gunslinger/api.lua
Anand S a15ad27f9c
Rename style_of_fire to mode; add new firing mode for bolt-action guns
Also rename firing modes for factual accuracy
2019-01-13 21:50:59 +05:30

306 lines
7.0 KiB
Lua

gunslinger = {}
local max_wear = 65534
local lite = minetest.settings:get_bool("gunslinger.lite")
local guns = {}
local types = {}
local automatic = {}
local scope_overlay = {}
local interval = {}
--
-- Internal API functions
--
local function play_sound(sound, player)
minetest.sound_play(sound, {
object = player,
loop = false
})
end
local function add_auto(name, def, stack)
automatic[name] = {
def = def,
stack = stack
}
end
--------------------------------
local function show_scope(player, scope, zoom)
if not player then
return
end
-- Create HUD overlay element
scope_overlay[player:get_player_name()] = player:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
alignment = {x = 0, y = 0},
text = scope
})
end
local function hide_scope(player)
if not player then
return
end
local name = player:get_player_name()
player:hud_remove(scope_overlay[name])
scope_overlay[name] = nil
end
--------------------------------
local function reload(stack, player)
-- Check for ammo
local inv = player:get_inventory()
if inv:contains_item("main", "gunslinger:ammo") then
-- Ammo exists, reload and reset wear
inv:remove_item("main", "gunslinger:ammo")
stack:set_wear(0)
else
-- No ammo, play click sound
play_sound("gunslinger_ooa", player)
end
return stack
end
local function fire(stack, player)
-- Workaround to prevent function from executing if stack is nil
if not stack then
return
end
local def = gunslinger.get_def(stack:get_name())
-- Play gunshot sound
play_sound(def.fire_sound)
-- Take aim
local eye_offset = {x = 0, y = 1.625, z = 0} --player:get_eye_offset().offset_first
local p1 = vector.add(player:get_pos(), eye_offset)
p1 = vector.add(p1, player:get_look_dir())
local p2 = vector.add(p1, vector.multiply(player:get_look_dir(), def.range))
local ray = minetest.raycast(p1, p2)
local pointed = ray:next()
-- Fire!
if pointed and pointed.type == "object" then
local target = pointed.ref
local point = pointed.intersection_point
local dmg = 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:set_hp(target:get_hp() - dmg)
end
-- Projectile particle
-- TODO
-- Update wear
local wear = stack:get_wear()
wear = wear + def.unit_wear
if wear > max_wear then
wear = max_wear
end
stack:set_wear(wear)
return stack
end
local function burst_fire(stack, player)
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)
end, stack)
end
-- Manually add wear to stack, as functions can't return
-- values from within minetest.after
stack:add_wear(def.unit_wear * burst)
return stack
end
local function splash_fire(stack, player)
-- TODO
end
--------------------------------
local function on_lclick(stack, player)
if not stack or not player then
return
end
local wear = stack:get_wear()
local def = gunslinger.get_def(stack:get_name())
if wear == max_wear then
return reload(stack, player)
end
local name = player:get_player_name()
if interval[name] and os.time() < interval[name] then
return
end
if def.mode == "automatic" and not automatic[name] then
add_auto(name, def, stack)
elseif def.mode == "hybrid"
and not automatic[name] then
if scope_overlay[name] then
stack = burst_fire(stack, player)
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)
elseif def.mode == "semi-automatic" then
stack = fire(stack, player)
elseif def.mode == "manual" then
local meta = stack:get_meta()
if meta:contains("loaded") then
stack = fire(stack, player)
meta:set_string("loaded", "")
else
stack = reload(stack, player)
meta:set_string("loaded", "true")
end
end
interval[name] = os.time() + def.unit_time
return stack
end
local function on_rclick(stack, player)
local def = gunslinger.get_def(stack:get_name())
if scope_overlay[player:get_player_name()] then
hide_scope(player)
else
if def.scope then
show_scope(player, def.scope, def.scope_overlay)
end
end
return stack
end
--------------------------------
local function on_step(dtime)
for name, info in pairs(automatic) do
local player = minetest.get_player_by_name(name)
if not player then
automatic[name] = nil
return
end
if os.time() > interval[name] then
if player:get_player_control().LMB then
-- If LMB pressed, fire
info.stack = fire(info.stack, player)
player:set_wielded_item(info.stack)
automatic[name].stack = info.stack
interval[name] = os.time() + info.def.unit_time
else
-- If LMB not pressed, remove player from list
automatic[name] = nil
end
end
end
end
if not lite then
minetest.register_globalstep(on_step)
end
--
-- External API functions
--
function gunslinger.get_def(name)
return guns[name]
end
function gunslinger.register_type(name, def)
assert(type(name) == "string" and type(def) == "table",
"gunslinger.register_type: Invalid params!")
assert(not types[name], "gunslinger.register_type:"
.. " Attempt to register a type with an existing name!")
types[name] = def
end
function gunslinger.register_gun(name, def)
assert(type(name) == "string" and type(def) == "table",
"gunslinger.register_type: Invalid params!")
assert(not guns[name], "gunslinger.register_gun:"
.. " Attempt to register a gun with an existing name!")
-- Import type defaults if def.type specified
if def.type then
assert(types[def.type], "gunslinger.register_gun: Invalid type!")
for name, val in pairs(types[def.type]) do
def[name] = val
end
end
-- Abort when making use of unimplemented features
if def.mode == "splash" or def.zoom then
error("register_gun: Unimplemented feature!")
end
if (def.mode == "automatic" or def.mode == "hybrid")
and lite then
error("gunslinger.register_gun: Attempt to register gun of " ..
"type '" .. def.mode .. "' when lite mode is enabled")
end
def.itemdef.on_use = on_lclick
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)
local nodedef = minetest.registered_items[node.name]
return nodedef.on_rightclick or on_rclick(stack, player)
elseif pointed.type == "object" then
local entity = pointed.ref:get_luaentity()
return entity:on_rightclick(player) or on_rclick(stack, player)
end
end
if not def.fire_sound then
def.fire_sound = (def.mode ~= "splash")
and "gunslinger_fire1" or "gunslinger_fire2"
end
if def.zoom and not def.scope then
error("gunslinger.register_gun: zoom requires scope to be defined!")
end
def.unit_wear = math.ceil(max_wear / def.clip_size)
def.unit_time = math.ceil(1 / def.fire_rate)
guns[name] = def
minetest.register_tool(name, def.itemdef)
end