 is nothing, 1000 is anywhere in front of the player (I think))
- `base_dmg` [number]: Base amount of damage dealt in HP.
- `pellets` [number]: Number of bullets per shot, used for shotguns.
- `mode` [string]: Firing mode.
- `"manual"`: One shot per-click, but requires manual loading for every round; aka Bolt-action.
- `"semi-automatic"`: One shot per-click.
- `"burst"`: Multiple rounds per-click. Can be set by defining `burst` field. Defaults to 3.
- `"splash"`: **(WARNING: Unimplemented)** Shotgun-style pellets; one burst per-click.
- `"automatic"`: Fully automatic; shoots as long as primary button is held down.
- `"hybrid"`: Same as `"automatic"`, but switches to `"burst"` mode when scope view is toggled.

270
api.lua
View File

@ -3,6 +3,11 @@ gunslinger = {}
local max_wear = 65534
local lite = minetest.settings:get_bool("gunslinger.lite")
--get the walking speed
local max_speed = minetest.settings:get("movement_speed_walk") or 4
-- account a little bit for jumping and falling
max_speed = max_speed + 2
local guns = {}
local types = {}
local automatic = {}
@ -16,7 +21,9 @@ local interval = {}
local function play_sound(sound, player)
minetest.sound_play(sound, {
object = player,
loop = false
loop = false,
max_hear_distance = 200,
pitch = math.random(90,110)*.01
})
end
@ -55,13 +62,35 @@ end
--------------------------------
local function reload(stack, player)
local function reload(stack, player, ammo)
-- Check for ammo
if not ammo then
return stack
end
local is_mag = minetest.get_item_group(ammo, "gunslinger_magazine") > 0
local inv = player:get_inventory()
if inv:contains_item("main", "gunslinger:ammo") then
if inv:contains_item("main", ammo) then
-- Ammo exists, reload and reset wear
inv:remove_item("main", "gunslinger:ammo")
stack:set_wear(0)
if is_mag then
local id
local magstack
local magwear = 65534
for i = 1, inv:get_size("main") do
if inv:get_stack("main", i):get_name() == ammo then
if inv:get_stack("main", i):get_wear() <= magwear then
id = i
magstack = inv:get_stack("main", i)
magwear = magstack:get_wear()
end
end
end
stack:replace({name = string.gsub(stack:get_name(), '_empty', ""), wear = magwear})
magstack:take_item()
inv:set_stack("main", id, magstack)
else
stack:set_wear(0)
inv:remove_item("main", ammo)
end
else
-- No ammo, play click sound
play_sound("gunslinger_ooa", player)
@ -70,7 +99,7 @@ local function reload(stack, player)
return stack
end
local function fire(stack, player)
local function fire(stack, player, base_spread, max_spread, pellets)
-- Workaround to prevent function from running if stack is nil
if not stack then
return
@ -83,51 +112,91 @@ local function fire(stack, player)
local wear = stack:get_wear()
if wear == max_wear then
return reload(stack, player)
if def.magazine then
return stack
else
return reload(stack, player, def.ammo)
end
end
-- Play gunshot sound
play_sound(def.fire_sound)
play_sound(def.fire_sound, player)
-- Take aim
local eye_offset = {x = 0, y = 1.625, z = 0} --player:get_eye_offset().offset_first
local eye_offset = {x = 0, y = 1.45, z = 0} --player:get_eye_offset().offset_first
local dir = player:get_look_dir()
local p1 = vector.add(player:get_pos(), eye_offset)
p1 = vector.add(p1, dir)
local p2 = vector.add(p1, vector.multiply(dir, def.range))
local ray = minetest.raycast(p1, p2)
local pointed = ray:next()
-- Projectile particle
minetest.add_particle({
pos = p1,
velocity = vector.multiply(dir, 400),
acceleration = {x = 0, y = 0, z = 0},
expirationtime = 2,
size = 1,
collisiondetection = true,
collision_removal = true,
object_collision = true,
glow = 5
})
-- Fire!
if pointed and pointed.type == "object" then
local target = pointed.ref
local point = pointed.intersection_point
local dmg = def.base_dmg * def.dmg_mult
-- Add 50% damage if headshot
if point.y > target:get_pos().y + 1.5 then
dmg = dmg * 1.5
--no point in calculating how much you should spread with distance if it's disabled
if max_spread then
local speed = vector.length(player:get_player_velocity())
if speed > max_speed then
speed = max_speed
end
-- Add 20% more damage if player using scope
if scope_overlay[player:get_player_name()] then
dmg = dmg * 1.2
--a little calculation. speed divided by max speed should always be a value between 0 and 1.
base_spread = base_spread + max_spread*(speed/max_speed)
end
if not pellets then pellets = 1 end
for i = 1, pellets do
if base_spread then
dir.x = dir.x + (math.random(-1*base_spread, base_spread))*.001
dir.y = dir.y + (math.random(-1*base_spread, base_spread))*.001
dir.z = dir.z + (math.random(-1*base_spread, base_spread))*.001
end
local p2 = vector.add(p1, vector.multiply(dir, def.range))
local ray = minetest.raycast(p1, p2)
local pointed = ray:next()
target:set_hp(target:get_hp() - dmg)
if pointed and pointed.intersection_point and pointed.type == "node" then
minetest.add_particle({
pos = vector.subtract(pointed.intersection_point, vector.divide(dir, 50)),
expirationtime = 10,
size = 2,
texture = "gunslinger_decal.png",
vertical = true
})
end
-- Projectile particle
minetest.add_particle({
pos = p1,
velocity = vector.multiply(dir, 400),
acceleration = {x = 0, y = 0, z = 0},
expirationtime = 2,
size = 1,
collisiondetection = true,
collision_removal = true,
object_collision = true,
glow = 5,
texture = "gunslinger_bullet.png"
})
-- Fire!
if pointed and pointed.type == "object" then
local target = pointed.ref
local point = pointed.intersection_point
local dmg = def.base_dmg * def.dmg_mult
-- Add 50% damage if headshot
if point.y > target:get_pos().y + 1.5 then
dmg = dmg * 1.5
end
-- Add 20% more damage if player using scope
if scope_overlay[player:get_player_name()] then
dmg = dmg * 1.2
end
target:punch(player, nil, {damage_groups={fleshy=dmg}})
end
if def.horizontal_recoil then
local h = player:get_look_horizontal()
player:set_look_horizontal(h + (math.random(-1*def.horizontal_recoil, def.horizontal_recoil))*.001)
end
if def.vertical_recoil then
local v = player:get_look_vertical()
player:set_look_vertical(v - (math.random(def.vertical_recoil/2, def.vertical_recoil))*.001)
end
end
-- Update wear
@ -141,12 +210,12 @@ local function fire(stack, player)
return stack
end
local function burst_fire(stack, player)
local function burst_fire(stack, player, base_spread, max_spread, pellets)
local def = gunslinger.get_def(stack:get_name())
local burst = def.burst or 3
for i = 1, burst do
minetest.after(i / def.fire_rate, function(st)
fire(st, player)
fire(st, player, base_spread, max_spread, pellets)
end, stack)
end
-- Manually add wear to stack, as functions can't return
@ -161,10 +230,6 @@ local function burst_fire(stack, player)
return stack
end
local function splash_fire(stack, player)
-- TODO
end
--------------------------------
local function on_lclick(stack, player)
@ -188,26 +253,23 @@ local function on_lclick(stack, player)
elseif def.mode == "hybrid"
and not automatic[name] then
if scope_overlay[name] then
stack = burst_fire(stack, player)
stack = burst_fire(stack, player, def.base_spread, def.pellets)
else
add_auto(name, def)
end
elseif def.mode == "burst" then
stack = burst_fire(stack, player)
elseif def.mode == "splash" then
stack = splash_fire(stack, player)
stack = burst_fire(stack, player, def.base_spread, def.pellets)
elseif def.mode == "semi-automatic" then
stack = fire(stack, player)
stack = fire(stack, player, def.base_spread, def.max_spread, def.pellets)
elseif def.mode == "manual" then
local meta = stack:get_meta()
if meta:contains("loaded") then
stack = fire(stack, player)
stack = fire(stack, player, def.base_spread, def.max_spread, def.pellets)
meta:set_string("loaded", "")
else
stack = reload(stack, player)
stack = reload(stack, player, def.ammo)
meta:set_string("loaded", "true")
end
stack:set_meta(meta)
end
return stack
@ -226,24 +288,36 @@ local function on_rclick(stack, player)
return stack
end
local function on_q(itemstack, dropper, pos)
local name = itemstack:get_name()
local def = gunslinger.get_def(name)
local inv = dropper:get_inventory()
if inv:room_for_item("main", {name = def.ammo}) then
inv:add_item("main", {name = def.ammo, wear = itemstack:get_wear()})
else
minetest.add_item(pos, {name = def.ammo, wear = itemstack:get_wear()})
end
dropper:set_wielded_item({name = name.."_empty"})
end
--------------------------------
local function on_step(dtime)
for name in pairs(interval) do
interval[name] = interval[name] + dtime
end
for name, info in pairs(automatic) do
local player = minetest.get_player_by_name(name)
if not player then
automatic[name] = nil
return
end
interval[name] = interval[name] + dtime
if interval[name] < info.def.unit_time then
return
end
if player:get_player_control().LMB then
-- If LMB pressed, fire
info.stack = fire(info.stack, player)
info.stack = fire(info.stack, player, info.def.base_spread, info.def.max_spread, info.def.pellets)
player:set_wielded_item(info.stack)
automatic[name].stack = info.stack
interval[name] = 0
@ -289,9 +363,8 @@ function gunslinger.register_gun(name, def)
def[name] = val
end
end
-- Abort when making use of unimplemented features
if def.mode == "splash" or def.zoom then
if def.zoom then
error("register_gun: Unimplemented feature!")
end
@ -302,7 +375,7 @@ function gunslinger.register_gun(name, def)
end
def.itemdef.on_use = on_lclick
def.itemdef.on_secondary_use = on_rclick
--[[def.itemdef.on_secondary_use = on_rclick
def.itemdef.on_place = function(stack, player, pointed)
if pointed.type == "node" then
local node = minetest.get_node_or_nil(pointed.under)
@ -312,12 +385,18 @@ function gunslinger.register_gun(name, def)
local entity = pointed.ref:get_luaentity()
return entity:on_rightclick(player) or on_rclick(stack, player)
end
end--]]
if def.magazine then
def.itemdef.on_drop = on_q
end
if not def.pellets then
def.pellets = 1
end
if not def.dmg_mult then
def.dmg_mult = 1
end
if not def.fire_sound then
def.fire_sound = (def.mode ~= "splash")
def.fire_sound = (def.pellets == 1)
and "gunslinger_fire1" or "gunslinger_fire2"
end
@ -330,4 +409,71 @@ function gunslinger.register_gun(name, def)
guns[name] = def
minetest.register_tool(name, def.itemdef)
if def.magazine then
local emtpydef = table.copy(def).itemdef
emtpydef.description = emtpydef.description.." (Empty)"
emtpydef.inventory_image = string.gsub(emtpydef.inventory_image, '.png', "").."_empty.png"
emtpydef.wield_image = string.gsub(emtpydef.wield_image, '.png', "").."_empty.png"
emtpydef.on_drop = nil
emtpydef.groups = {not_in_creative_inventory = 1}
emtpydef.on_use = function(stack, player)
return reload(stack, player, def.ammo)
end
minetest.register_tool(name.."_empty", emtpydef)
end
end
function gunslinger.register_magazine(magazine, ammunition, size)
minetest.override_item(magazine, {
groups = {gunslinger_magazine=1},
})
minetest.register_craft({
type = "shapeless",
output = magazine,
recipe = {magazine, ammunition},
})
minetest.register_craft({
type = "shapeless",
output = magazine.." 1 65535",
recipe = {magazine}
})
minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv)
local hasbullet
local hasmag
local magid
local other = false
for id, stack in pairs (old_craft_grid) do
if stack:get_name() == ammunition then
hasbullet = stack:get_count()
elseif stack:get_name() == magazine then
hasmag = stack:get_wear()
magid = id
elseif stack:get_name() ~= "" then
other = true
end
end
if other then return end
if hasmag and not hasbullet then
local bullets = math.floor((size+.5) - ((hasmag/65534)*size))
craft_inv:add_item("craft", {name = ammunition, count = bullets})
end
if hasbullet and hasmag then
craft_inv:add_item("craft", {name = ammunition})
local needbullets = math.floor((hasmag/65534)*size+.5)
if needbullets == 0 then
return
end
if hasbullet >= needbullets then
itemstack:set_wear(0)
craft_inv:remove_item("craft", {name = ammunition, count = needbullets})
else
itemstack:set_wear(hasmag-(hasbullet*(65534/size)))
craft_inv:remove_item("craft", {name = ammunition, count = hasbullet})
end
end
end)
end

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@ -10,5 +10,8 @@ gunslinger.register_gun("gunslinger:cheetah", {
base_dmg = 1,
fire_rate = 6,
clip_size = 50,
range = 80
})
range = 80,
base_spread = 20,
max_spread = 200,
ammo = "gunslinger:ammo"
})

View File

@ -6,3 +6,8 @@ dofile(modpath .. "api.lua")
if not minetest.settings:get_bool("gunslinger.disable_builtin") then
dofile(modpath .. "guns.lua")
end
minetest.register_craftitem("gunslinger:ammo", {
description = "Ammo",
inventory_image = "gunslinger_ammo.png",
})

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