Remove shooter as a submodule and add mobkit submodule
|
@ -13,6 +13,6 @@
|
|||
[submodule "mods/skybox"]
|
||||
path = mods/skybox
|
||||
url = https://github.com/minetest-mods/skybox.git
|
||||
[submodule "mods/shooter"]
|
||||
path = mods/shooter
|
||||
url = https://github.com/LoneWolfHT/shooter.git
|
||||
[submodule "mods/mobkit"]
|
||||
path = mods/mobkit
|
||||
url = https://github.com/TheTermos/mobkit.git
|
||||
|
|
|
@ -0,0 +1 @@
|
|||
Subproject commit a4e06bfac2802376251d5bc7aac90a83bcf38e6b
|
|
@ -1 +0,0 @@
|
|||
Subproject commit b2f6acb5a6c191cc4893647697e040cda147bd2e
|
|
@ -0,0 +1,8 @@
|
|||
## Generic ignorable patterns and files
|
||||
*~
|
||||
.*.swp
|
||||
*bak*
|
||||
tags
|
||||
*.vim
|
||||
shooter.conf
|
||||
crosshair.png
|
|
@ -0,0 +1,47 @@
|
|||
allow_defined_top = true
|
||||
|
||||
read_globals = {
|
||||
"ItemStack",
|
||||
"VoxelArea",
|
||||
"VoxelManip",
|
||||
"PseudoRandom",
|
||||
|
||||
table = {fields = {"copy"}},
|
||||
}
|
||||
|
||||
globals = {
|
||||
"vector",
|
||||
"minetest",
|
||||
}
|
||||
|
||||
files["shooter/init.lua"] = {
|
||||
globals = {"shooter"}
|
||||
}
|
||||
|
||||
files["shooter_crossbow/init.lua"] = {
|
||||
globals = {"shooter", "SHOOTER_ARROW_TOOL_CAPS", "dye"}
|
||||
}
|
||||
|
||||
files["shooter_flaregun/init.lua"] = {
|
||||
globals = {"shooter"}
|
||||
}
|
||||
|
||||
files["shooter_grenade/init.lua"] = {
|
||||
globals = {"shooter"}
|
||||
}
|
||||
|
||||
files["shooter_guns/init.lua"] = {
|
||||
globals = {"shooter"}
|
||||
}
|
||||
|
||||
files["shooter_hook/init.lua"] = {
|
||||
globals = {"shooter"}
|
||||
}
|
||||
|
||||
files["shooter_rocket/init.lua"] = {
|
||||
globals = {"shooter"}
|
||||
}
|
||||
|
||||
files["shooter_turret/init.lua"] = {
|
||||
globals = {"shooter", "player_api"}
|
||||
}
|
|
@ -0,0 +1,504 @@
|
|||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
Version 2.1, February 1999
|
||||
|
||||
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
||||
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|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
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|
||||
|
||||
[This is the first released version of the Lesser GPL. It also counts
|
||||
as the successor of the GNU Library Public License, version 2, hence
|
||||
the version number 2.1.]
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
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|
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Licenses are intended to guarantee your freedom to share and change
|
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|
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|
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|
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|
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|
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|
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|
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|
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||||
|
||||
11. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Library at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Library by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Library.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under any
|
||||
particular circumstance, the balance of the section is intended to apply,
|
||||
and the section as a whole is intended to apply in other circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
12. If the distribution and/or use of the Library is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Library under this License may add
|
||||
an explicit geographical distribution limitation excluding those countries,
|
||||
so that distribution is permitted only in or among countries not thus
|
||||
excluded. In such case, this License incorporates the limitation as if
|
||||
written in the body of this License.
|
||||
|
||||
13. The Free Software Foundation may publish revised and/or new
|
||||
versions of the Lesser General Public License from time to time.
|
||||
Such new versions will be similar in spirit to the present version,
|
||||
but may differ in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Library
|
||||
specifies a version number of this License which applies to it and
|
||||
"any later version", you have the option of following the terms and
|
||||
conditions either of that version or of any later version published by
|
||||
the Free Software Foundation. If the Library does not specify a
|
||||
license version number, you may choose any version ever published by
|
||||
the Free Software Foundation.
|
||||
|
||||
14. If you wish to incorporate parts of the Library into other free
|
||||
programs whose distribution conditions are incompatible with these,
|
||||
write to the author to ask for permission. For software which is
|
||||
copyrighted by the Free Software Foundation, write to the Free
|
||||
Software Foundation; we sometimes make exceptions for this. Our
|
||||
decision will be guided by the two goals of preserving the free status
|
||||
of all derivatives of our free software and of promoting the sharing
|
||||
and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
||||
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
||||
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||
DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Libraries
|
||||
|
||||
If you develop a new library, and you want it to be of the greatest
|
||||
possible use to the public, we recommend making it free software that
|
||||
everyone can redistribute and change. You can do so by permitting
|
||||
redistribution under these terms (or, alternatively, under the terms of the
|
||||
ordinary General Public License).
|
||||
|
||||
To apply these terms, attach the following notices to the library. It is
|
||||
safest to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least the
|
||||
"copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the library's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU Lesser General Public
|
||||
License as published by the Free Software Foundation; either
|
||||
version 2.1 of the License, or (at your option) any later version.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public
|
||||
License along with this library; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301
|
||||
USA
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the library, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||
library `Frob' (a library for tweaking knobs) written by James Random
|
||||
Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1990
|
||||
Ty Coon, President of Vice
|
||||
|
||||
That's all there is to it!
|
|
@ -0,0 +1,33 @@
|
|||
Minetest Mod - Simple Shooter [shooter]
|
||||
=======================================
|
||||
|
||||
License Source Code: 2013-2019 Stuart Jones - LGPL v2.1
|
||||
|
||||
Additional credit for code ideas taken from other mods.
|
||||
|
||||
PilzAdam [throwing] for the throwing physics
|
||||
ShadowNinja [nuke] for the vm explosion routine
|
||||
|
||||
License Textures: Stuart Jones - CC0 1.0 Universal (CC0 1.0)
|
||||
|
||||
Licence Models: Stuart Jones - CC-BY-SA 3.0
|
||||
|
||||
License Sounds: freesound.org
|
||||
|
||||
flobert1_20070728.wav by Nonoo - Attribution 3.0 Unported (CC BY 3.0)
|
||||
|
||||
shot.wav by Sergenious - Attribution 3.0 Unported (CC BY 3.0)
|
||||
|
||||
GUNSHOT.WAV by erkanozan - CC0 1.0 Universal (CC0 1.0)
|
||||
|
||||
winchester-rifle-cock-reload.wav by MentalSanityOff - CC0 1.0 Universal (CC0 1.0)
|
||||
|
||||
trigger-with-hammer-fall.wav by Nanashi - CC0 1.0 Universal (CC0 1.0)
|
||||
|
||||
woosh.wav by ReadeOnly - CC0 1.0 Universal (CC0 1.0)
|
||||
|
||||
AGM-114 Hellfire Rocket Missile Launch.flac by qubodup - CC0 1.0 Universal (CC0 1.0)
|
||||
|
||||
Sparkler.aif by Ned Bouhalassa - CC0 1.0 Universal (CC0 1.0)
|
||||
|
||||
explosion10.wav by V-ktor - CC0 1.0 Universal (CC0 1.0)
|
|
@ -0,0 +1,79 @@
|
|||
[modpack] Simple Shooter [shooter]
|
||||
====================================
|
||||
|
||||
![screenshot](https://raw.githubusercontent.com/stujones11/shooter/master/screenshot.png)
|
||||
|
||||
**Mod Version:** 0.6.1
|
||||
|
||||
**Minetest Version:** 5.0.0 (engine & game)
|
||||
|
||||
A simple first person shooter mod originally developed as part of a game that
|
||||
was never completed. Now distributed as a Minetest Game compatible mod-pack.
|
||||
|
||||
[mod] Shooter API [shooter]
|
||||
---------------------------
|
||||
|
||||
**Depends:** default
|
||||
|
||||
<img align="left" width="32" height="32" src="https://raw.githubusercontent.com/stujones11/shooter/master/shooter/textures/shooter_powder.png">
|
||||
Handles raycasting, blasting and audio-visual effects of dependent mods.
|
||||
|
||||
[mod] Shooter Guns [shooter_guns]
|
||||
---------------------------------
|
||||
|
||||
**Depends:** shooter
|
||||
|
||||
<img align="left" width="32" height="32" src="https://raw.githubusercontent.com/stujones11/shooter/master/shooter_guns/textures/shooter_rifle.png">
|
||||
Adds basic guns using the shooter API.
|
||||
|
||||
[mod] Crossbow [shooter_crossbow]
|
||||
---------------------------------
|
||||
|
||||
**Depends:** shooter
|
||||
|
||||
**Optional Depends:** dye (required for colored arrows)
|
||||
|
||||
<img align="left" width="32" height="32" src="https://raw.githubusercontent.com/stujones11/shooter/master/shooter_crossbow/textures/shooter_crossbow.png">
|
||||
Adds a crossbow with colored arrows.
|
||||
|
||||
[mod] Flare Gun [shooter_flaregun]
|
||||
----------------------------------
|
||||
|
||||
**Depends:** shooter
|
||||
|
||||
<img align="left" width="32" height="32" src="https://raw.githubusercontent.com/stujones11/shooter/master/shooter_flaregun/textures/shooter_flaregun.png">
|
||||
Adds a flare-gun with temporary light emitting flares.
|
||||
|
||||
[mod] Grenade [shooter_grenade]
|
||||
-------------------------------
|
||||
|
||||
**Depends:** shooter
|
||||
|
||||
<img align="left" width="32" height="32" src="https://raw.githubusercontent.com/stujones11/shooter/master/shooter_grenade/textures/shooter_hand_grenade.png">
|
||||
Adds simple hand grenades.
|
||||
|
||||
[mod] Rocket Launcher [shooter_rocket]
|
||||
--------------------------------------
|
||||
|
||||
**Depends:** shooter
|
||||
|
||||
<img align="left" width="32" height="32" src="https://raw.githubusercontent.com/stujones11/shooter/master/shooter_rocket/textures/shooter_rocket_gun_loaded.png">
|
||||
Adds rocket missiles and launching gun.
|
||||
|
||||
[mod] Grapple Hook [shooter_hook]
|
||||
---------------------------------
|
||||
|
||||
**Depends:** shooter
|
||||
|
||||
<img align="left" width="32" height="32" src="https://raw.githubusercontent.com/stujones11/shooter/master/shooter_hook/textures/shooter_hook_gun_loaded.png">
|
||||
Adds a teleporting grapple hook which can be thrown or launched
|
||||
further from a grapple hook gun.
|
||||
|
||||
[mod] Turret Gun [shooter_turret]
|
||||
---------------------------------
|
||||
|
||||
**Depends:** shooter_rocket
|
||||
|
||||
<img align="left" width="32" height="32" src="https://raw.githubusercontent.com/stujones11/shooter/master/shooter_turret/textures/shooter_turret_gun.png">
|
||||
Adds a mountable turret gun which can also be triggered by mesecon signals.
|
||||
Still WIP and experimental and may be subject to change or removal.
|
|
@ -0,0 +1,2 @@
|
|||
name = shooter
|
||||
description = First person shooter mod, adds firearms plus a few other fun items.
|
After Width: | Height: | Size: 260 KiB |
|
@ -0,0 +1,21 @@
|
|||
[shooter]
|
||||
|
||||
shooter_automatic_weapons (Enable automatic weapons) bool true
|
||||
shooter_admin_weapons (Enable admin super weapons) bool false
|
||||
shooter_enable_blasting (Enable node destruction with explosives) bool false
|
||||
shooter_enable_particle_fx (Enable hit particle effects) bool true
|
||||
shooter_enable_protection (Respect protection mods) bool false
|
||||
shooter_enable_crafting (Allow crafting of weapons) bool true
|
||||
shooter_explosion_texture (Hit particle texture for 'fleshy' object, inc. players) string shooter_hit.png
|
||||
shooter_allow_nodes (Allow node destruction) bool true
|
||||
shooter_allow_entities (Allow damage to active objects in multiplayer mode) bool false
|
||||
shooter_allow_players (Allow damage to players in multiplayer mode) bool true
|
||||
shooter_rounds_update_time (Round update time, should be >= dedicated server step) float 0.4
|
||||
shooter_damage_multiplier (Entity damage coefficient) float 1.0
|
||||
|
||||
[shooter_crossbow]
|
||||
|
||||
shooter_crossbow_uses (Number of crossbow uses) int 50
|
||||
shooter_arrow_lifetime (Arrow exipiry time in seconds) int 180
|
||||
shooter_arrow_fleshy (Arrow 'fleshy' damage level) float 2
|
||||
shooter_arrow_object_attach (Experimental, attach arrows to objects when hit) bool false
|
|
@ -0,0 +1,221 @@
|
|||
Minetest Mod - Shooter API [shooter]
|
||||
====================================
|
||||
|
||||
Depends: default
|
||||
|
||||
Handles raycasting, blasting and audio-visual effects of dependent mods
|
||||
|
||||
Crafting
|
||||
--------
|
||||
|
||||
### Gunpowder
|
||||
|
||||
1 x Coal Lump + 1 x Clay Lump = 5 x Gunpowder
|
||||
```
|
||||
output = "shooter:gunpowder 5",
|
||||
type = "shapeless",
|
||||
recipe = {"default:coal_lump", "default:clay_lump"},
|
||||
```
|
||||
Configuration
|
||||
-------------
|
||||
|
||||
Override the following default settings by adding them to your minetest.conf file
|
||||
|
||||
### Enable automatic weapons
|
||||
|
||||
Uses globalstep to detect left mouse button
|
||||
|
||||
`shooter_automatic_weapons = true`
|
||||
|
||||
### Enable admin super weapons
|
||||
|
||||
Allows admins (server priv) to shoot all guns automatically
|
||||
Requires `shooter_automatic_weapons` to be `true`
|
||||
|
||||
`shooter_admin_weapons = false`
|
||||
|
||||
### Enable node destruction with explosives
|
||||
|
||||
`shooter_enable_blasting = true`
|
||||
|
||||
### Enable Crafting
|
||||
|
||||
`shooter_enable_crafting = true`
|
||||
|
||||
### Enable hit particle effects
|
||||
|
||||
`shooter_enable_particle_fx = true`
|
||||
|
||||
### Enable protection
|
||||
|
||||
Requires a protection mod that utilizes `minetest.is_protected()`
|
||||
|
||||
`shooter_enable_protection = false`
|
||||
|
||||
### Particle texture
|
||||
|
||||
Particle texture used when a player or entity with the 'fleshy' armor group is hit
|
||||
|
||||
`shooter_explosion = "shooter_hit.png"`
|
||||
|
||||
### Allow node destruction
|
||||
|
||||
`shooter_allow_nodes = true`
|
||||
|
||||
### Node Drops
|
||||
|
||||
Drops the node item when hit, requires `shooter_allow_nodes` to be `true`
|
||||
Currently excludes 'blasting'
|
||||
|
||||
`shooter_node_drops = false`
|
||||
|
||||
|
||||
### Allow entity damage
|
||||
|
||||
Defaults to `true` in singleplayer mode
|
||||
|
||||
`shooter_allow_entities = false`
|
||||
|
||||
### Allow player damage
|
||||
|
||||
Defaults to `false` in singleplayer mode
|
||||
|
||||
`shooter_allow_players = true`
|
||||
|
||||
### Round update time
|
||||
|
||||
Maximum round 'step' processing interval, will inversely effect the long-range velocity of the virtual projectiles. This should always be greater than the dedicated server step time
|
||||
|
||||
`shooter_rounds_update_time = 0.4`
|
||||
|
||||
### Entity damage coefficient
|
||||
|
||||
May be used to globaly increase or decrease damage done to entities/mobs
|
||||
|
||||
`shooter_damage_multiplier = 1`
|
||||
|
||||
API Documentation
|
||||
-----------------
|
||||
|
||||
### Global tables
|
||||
|
||||
* `shooter.registered_weapons`: Registered weapons by itemstring
|
||||
* `shooter.config`: Present configuration
|
||||
* `shooter.default_particles`: Default hit particle definition
|
||||
```Lua
|
||||
{
|
||||
amount = 15,
|
||||
time = 0.3,
|
||||
minpos = {x=-0.1, y=-0.1, z=-0.1},
|
||||
maxpos = {x=0.1, y=0.1, z=0.1},
|
||||
minvel = {x=-1, y=1, z=-1},
|
||||
maxvel = {x=1, y=2, z=1},
|
||||
minacc = {x=-2, y=-2, z=-2},
|
||||
maxacc = {x=2, y=-2, z=2},
|
||||
minexptime = 0.1,
|
||||
maxexptime = 0.75,
|
||||
minsize = 1,
|
||||
maxsize = 2,
|
||||
collisiondetection = false,
|
||||
texture = "shooter_hit.png",
|
||||
}
|
||||
```
|
||||
### Methods
|
||||
|
||||
* `shooter.register_weapon(name, definition)`: Register a shooting weapon. -- See "Weapon Definition"
|
||||
* `shooter.get_weapon_spec(player, weaponname)`: Gets the spec for a particular weapon
|
||||
* Override this function to add support for per-player specs, for example
|
||||
* `shooter.get_configuration(config)`: Loads matching config settings into a table ref `config`
|
||||
* `shooter.spawn_particles(pos, particles)`: Adds particles at the specified position
|
||||
* `particles` is an optional table of overrides for `shooter.default_particles`
|
||||
* `shooter.play_node_sound(node, pos)`: Plays the registered 'dug' sound for the node at `pos`
|
||||
* `shooter.is_valid_object(object)`: Returns `true` if the object can be damaged
|
||||
* `shooter.punch_node(pos, spec)`: Punches the node at `pos` with the `spec` group capabilities
|
||||
* Returns `true` if the node was destroyed
|
||||
* `shooter.punch_object(object, tool_caps, dir, on_blast)`: Punches the object
|
||||
* Returns `true` if the object is damaged
|
||||
* `object`: Object to be punched, not checked for validity!
|
||||
* `tool_caps`: Tool capabilities of the weapon uesd -- See "Weapon Definition"
|
||||
* `dir`: Unit vector pointing from the source of the punch to the object, may be `nil`
|
||||
* `on_blast`: Respect entity `on_blast` damage callback
|
||||
* `shooter.fire_weapon(player, itemstack, spec)`: Adds a 'round' with `spec` to the processing que
|
||||
* `shooter.blast(pos, radius, fleshy, distance, user)`: Create explosion at `pos`
|
||||
* `radius`: Blast radius in nodes
|
||||
* `fleshy`: Damage to inflict on fleshy objects: `(fleshy * 0.5 ^ distance) * 2`
|
||||
* `distance`: Area of effect for objects
|
||||
* `user`: A player reference, used for protection
|
||||
* `shooter.get_shooting(name)`: Returns `true` if player `name` is holding the left mouse button or `nil`
|
||||
* Requires `shooter_automatic_weapons` to be set `true`
|
||||
* `shooter.set_shooting(name, is_shooting)`: Sets the left mouse button status of player `name`
|
||||
|
||||
Weapon Definition
|
||||
-----------------
|
||||
|
||||
Used by `shooter.register_weapon`
|
||||
|
||||
```Lua
|
||||
{
|
||||
description = "My Awesome Gun",
|
||||
inventory_image = "my_awesome_gun.png",
|
||||
reload_item = "itemstring",
|
||||
-- Reload Item, "shooter:ammo" is used if omitted
|
||||
unloaded_item = {
|
||||
-- Optional. Item to be registered as unloaded weapon item
|
||||
name = "itemstring",
|
||||
description = "My Awesome Gun (Unloaded)",
|
||||
inventory_image = "my_awesome_gun_unloaded.png",
|
||||
},
|
||||
on_use = function(itemstack, user, pointed_thing)
|
||||
-- Called before the built-in tool `one_use` handler
|
||||
-- Should return a valid `ItemStack` or `nil` to cancel the shot
|
||||
return itemstack
|
||||
end,
|
||||
on_hit = function(pointed_thing, spec, dir)
|
||||
-- May be used for arbitary shot effects like knock-back, etc.
|
||||
-- Return `true` to override built-in damage effects
|
||||
-- `pointed_thing`: Returned by `minetest.raycast()`
|
||||
-- `spec`: Gunspec of the weapon used including some additional fields
|
||||
-- `name`: Name of the weapon item, eg. `shooter_guns:rifle`
|
||||
-- `user`: Name of the player that fired the weapon
|
||||
-- `origin`: Initial starting position of the shot
|
||||
-- `dir`: Unit vector direction of the virtual shot
|
||||
end,
|
||||
spec = {
|
||||
-- Weapon specifications
|
||||
rounds = 100,
|
||||
-- Number of rounds, refilled by the defined reload item
|
||||
range = 200,
|
||||
-- Range (in nodes) of each shot
|
||||
step = 30,
|
||||
-- Distance per `shooter_rounds_update_time`
|
||||
shots = 1,
|
||||
-- Number of shots fired per `round`
|
||||
spread = 10,
|
||||
-- Spread of shots in degrees if `shots` > 1
|
||||
-- Uses a sunflower seed arrangement for even distributuion
|
||||
tool_caps = {
|
||||
-- Tool capabilities, used for object/player damage
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy=3},
|
||||
},
|
||||
groups = {
|
||||
-- Damage groups, used to effect nodes as a normal tool item would
|
||||
snappy = 3,
|
||||
crumbly = 3,
|
||||
choppy = 3,
|
||||
fleshy = 2,
|
||||
oddly_breakable_by_hand = 2,
|
||||
},
|
||||
sounds = {
|
||||
-- Sound files (defaults)
|
||||
shot = "guns_rifle",
|
||||
reload = "shooter_reload",
|
||||
fail_shot = "shooter_click",
|
||||
},
|
||||
bullet_texture = "shooter_bullet.png",
|
||||
-- Particle texture file name for the projectile
|
||||
particles = {},
|
||||
-- Optional. Table of overrides for `shooter.default_particles`
|
||||
},
|
||||
}
|
||||
```
|
|
@ -0,0 +1,540 @@
|
|||
--[[
|
||||
Shooter API [shooter]
|
||||
Copyright (C) 2013-2019 stujones11, Stuart Jones
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
]]--
|
||||
|
||||
shooter = {
|
||||
registered_weapons = {},
|
||||
}
|
||||
|
||||
shooter.config = {
|
||||
automatic_weapons = true,
|
||||
admin_weapons = false,
|
||||
enable_blasting = false,
|
||||
enable_particle_fx = true,
|
||||
enable_protection = false,
|
||||
enable_crafting = true,
|
||||
explosion_texture = "shooter_hit.png",
|
||||
node_drops = false,
|
||||
allow_nodes = true,
|
||||
allow_entities = false,
|
||||
allow_players = true,
|
||||
rounds_update_time = 0.4,
|
||||
damage_multiplier = 1,
|
||||
}
|
||||
|
||||
shooter.default_particles = {
|
||||
amount = 15,
|
||||
time = 0.3,
|
||||
minpos = {x=-0.1, y=-0.1, z=-0.1},
|
||||
maxpos = {x=0.1, y=0.1, z=0.1},
|
||||
minvel = {x=-1, y=1, z=-1},
|
||||
maxvel = {x=1, y=2, z=1},
|
||||
minacc = {x=-2, y=-2, z=-2},
|
||||
maxacc = {x=2, y=-2, z=2},
|
||||
minexptime = 0.1,
|
||||
maxexptime = 0.75,
|
||||
minsize = 1,
|
||||
maxsize = 2,
|
||||
collisiondetection = false,
|
||||
texture = "shooter_hit.png",
|
||||
}
|
||||
|
||||
local shots = {}
|
||||
local shooting = {}
|
||||
local server_step = minetest.settings:get("dedicated_server_step")
|
||||
local v3d = table.copy(vector)
|
||||
local PI = math.pi
|
||||
local sin = math.sin
|
||||
local cos = math.cos
|
||||
local sqrt = math.sqrt
|
||||
local phi = (math.sqrt(5) + 1) / 2 -- Golden ratio
|
||||
|
||||
shooter.register_weapon = function(name, def)
|
||||
-- Backwards compatibility
|
||||
if not def.spec.sounds then
|
||||
def.spec.sounds = def.sounds or {}
|
||||
end
|
||||
if not def.spec.sounds.shot and def.spec.sound then
|
||||
def.spec.sounds.shot = def.spec.sound
|
||||
end
|
||||
-- Fix definition table
|
||||
def.spec.reload_item = def.reload_item or "shooter:ammo"
|
||||
def.spec.tool_caps.full_punch_interval = math.max(server_step,
|
||||
def.spec.tool_caps.full_punch_interval)
|
||||
def.spec.wear = math.ceil(65535 / def.spec.rounds)
|
||||
def.unloaded_item = def.unloaded_item or {
|
||||
description = def.description.." (unloaded)",
|
||||
inventory_image = def.inventory_image,
|
||||
}
|
||||
def.unloaded_item.name = name
|
||||
shooter.registered_weapons[name] = table.copy(def)
|
||||
-- Register loaded item tool
|
||||
minetest.register_tool(name.."_loaded", {
|
||||
description = def.description,
|
||||
inventory_image = def.inventory_image,
|
||||
on_use = function(itemstack, user, pointed_thing)
|
||||
if type(def.on_use) == "function" then
|
||||
itemstack = def.on_use(itemstack, user, pointed_thing)
|
||||
end
|
||||
if itemstack then
|
||||
local spec = shooter.get_weapon_spec(nil, name) or
|
||||
table.copy(def.spec)
|
||||
if shooter.fire_weapon(user, itemstack, spec) then
|
||||
itemstack:add_wear(spec.wear)
|
||||
if itemstack:get_count() == 0 then
|
||||
itemstack:replace(def.unloaded_item.name)
|
||||
end
|
||||
end
|
||||
end
|
||||
return itemstack
|
||||
end,
|
||||
unloaded_item = def.unloaded_item,
|
||||
on_hit = def.on_hit,
|
||||
groups = {not_in_creative_inventory=1},
|
||||
})
|
||||
-- Register unloaded item tool
|
||||
minetest.register_tool(name, {
|
||||
description = def.unloaded_item.description,
|
||||
inventory_image = def.unloaded_item.inventory_image,
|
||||
groups = def.unloaded_item.groups or {},
|
||||
on_use = function(itemstack, user)
|
||||
local inv = user:get_inventory()
|
||||
if inv then
|
||||
local stack = def.spec.reload_item
|
||||
if inv:contains_item("main", stack) then
|
||||
local sound = def.spec.sounds.reload or "shooter_reload"
|
||||
minetest.sound_play(sound, {object=user})
|
||||
inv:remove_item("main", stack)
|
||||
itemstack:replace(name.."_loaded 1 1")
|
||||
else
|
||||
local sound = def.spec.sounds.fail_shot or "shooter_click"
|
||||
minetest.sound_play(sound, {object=user})
|
||||
end
|
||||
end
|
||||
return itemstack
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
shooter.get_weapon_spec = function(_, name)
|
||||
local def = shooter.registered_weapons[name]
|
||||
if def then
|
||||
return table.copy(def.spec)
|
||||
end
|
||||
end
|
||||
|
||||
shooter.get_configuration = function(conf)
|
||||
for k, v in pairs(conf) do
|
||||
local setting = minetest.settings:get("shooter_"..k)
|
||||
if type(v) == "number" then
|
||||
setting = tonumber(setting)
|
||||
elseif type(v) == "boolean" then
|
||||
setting = minetest.settings:get_bool("shooter_"..k)
|
||||
end
|
||||
if setting ~= nil then
|
||||
conf[k] = setting
|
||||
end
|
||||
end
|
||||
return conf
|
||||
end
|
||||
|
||||
shooter.spawn_particles = function(pos, particles)
|
||||
particles = particles or {}
|
||||
if not shooter.config.enable_particle_fx == true or particles.amount == 0 then
|
||||
return
|
||||
end
|
||||
for k, v in pairs(shooter.default_particles) do
|
||||
if not particles[k] then
|
||||
particles[k] = type(v) == "table" and table.copy(v) or v
|
||||
end
|
||||
end
|
||||
particles.minpos = v3d.subtract(pos, particles.minpos)
|
||||
particles.maxpos = v3d.add(pos, particles.maxpos)
|
||||
minetest.add_particlespawner(particles)
|
||||
end
|
||||
|
||||
shooter.play_node_sound = function(node, pos)
|
||||
local item = minetest.registered_items[node.name]
|
||||
if item then
|
||||
if item.sounds then
|
||||
local spec = item.sounds.dug
|
||||
if spec then
|
||||
spec.pos = pos
|
||||
minetest.sound_play(spec.name, spec)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
shooter.is_valid_object = function(object)
|
||||
if object then
|
||||
if object:is_player() == true then
|
||||
return shooter.config.allow_players
|
||||
end
|
||||
if shooter.config.allow_entities == true then
|
||||
local luaentity = object:get_luaentity()
|
||||
if luaentity then
|
||||
return luaentity.name ~= "__builtin:item"
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
shooter.punch_node = function(pos, spec)
|
||||
if shooter.config.enable_protection and minetest.is_protected(pos, spec.user) then
|
||||
return
|
||||
end
|
||||
local node = minetest.get_node(pos)
|
||||
if not node then
|
||||
return
|
||||
end
|
||||
local item = minetest.registered_items[node.name]
|
||||
if not item then
|
||||
return
|
||||
end
|
||||
if item.groups then
|
||||
for k, v in pairs(spec.groups) do
|
||||
local level = item.groups[k] or 0
|
||||
if level >= v then
|
||||
minetest.remove_node(pos)
|
||||
shooter.play_node_sound(node, pos)
|
||||
if item.tiles then
|
||||
if item.tiles[1] then
|
||||
shooter.spawn_particles(pos, {texture=item.tiles[1]})
|
||||
end
|
||||
end
|
||||
if shooter.config.node_drops then
|
||||
local object = minetest.add_item(pos, item)
|
||||
if object then
|
||||
object:set_velocity({
|
||||
x = math.random(-1, 1),
|
||||
y = 4,
|
||||
z = math.random(-1, 1)
|
||||
})
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
shooter.punch_object = function(object, tool_caps, dir, on_blast)
|
||||
local do_damage = true
|
||||
local groups = tool_caps.damage_groups or {}
|
||||
if on_blast and not object:is_player() then
|
||||
local ent = object:get_luaentity()
|
||||
if ent then
|
||||
local def = minetest.registered_entities[ent.name] or {}
|
||||
if def.on_blast and groups.fleshy then
|
||||
do_damage = def.on_blast(ent, groups.fleshy *
|
||||
shooter.config.damage_multiplier)
|
||||
end
|
||||
end
|
||||
end
|
||||
if do_damage then
|
||||
for k, v in pairs(groups) do
|
||||
tool_caps.damage_groups[k] = v * shooter.config.damage_multiplier
|
||||
end
|
||||
object:punch(object, nil, tool_caps, dir)
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function matrix_from_quat(q)
|
||||
local m = {{}, {}, {}}
|
||||
m[1][1] = 1 - 2 * q.y * q.y - 2 * q.z * q.z
|
||||
m[1][2] = 2 * q.x * q.y + 2 * q.z * q.w
|
||||
m[1][3] = 2 * q.x * q.z - 2 * q.y * q.w
|
||||
m[2][1] = 2 * q.x * q.y - 2 * q.z * q.w
|
||||
m[2][2] = 1 - 2 * q.x * q.x - 2 * q.z * q.z
|
||||
m[2][3] = 2 * q.z * q.y + 2 * q.x * q.w
|
||||
m[3][1] = 2 * q.x * q.z + 2 * q.y * q.w
|
||||
m[3][2] = 2 * q.z * q.y - 2 * q.x * q.w
|
||||
m[3][3] = 1 - 2 * q.x * q.x - 2 * q.y * q.y
|
||||
return m
|
||||
end
|
||||
|
||||
local function quat_from_angle_axis(angle, axis)
|
||||
local t = angle / 2
|
||||
local s = sin(t)
|
||||
return {
|
||||
x = s * axis.x,
|
||||
y = s * axis.y,
|
||||
z = s * axis.z,
|
||||
w = cos(t),
|
||||
}
|
||||
end
|
||||
|
||||
v3d.cross = function(v1, v2)
|
||||
return {
|
||||
x = v1.y * v2.z - v2.y * v1.z,
|
||||
y = v1.z * v2.x - v2.z * v1.x,
|
||||
z = v1.x * v2.y - v2.x * v1.y,
|
||||
}
|
||||
end
|
||||
|
||||
v3d.mult_matrix = function(v, m)
|
||||
return {
|
||||
x = m[1][1] * v.x + m[1][2] * v.y + m[1][3] * v.z,
|
||||
y = m[2][1] * v.x + m[2][2] * v.y + m[2][3] * v.z,
|
||||
z = m[3][1] * v.x + m[3][2] * v.y + m[3][3] * v.z,
|
||||
}
|
||||
end
|
||||
|
||||
v3d.rotate = function(v, angle, axis)
|
||||
local q = quat_from_angle_axis(angle, axis)
|
||||
local m = matrix_from_quat(q)
|
||||
return v3d.mult_matrix(v, m)
|
||||
end
|
||||
|
||||
local function get_directions(dir, spec)
|
||||
local directions = {dir}
|
||||
local n = spec.shots or 1
|
||||
if n > 1 then
|
||||
local right = v3d.normalize(v3d.cross(dir, {x=0, y=1, z=0}))
|
||||
local up = v3d.normalize(v3d.cross(dir, right))
|
||||
local s = spec.spread or 10
|
||||
s = s * 0.017453 -- Convert to radians
|
||||
for k = 1, n - 1 do
|
||||
-- Sunflower seed arrangement
|
||||
local r = sqrt(k - 0.5) / sqrt(n - 0.5)
|
||||
local theta = 2 * PI * k / (phi * phi)
|
||||
local x = r * cos(theta) * s
|
||||
local y = r * sin(theta) * s
|
||||
local d = v3d.rotate(dir, y, up)
|
||||
directions[k + 1] = v3d.rotate(d, x, right)
|
||||
end
|
||||
end
|
||||
return directions
|
||||
end
|
||||
|
||||
local function process_hit(pointed_thing, spec, dir)
|
||||
local def = minetest.registered_items[spec.name] or {}
|
||||
if type(def.on_hit) == "function" then
|
||||
if def.on_hit(pointed_thing, spec, dir) == true then
|
||||
return
|
||||
end
|
||||
end
|
||||
if pointed_thing.type == "node" and shooter.config.allow_nodes == true then
|
||||
local pos = minetest.get_pointed_thing_position(pointed_thing, false)
|
||||
shooter.punch_node(pos, spec)
|
||||
elseif pointed_thing.type == "object" then
|
||||
local object = pointed_thing.ref
|
||||
if shooter.is_valid_object(object) and
|
||||
shooter.punch_object(object, spec.tool_caps, dir) then
|
||||
local pos = pointed_thing.intersection_point or object:get_pos()
|
||||
local groups = object:get_armor_groups() or {}
|
||||
if groups.fleshy then
|
||||
shooter.spawn_particles(pos, spec.particles)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function process_round(round)
|
||||
round.dist = round.dist + round.spec.step
|
||||
if round.dist > round.spec.range then
|
||||
return
|
||||
end
|
||||
local p1 = round.pos
|
||||
local p2 = v3d.add(p1, v3d.multiply(round.dir, round.spec.step))
|
||||
local ray = minetest.raycast(p1, p2, true, true)
|
||||
local pointed_thing = ray:next() or {type="nothing"}
|
||||
if pointed_thing.type ~= "nothing" then
|
||||
return process_hit(pointed_thing, round.spec, round.dir)
|
||||
end
|
||||
round.pos = p2
|
||||
minetest.after(shooter.config.rounds_update_time, function(...)
|
||||
process_round(...)
|
||||
end, round)
|
||||
end
|
||||
|
||||
local function fire_weapon(player, itemstack, spec, extended)
|
||||
if not player then
|
||||
return
|
||||
end
|
||||
local dir = player:get_look_dir()
|
||||
local pos = player:get_pos()
|
||||
if not dir or not pos then
|
||||
return
|
||||
end
|
||||
pos.y = pos.y + player:get_properties().eye_height
|
||||
spec.origin = v3d.add(pos, v3d.multiply(dir, 1.5))
|
||||
local interval = spec.tool_caps.full_punch_interval
|
||||
shots[spec.user] = minetest.get_us_time() / 1000000 + interval
|
||||
local sound = spec.sounds.shot or "shooter_pistol"
|
||||
minetest.sound_play(sound, {object=player})
|
||||
local speed = spec.step / (shooter.config.rounds_update_time * 2)
|
||||
local time = spec.range / speed
|
||||
local directions = get_directions(dir, spec)
|
||||
for _, d in pairs(directions) do
|
||||
if spec.bullet_image then
|
||||
minetest.add_particle({
|
||||
pos = pos,
|
||||
velocity = v3d.multiply(d, speed),
|
||||
acceleration = {x=0, y=0, z=0},
|
||||
expirationtime = time,
|
||||
size = 0.25,
|
||||
texture = spec.bullet_image,
|
||||
})
|
||||
end
|
||||
process_round({
|
||||
spec = spec,
|
||||
pos = v3d.new(spec.origin),
|
||||
dir = d,
|
||||
dist = 0,
|
||||
})
|
||||
end
|
||||
if extended then
|
||||
itemstack:add_wear(spec.wear)
|
||||
if itemstack:get_count() == 0 then
|
||||
local def = minetest.registered_items[spec.name] or {}
|
||||
if def.unloaded_item then
|
||||
itemstack = def.unloaded_item.name or ""
|
||||
end
|
||||
player:set_wielded_item(itemstack)
|
||||
return
|
||||
end
|
||||
player:set_wielded_item(itemstack)
|
||||
end
|
||||
if not spec.automatic or not shooting[spec.user] then
|
||||
return
|
||||
end
|
||||
minetest.after(interval, function(...)
|
||||
if shooting[spec.user] then
|
||||
local arg = {...}
|
||||
fire_weapon(arg[1], arg[2], arg[3], true)
|
||||
end
|
||||
end, player, itemstack, spec)
|
||||
end
|
||||
|
||||
shooter.fire_weapon = function(player, itemstack, spec)
|
||||
local name = player:get_player_name()
|
||||
local time = minetest.get_us_time() / 1000000
|
||||
if shots[name] and time <= shots[name] then
|
||||
return false
|
||||
end
|
||||
if shooter.config.automatic_weapons then
|
||||
if shooter.config.admin_weapons and minetest.check_player_privs(name,
|
||||
{server=true}) then
|
||||
spec.automatic = true
|
||||
end
|
||||
shooting[name] = true
|
||||
end
|
||||
spec.user = name
|
||||
spec.name = itemstack:get_name()
|
||||
fire_weapon(player, itemstack, spec)
|
||||
return true
|
||||
end
|
||||
|
||||
shooter.blast = function(pos, radius, fleshy, distance, user)
|
||||
if not user then
|
||||
return
|
||||
end
|
||||
pos = v3d.round(pos)
|
||||
local name = user:get_player_name()
|
||||
local p1 = v3d.subtract(pos, radius)
|
||||
local p2 = v3d.add(pos, radius)
|
||||
minetest.sound_play("shooter_explode", {
|
||||
pos = pos,
|
||||
gain = 10,
|
||||
max_hear_distance = 100
|
||||
})
|
||||
if shooter.config.allow_nodes and shooter.config.enable_blasting then
|
||||
if not shooter.config.enable_protection or
|
||||
not minetest.is_protected(pos, name) then
|
||||
minetest.set_node(pos, {name="shooter:boom"})
|
||||
end
|
||||
end
|
||||
if shooter.config.enable_particle_fx == true then
|
||||
minetest.add_particlespawner({
|
||||
amount = 50,
|
||||
time = 0.1,
|
||||
minpos = p1,
|
||||
maxpos = p2,
|
||||
minvel = {x=0, y=0, z=0},
|
||||
maxvel = {x=0, y=0, z=0},
|
||||
minacc = {x=-0.5, y=5, z=-0.5},
|
||||
maxacc = {x=0.5, y=5, z=0.5},
|
||||
minexptime = 0.1,
|
||||
maxexptime = 1,
|
||||
minsize = 8,
|
||||
maxsize = 15,
|
||||
collisiondetection = false,
|
||||
texture = "shooter_smoke.png",
|
||||
})
|
||||
end
|
||||
local objects = minetest.get_objects_inside_radius(pos, distance)
|
||||
for _,obj in ipairs(objects) do
|
||||
if shooter.is_valid_object(obj) then
|
||||
local obj_pos = obj:get_pos()
|
||||
local dist = v3d.distance(obj_pos, pos)
|
||||
local damage = (fleshy * 0.5 ^ dist) * 2 * shooter.config.damage_multiplier
|
||||
if dist ~= 0 then
|
||||
obj_pos.y = obj_pos.y + 1
|
||||
local blast_pos = {x=pos.x, y=pos.y + 4, z=pos.z}
|
||||
if shooter.is_valid_object(obj) and
|
||||
minetest.line_of_sight(obj_pos, blast_pos, 1) then
|
||||
shooter.punch_object(obj, {
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy=damage},
|
||||
}, nil, true)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if shooter.config.allow_nodes and shooter.config.enable_blasting then
|
||||
local pr = PseudoRandom(os.time())
|
||||
local vm = VoxelManip()
|
||||
local min, max = vm:read_from_map(p1, p2)
|
||||
local area = VoxelArea:new({MinEdge=min, MaxEdge=max})
|
||||
local data = vm:get_data()
|
||||
local c_air = minetest.get_content_id("air")
|
||||
for z = -radius, radius do
|
||||
for y = -radius, radius do
|
||||
local vp = {x=pos.x - radius, y=pos.y + y, z=pos.z + z}
|
||||
local vi = area:index(vp.x, vp.y, vp.z)
|
||||
for x = -radius, radius do
|
||||
if (x * x) + (y * y) + (z * z) <=
|
||||
(radius * radius) + pr:next(-radius, radius) then
|
||||
if shooter.config.enable_protection then
|
||||
if not minetest.is_protected(vp, name) then
|
||||
data[vi] = c_air
|
||||
end
|
||||
else
|
||||
data[vi] = c_air
|
||||
end
|
||||
end
|
||||
vi = vi + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
vm:set_data(data)
|
||||
vm:update_liquids()
|
||||
vm:write_to_map()
|
||||
end
|
||||
end
|
||||
|
||||
shooter.get_shooting = function(name)
|
||||
return shooting[name]
|
||||
end
|
||||
|
||||
shooter.set_shooting = function(name, is_shooting)
|
||||
shooting[name] = is_shooting and true or nil
|
||||
end
|
|
@ -0,0 +1,101 @@
|
|||
--[[
|
||||
Simple Shooter [shooter]
|
||||
Copyright (C) 2013-2019 stujones11, Stuart Jones
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
]]--
|
||||
|
||||
local modname = minetest.get_current_modname()
|
||||
local modpath = minetest.get_modpath(modname)
|
||||
local worldpath = minetest.get_worldpath()
|
||||
|
||||
dofile(modpath.."/api.lua")
|
||||
|
||||
if minetest.is_singleplayer() then
|
||||
shooter.config.enable_blasting = true
|
||||
shooter.config.allow_entities = true
|
||||
shooter.config.allow_players = false
|
||||
end
|
||||
|
||||
-- Legacy Config Support
|
||||
|
||||
local input = io.open(modpath.."/shooter.conf", "r")
|
||||
if input then
|
||||
dofile(modpath.."/shooter.conf")
|
||||
input:close()
|
||||
end
|
||||
input = io.open(worldpath.."/shooter.conf", "r")
|
||||
if input then
|
||||
dofile(worldpath.."/shooter.conf")
|
||||
input:close()
|
||||
end
|
||||
for name, _ in pairs(shooter.config) do
|
||||
local global = "SHOOTER_"..name:upper()
|
||||
if minetest.global_exists(global) then
|
||||
shooter.config[name] = _G[global]
|
||||
end
|
||||
end
|
||||
|
||||
-- Load Configuration
|
||||
|
||||
shooter.config = shooter.get_configuration(shooter.config)
|
||||
shooter.default_particles.texture = shooter.config.explosion_texture
|
||||
|
||||
-- Legacy Entity Support
|
||||
|
||||
minetest.register_entity("shooter:turret_entity", {
|
||||
visual = "sprite",
|
||||
textures = {"blank.png"},
|
||||
on_activate = function(self)
|
||||
self.object:remove()
|
||||
end,
|
||||
})
|
||||
|
||||
-- Automatic Firing
|
||||
|
||||
if shooter.config.automatic_weapons == true then
|
||||
minetest.register_globalstep(function()
|
||||
for _,player in pairs(minetest.get_connected_players()) do
|
||||
local name = player:get_player_name()
|
||||
if name then
|
||||
shooter.set_shooting(name,
|
||||
player:get_player_control().LMB == true)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
minetest.register_node("shooter:boom", {
|
||||
drawtype = "airlike",
|
||||
light_source = 14,
|
||||
walkable = false,
|
||||
drop = "",
|
||||
groups = {dig_immediate = 3},
|
||||
-- unaffected by explosions
|
||||
on_blast = function() end,
|
||||
})
|
||||
|
||||
minetest.register_craftitem("shooter:gunpowder", {
|
||||
description = "Gunpowder",
|
||||
inventory_image = "shooter_powder.png",
|
||||
})
|
||||
|
||||
if shooter.config.enable_crafting then
|
||||
minetest.register_craft({
|
||||
output = "shooter:gunpowder 5",
|
||||
type = "shapeless",
|
||||
recipe = {"default:coal_lump", "default:clay_lump"},
|
||||
})
|
||||
end
|
|
@ -0,0 +1,3 @@
|
|||
name = shooter
|
||||
description = Shooter mod API
|
||||
depends = default
|
After Width: | Height: | Size: 320 B |
After Width: | Height: | Size: 178 B |
After Width: | Height: | Size: 157 B |
After Width: | Height: | Size: 659 B |
After Width: | Height: | Size: 367 B |
After Width: | Height: | Size: 236 B |
|
@ -0,0 +1,57 @@
|
|||
Minetest Mod - Crossbow [shooter_crossbow]
|
||||
==========================================
|
||||
|
||||
Depends: shooter, wool, dye
|
||||
|
||||
Adds a crossbow with colored arrows.
|
||||
|
||||
Configuration
|
||||
=============
|
||||
|
||||
Override the following default settings by adding them to your minetest.conf file
|
||||
|
||||
* `shooter_crossbow_uses = 50`: Number of crossbow uses
|
||||
* `shooter_arrow_lifetime = 180`: Arrow exipiry time in seconds
|
||||
* `shooter_arrow_fleshy = 2`: Arrow 'fleshy' damage level
|
||||
* `shooter_arrow_object_attach = false`: Attach arrows to objects when hit
|
||||
* Experimental, currently does not work well with oversized selection boxes!
|
||||
|
||||
|
||||
Crafting
|
||||
========
|
||||
|
||||
<color> = grey, black, red, yellow, green, cyan, blue, magenta
|
||||
|
||||
A = Arrow [shooter:arrow_white]
|
||||
C = Color Dye [dye:<color>]
|
||||
W = Wooden Stick [default:stick]
|
||||
P = Paper [default:paper]
|
||||
S = Steel Ingot [default:steel_ingot]
|
||||
B = Bronze Ingot [default:bronze_ingot]
|
||||
|
||||
Crossbow: [shooter_crossbow:crossbow]
|
||||
|
||||
+---+---+---+
|
||||
| W | W | W |
|
||||
+---+---+---+
|
||||
| W | W | |
|
||||
+---+---+---+
|
||||
| W | | B |
|
||||
+---+---+---+
|
||||
|
||||
White Arrow: [shooter_crossbow:arrow_white]
|
||||
|
||||
+---+---+---+
|
||||
| S | | |
|
||||
+---+---+---+
|
||||
| | W | P |
|
||||
+---+---+---+
|
||||
| | P | W |
|
||||
+---+---+---+
|
||||
|
||||
Coloured Arrow: [shooter_crossbow:arrow_<color>]
|
||||
|
||||
+---+---+
|
||||
| C | A |
|
||||
+---+---+
|
||||
|
|
@ -0,0 +1,322 @@
|
|||
--[[
|
||||
Shooter Crossbow [shooter_crossbow]
|
||||
Copyright (C) 2013-2019 stujones11, Stuart Jones
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
]]--
|
||||
|
||||
local config = {
|
||||
crossbow_uses = 50,
|
||||
arrow_lifetime = 180,
|
||||
arrow_fleshy = 2,
|
||||
arrow_object_attach = false,
|
||||
}
|
||||
|
||||
-- Legacy Config Support
|
||||
|
||||
for name, _ in pairs(config) do
|
||||
local global = "SHOOTER_"..name:upper()
|
||||
if minetest.global_exists(global) then
|
||||
config[name] = _G[global]
|
||||
end
|
||||
end
|
||||
|
||||
-- Load configuration
|
||||
|
||||
config = shooter.get_configuration(config)
|
||||
|
||||
local arrow_tool_caps = {damage_groups={fleshy=config.arrow_fleshy}}
|
||||
if minetest.global_exists("SHOOTER_ARROW_TOOL_CAPS") then
|
||||
arrow_tool_caps = table.copy(SHOOTER_ARROW_TOOL_CAPS)
|
||||
end
|
||||
|
||||
local dye_basecolors = (dye and dye.basecolors) or
|
||||
{"white", "grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta"}
|
||||
|
||||
-- name is the overlay texture name, colour is used to select the wool texture
|
||||
local function get_texture(name, colour)
|
||||
return "wool_"..colour..".png^shooter_"..name..".png^[makealpha:255,126,126"
|
||||
end
|
||||
|
||||
local function get_animation_frame(dir)
|
||||
local angle = math.atan(dir.y)
|
||||
local frame = 90 - math.floor(angle * 360 / math.pi)
|
||||
if frame < 1 then
|
||||
frame = 1
|
||||
elseif frame > 180 then
|
||||
frame = 180
|
||||
end
|
||||
return frame
|
||||
end
|
||||
|
||||
local function get_pointed_thing(pos, dir, dist)
|
||||
local p1 = vector.add(pos, dir)
|
||||
local p2 = vector.add(pos, vector.multiply(dir, dist))
|
||||
local ray = minetest.raycast(p1, p2, true, true)
|
||||
return ray:next()
|
||||
end
|
||||
|
||||
local function strike(arrow, pointed_thing, name)
|
||||
local puncher = minetest.get_player_by_name(name)
|
||||
if not puncher then
|
||||
return
|
||||
end
|
||||
local object = arrow.object
|
||||
local hit_pos = pointed_thing.intersection_point or object:get_pos()
|
||||
local dir = vector.normalize(object:get_velocity())
|
||||
if pointed_thing.type == "object" then
|
||||
local target = pointed_thing.ref
|
||||
if shooter.is_valid_object(target) then
|
||||
if puncher and puncher ~= target then
|
||||
local groups = target:get_armor_groups() or {}
|
||||
if groups.fleshy then
|
||||
shooter.spawn_particles(hit_pos)
|
||||
end
|
||||
target:punch(object, nil, arrow_tool_caps, dir)
|
||||
if config.arrow_object_attach then
|
||||
local pos = vector.multiply(vector.subtract(target:get_pos(),
|
||||
hit_pos), -10)
|
||||
local rot = vector.new()
|
||||
rot.y = (target:get_yaw() - object:get_yaw()) * 57.2958
|
||||
object:set_attach(target, "", pos, rot)
|
||||
arrow.state = "stuck"
|
||||
else
|
||||
arrow.state = "dropped"
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif pointed_thing.type == "node" then
|
||||
local pos = minetest.get_pointed_thing_position(pointed_thing, false)
|
||||
local node = minetest.get_node(pos)
|
||||
hit_pos = vector.subtract(hit_pos, vector.multiply(dir, 0.25))
|
||||
arrow.node_pos = pos
|
||||
arrow.state = "stuck"
|
||||
shooter.play_node_sound(node, pos)
|
||||
else
|
||||
return
|
||||
end
|
||||
arrow:stop(hit_pos)
|
||||
end
|
||||
|
||||
minetest.register_entity("shooter_crossbow:arrow_entity", {
|
||||
physical = false,
|
||||
visual = "mesh",
|
||||
mesh = "shooter_arrow.b3d",
|
||||
visual_size = {x=1, y=1},
|
||||
textures = {
|
||||
get_texture("arrow_uv", "white"),
|
||||
},
|
||||
color = "white",
|
||||
timer = 0,
|
||||
lifetime = config.arrow_lifetime,
|
||||
user = nil,
|
||||
state = "init",
|
||||
node_pos = nil,
|
||||
collisionbox = {0,0,0, 0,0,0},
|
||||
stop = function(self, pos)
|
||||
local acceleration = {x=0, y=-10, z=0}
|
||||
if self.state == "stuck" then
|
||||
pos = pos or self.object:get_pos()
|
||||
acceleration = {x=0, y=0, z=0}
|
||||
end
|
||||
if pos then
|
||||
self.object:move_to(pos)
|
||||
end
|
||||
self.object:set_properties({
|
||||
physical = true,
|
||||
collisionbox = {-1/8,-1/8,-1/8, 1/8,1/8,1/8},
|
||||
})
|
||||
self.object:set_velocity({x=0, y=0, z=0})
|
||||
self.object:set_acceleration(acceleration)
|
||||
end,
|
||||
on_activate = function(self, staticdata)
|
||||
self.object:set_armor_groups({immortal=1})
|
||||
if staticdata == "expired" then
|
||||
self.object:remove()
|
||||
end
|
||||
end,
|
||||
on_punch = function(self, puncher)
|
||||
if puncher then
|
||||
if puncher:is_player() then
|
||||
local stack = "shooter_crossbow:arrow_"..self.color
|
||||
local inv = puncher:get_inventory()
|
||||
if inv:room_for_item("main", stack) then
|
||||
inv:add_item("main", stack)
|
||||
self.object:remove()
|
||||
end
|
||||
end
|
||||
end
|
||||
end,
|
||||
on_step = function(self, dtime)
|
||||
if self.state == "init" then
|
||||
return
|
||||
end
|
||||
self.timer = self.timer + dtime
|
||||
self.lifetime = self.lifetime - dtime
|
||||
if self.lifetime < 0 then
|
||||
self.object:remove()
|
||||
return
|
||||
elseif self.state == "dropped" then
|
||||
return
|
||||
elseif self.state == "stuck" then
|
||||
if self.timer > 1 then
|
||||
if self.node_pos then
|
||||
local node = minetest.get_node(self.node_pos)
|
||||
if node.name then
|
||||
local item = minetest.registered_items[node.name]
|
||||
if item then
|
||||
if not item.walkable then
|
||||
self.state = "dropped"
|
||||
self:stop()
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
self.timer = 0
|
||||
end
|
||||
return
|
||||
end
|
||||
if self.timer > 0.2 then
|
||||
local dir = vector.normalize(self.object:get_velocity())
|
||||
local frame = get_animation_frame(dir)
|
||||
local pos = self.object:get_pos()
|
||||
local pointed_thing = get_pointed_thing(pos, dir, 5)
|
||||
if pointed_thing then
|
||||
strike(self, pointed_thing, self.user)
|
||||
end
|
||||
self.object:set_animation({x=frame, y=frame}, 0)
|
||||
self.timer = 0
|
||||
end
|
||||
end,
|
||||
get_staticdata = function()
|
||||
return "expired"
|
||||
end,
|
||||
})
|
||||
|
||||
for _, color in pairs(dye_basecolors) do
|
||||
minetest.register_craftitem("shooter_crossbow:arrow_"..color, {
|
||||
description = color:gsub("%a", string.upper, 1).." Arrow",
|
||||
inventory_image = get_texture("arrow_inv", color),
|
||||
})
|
||||
minetest.register_tool("shooter_crossbow:crossbow_loaded_"..color, {
|
||||
description = "Crossbow",
|
||||
inventory_image = get_texture("crossbow_loaded", color),
|
||||
groups = {not_in_creative_inventory=1},
|
||||
on_use = function(itemstack, user)
|
||||
minetest.sound_play("shooter_click", {object=user})
|
||||
if not minetest.setting_getbool("creative_mode") then
|
||||
itemstack:add_wear(65535 / config.crossbow_uses)
|
||||
end
|
||||
itemstack = "shooter_crossbow:crossbow 1 "..itemstack:get_wear()
|
||||
local pos = user:get_pos()
|
||||
local dir = user:get_look_dir()
|
||||
local yaw = user:get_look_horizontal()
|
||||
if pos and dir and yaw then
|
||||
pos.y = pos.y + user:get_properties().eye_height
|
||||
local obj = minetest.add_entity(pos,
|
||||
"shooter_crossbow:arrow_entity")
|
||||
local ent = nil
|
||||
if obj then
|
||||
ent = obj:get_luaentity()
|
||||
end
|
||||
if ent then
|
||||
ent.user = user:get_player_name()
|
||||
ent.state = "flight"
|
||||
ent.color = color
|
||||
obj:set_properties({
|
||||
textures = {get_texture("arrow_uv", color)}
|
||||
})
|
||||
minetest.sound_play("shooter_throw", {object=obj})
|
||||
local frame = get_animation_frame(dir)
|
||||
obj:set_yaw(yaw - math.pi / 2)
|
||||
obj:set_animation({x=frame, y=frame}, 0)
|
||||
obj:set_velocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14})
|
||||
obj:set_acceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
|
||||
local pointed_thing = get_pointed_thing(pos, dir, 5)
|
||||
if pointed_thing then
|
||||
strike(ent, pointed_thing, ent.user)
|
||||
end
|
||||
end
|
||||
end
|
||||
return itemstack
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
minetest.register_tool("shooter_crossbow:crossbow", {
|
||||
description = "Crossbow",
|
||||
inventory_image = "shooter_crossbow.png",
|
||||
on_use = function(itemstack, user)
|
||||
local inv = user:get_inventory()
|
||||
local stack = inv:get_stack("main", user:get_wield_index() + 1)
|
||||
local color = string.match(stack:get_name(), "shooter_crossbow:arrow_(%a+)")
|
||||
if color then
|
||||
minetest.sound_play("shooter_reload", {object=user})
|
||||
if not minetest.setting_getbool("creative_mode") then
|
||||
inv:remove_item("main", "shooter_crossbow:arrow_"..color.." 1")
|
||||
end
|
||||
return "shooter_crossbow:crossbow_loaded_"..color.." 1 "..itemstack:get_wear()
|
||||
end
|
||||
for _, clr in pairs(dye_basecolors) do
|
||||
if inv:contains_item("main", "shooter_crossbow:arrow_"..clr) then
|
||||
minetest.sound_play("shooter_reload", {object=user})
|
||||
if not minetest.setting_getbool("creative_mode") then
|
||||
inv:remove_item("main", "shooter_crossbow:arrow_"..clr.." 1")
|
||||
end
|
||||
return "shooter_crossbow:crossbow_loaded_"..clr.." 1 "..itemstack:get_wear()
|
||||
end
|
||||
end
|
||||
minetest.sound_play("shooter_click", {object=user})
|
||||
end,
|
||||
})
|
||||
|
||||
if shooter.config.enable_crafting == true then
|
||||
minetest.register_craft({
|
||||
output = "shooter_crossbow:crossbow",
|
||||
recipe = {
|
||||
{"default:stick", "default:stick", "default:stick"},
|
||||
{"default:stick", "default:stick", ""},
|
||||
{"default:stick", "", "default:bronze_ingot"},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "shooter_crossbow:arrow_white",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "", ""},
|
||||
{"", "default:stick", "default:paper"},
|
||||
{"", "default:paper", "default:stick"},
|
||||
},
|
||||
})
|
||||
if minetest.get_modpath("dye") then
|
||||
for _, color in pairs(dye_basecolors) do
|
||||
if color ~= "white" then
|
||||
minetest.register_craft({
|
||||
output = "shooter_crossbow:arrow_"..color,
|
||||
recipe = {
|
||||
{"", "dye:"..color, "shooter_crossbow:arrow_white"},
|
||||
},
|
||||
})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--Backwards compatibility
|
||||
minetest.register_alias("shooter:crossbow", "shooter_crossbow:crossbow")
|
||||
for _, color in pairs(dye_basecolors) do
|
||||
minetest.register_alias("shooter:arrow_"..color, "shooter_crossbow:arrow_"..color)
|
||||
minetest.register_alias("shooter:crossbow_loaded_"..color, "shooter_crossbow:crossbow_loaded_"..color)
|
||||
end
|
|
@ -0,0 +1,4 @@
|
|||
name = shooter_crossbow
|
||||
description = Adds a crossbow with colored arrows
|
||||
depends = shooter
|
||||
optional_depends = dye
|
After Width: | Height: | Size: 276 KiB |
After Width: | Height: | Size: 234 B |
After Width: | Height: | Size: 290 B |
After Width: | Height: | Size: 500 B |
After Width: | Height: | Size: 389 B |
|
@ -0,0 +1,29 @@
|
|||
Minetest Mod - Flare Gun [shooter_flaregun]
|
||||
===========================================
|
||||
|
||||
Depends: shooter
|
||||
|
||||
Adds a flare-gun with temporary light emitting flares.
|
||||
|
||||
Crafting
|
||||
========
|
||||
|
||||
S = Steel Ingot [default:steel_ingot]
|
||||
C = Copper Ingot [default:copper_ingot]
|
||||
P = Paper [default:paper]
|
||||
G = Gunpowder [shooter:gunpowder]
|
||||
|
||||
Flare: [shooter_flaregun:flare]
|
||||
|
||||
+---+---+
|
||||
| G | P |
|
||||
+---+---+
|
||||
|
||||
Flare Gun: [shooter_flaregun:flaregun]
|
||||
|
||||
+---+---+---+
|
||||
| C | C | C |
|
||||
+---+---+---+
|
||||
| | | S |
|
||||
+---+---+---+
|
||||
|
|
@ -0,0 +1,176 @@
|
|||
--[[
|
||||
Shooter Flare Gun [shooter_flaregun]
|
||||
Copyright (C) 2013-2019 stujones11, Stuart Jones
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
]]--
|
||||
|
||||
minetest.register_craftitem("shooter_flaregun:flare", {
|
||||
description = "Flare",
|
||||
inventory_image = "shooter_flare_inv.png",
|
||||
})
|
||||
|
||||
minetest.register_node("shooter_flaregun:flare_light", {
|
||||
drawtype = "glasslike",
|
||||
tiles = {"shooter_flare_light.png"},
|
||||
paramtype = "light",
|
||||
groups = {not_in_creative_inventory=1},
|
||||
drop = "",
|
||||
walkable = false,
|
||||
buildable_to = true,
|
||||
sunlight_propagates = true,
|
||||
light_source = 14,
|
||||
pointable = false,
|
||||
})
|
||||
|
||||
minetest.register_abm({
|
||||
nodenames = "shooter_flaregun:flare_light",
|
||||
interval = 5,
|
||||
chance = 1,
|
||||
action = function(pos)
|
||||
local time = os.time()
|
||||
local meta = minetest.get_meta(pos)
|
||||
local init_time = meta:get_int("init_time") or 0
|
||||
if time > init_time + 30 then
|
||||
local id = meta:get_int("particle_id")
|
||||
if id then
|
||||
minetest.delete_particlespawner(id)
|
||||
end
|
||||
minetest.remove_node(pos)
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_entity("shooter_flaregun:flare_entity", {
|
||||
physical = true,
|
||||
timer = 0,
|
||||
visual = "cube",
|
||||
visual_size = {x=1/8, y=1/8},
|
||||
textures = {
|
||||
"shooter_flare.png",
|
||||
"shooter_flare.png",
|
||||
"shooter_flare.png",
|
||||
"shooter_flare.png",
|
||||
"shooter_flare.png",
|
||||
"shooter_flare.png",
|
||||
},
|
||||
glow = 14,
|
||||
collisionbox = {-1/16,-1/16,-1/16, 1/16,1/16,1/16},
|
||||
on_activate = function(self, staticdata)
|
||||
if staticdata == "expired" then
|
||||
self.object:remove()
|
||||
end
|
||||
end,
|
||||
on_step = function(self, dtime)
|
||||
self.timer = self.timer + dtime
|
||||
if self.timer > 0.2 then
|
||||
local pos = self.object:get_pos()
|
||||
local below = {x=pos.x, y=pos.y - 1, z=pos.z}
|
||||
local node = minetest.get_node(below)
|
||||
if node.name ~= "air" then
|
||||
self.object:set_velocity({x=0, y=-10, z=0})
|
||||
self.object:set_acceleration({x=0, y=0, z=0})
|
||||
if minetest.get_node(pos).name == "air" and
|
||||
node.name ~= "default:water_source" and
|
||||
node.name ~= "default:water_flowing" then
|
||||
minetest.place_node(pos, {name="shooter_flaregun:flare_light"})
|
||||
local meta = minetest.get_meta(pos)
|
||||
pos.y = pos.y - 0.1
|
||||
local id = minetest.add_particlespawner({
|
||||
amount = 1000,
|
||||
time = 30,
|
||||
minpos = pos,
|
||||
maxpos = pos,
|
||||
minvel = {x=-1, y=1, z=-1},
|
||||
maxvel = {x=1, y=1, z=1},
|
||||
minacc = {x=2, y=-2, z=-2},
|
||||
maxacc = {x=2, y=-2, z=2},
|
||||
minexptime = 0.1,
|
||||
maxexptime = 0.75,
|
||||
minsize = 1,
|
||||
maxsize = 8,
|
||||
collisiondetection = false,
|
||||
texture = "shooter_flare_particle.png",
|
||||
glow = 14,
|
||||
})
|
||||
meta:set_int("particle_id", id)
|
||||
meta:set_int("init_time", os.time())
|
||||
local sound = minetest.sound_play("shooter_flare_burn", {
|
||||
pos = pos,
|
||||
loop = true,
|
||||
max_hear_distance = 8,
|
||||
})
|
||||
minetest.after(30, function(...)
|
||||
minetest.sound_stop(...)
|
||||
end, sound)
|
||||
end
|
||||
self.object:remove()
|
||||
end
|
||||
self.timer = 0
|
||||
end
|
||||
end,
|
||||
get_staticdata = function()
|
||||
return "expired"
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_tool("shooter_flaregun:flaregun", {
|
||||
description = "Flare Gun",
|
||||
inventory_image = "shooter_flaregun.png",
|
||||
on_use = function(itemstack, user)
|
||||
local inv = user:get_inventory()
|
||||
if not inv:contains_item("main", "shooter_flaregun:flare") then
|
||||
minetest.sound_play("shooter_click", {object=user})
|
||||
return itemstack
|
||||
end
|
||||
if not minetest.setting_getbool("creative_mode") then
|
||||
inv:remove_item("main", "shooter:flare 1")
|
||||
itemstack:add_wear(65535 / 100)
|
||||
end
|
||||
local pos = user:get_pos()
|
||||
local dir = user:get_look_dir()
|
||||
local yaw = user:get_look_horizontal()
|
||||
if pos and dir and yaw then
|
||||
pos.y = pos.y + 1.5
|
||||
local obj = minetest.add_entity(pos, "shooter_flaregun:flare_entity")
|
||||
if obj then
|
||||
minetest.sound_play("shooter_flare_fire", {object=obj})
|
||||
obj:set_velocity(vector.multiply(dir, 16))
|
||||
obj:set_acceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
|
||||
obj:set_yaw(yaw + math.pi / 2)
|
||||
end
|
||||
end
|
||||
return itemstack
|
||||
end,
|
||||
})
|
||||
|
||||
if shooter.config.enable_crafting == true then
|
||||
minetest.register_craft({
|
||||
output = "shooter_flaregun:flare",
|
||||
type = "shapeless",
|
||||
recipe = {"shooter:gunpowder", "default:paper"},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "shooter_flaregun:flaregun",
|
||||
recipe = {
|
||||
{"default:copper_ingot", "default:copper_ingot", "default:copper_ingot"},
|
||||
{"", "", "default:steel_ingot"}
|
||||
},
|
||||
})
|
||||
end
|
||||
|
||||
--Backwards compatibility
|
||||
minetest.register_alias("shooter:flaregun", "shooter_flaregun:flaregun")
|
||||
minetest.register_alias("shooter:flare", "shooter_flaregun:flare")
|
|
@ -0,0 +1,3 @@
|
|||
name = shooter_flaregun
|
||||
description = Adds a flare-gun with temporary light emitting flares
|
||||
depends = shooter
|
After Width: | Height: | Size: 226 KiB |
After Width: | Height: | Size: 173 B |
After Width: | Height: | Size: 278 B |
After Width: | Height: | Size: 291 B |
After Width: | Height: | Size: 310 B |
After Width: | Height: | Size: 498 B |
|
@ -0,0 +1,19 @@
|
|||
Minetest Mod - Grenade [shooter_grenade]
|
||||
========================================
|
||||
|
||||
Depends: shooter
|
||||
|
||||
Adds simple hand grenades.
|
||||
|
||||
Crafting
|
||||
========
|
||||
|
||||
S = Steel Ingot [default:steel_ingot]
|
||||
G = Gunpowder [shooter:gunpowder]
|
||||
|
||||
Grenade: [shooter_grenade:grenade]
|
||||
|
||||
+---+---+
|
||||
| G | S |
|
||||
+---+---+
|
||||
|
|
@ -0,0 +1,106 @@
|
|||
--[[
|
||||
Shooter Grenade [shooter_grenade]
|
||||
Copyright (C) 2013-2019 stujones11, Stuart Jones
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
]]--
|
||||
|
||||
minetest.register_entity("shooter_grenade:grenade_entity", {
|
||||
physical = false,
|
||||
timer = 0,
|
||||
visual = "cube",
|
||||
visual_size = {x=1/8, y=1/8},
|
||||
textures = {
|
||||
"shooter_grenade.png",
|
||||
"shooter_grenade.png",
|
||||
"shooter_grenade.png",
|
||||
"shooter_grenade.png",
|
||||
"shooter_grenade.png",
|
||||
"shooter_grenade.png",
|
||||
},
|
||||
user = nil,
|
||||
collisionbox = {0,0,0, 0,0,0},
|
||||
on_activate = function(self, staticdata)
|
||||
if staticdata == "expired" then
|
||||
self.object:remove()
|
||||
end
|
||||
end,
|
||||
on_step = function(self, dtime)
|
||||
self.timer = self.timer + dtime
|
||||
if self.timer > 0.2 then
|
||||
local pos = self.object:get_pos()
|
||||
local above = {x=pos.x, y=pos.y + 1, z=pos.z}
|
||||
if minetest.get_node(pos).name ~= "air" then
|
||||
if self.user then
|
||||
local player = minetest.get_player_by_name(self.user)
|
||||
if player then
|
||||
shooter.blast(above, 2, 25, 5, player)
|
||||
end
|
||||
end
|
||||
self.object:remove()
|
||||
end
|
||||
self.timer = 0
|
||||
end
|
||||
end,
|
||||
get_staticdata = function()
|
||||
return "expired"
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_tool("shooter_grenade:grenade", {
|
||||
description = "Grenade",
|
||||
inventory_image = "shooter_hand_grenade.png",
|
||||
on_use = function(itemstack, user, pointed_thing)
|
||||
if not minetest.setting_getbool("creative_mode") then
|
||||
itemstack:clear()
|
||||
end
|
||||
if pointed_thing.type ~= "nothing" then
|
||||
local pointed = minetest.get_pointed_thing_position(pointed_thing)
|
||||
if vector.distance(user:get_pos(), pointed) < 8 then
|
||||
shooter.blast(pointed, 1, 25, 5)
|
||||
return
|
||||
end
|
||||
end
|
||||
local pos = user:get_pos()
|
||||
local dir = user:get_look_dir()
|
||||
local yaw = user:get_look_horizontal()
|
||||
if pos and dir then
|
||||
pos.y = pos.y + user:get_properties().eye_height
|
||||
local obj = minetest.add_entity(pos, "shooter_grenade:grenade_entity")
|
||||
if obj then
|
||||
minetest.sound_play("shooter_throw", {object=obj})
|
||||
obj:set_velocity(vector.multiply(dir, 15))
|
||||
obj:set_acceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
|
||||
obj:set_yaw(yaw + math.pi / 2)
|
||||
local ent = obj:get_luaentity()
|
||||
if ent then
|
||||
ent.user = user:get_player_name()
|
||||
end
|
||||
end
|
||||
end
|
||||
return itemstack
|
||||
end,
|
||||
})
|
||||
|
||||
if shooter.config.enable_crafting == true then
|
||||
minetest.register_craft({
|
||||
output = "shooter_grenade:grenade",
|
||||
type = "shapeless",
|
||||
recipe = {"shooter:gunpowder", "default:steel_ingot"},
|
||||
})
|
||||
end
|
||||
|
||||
--Backwards compatibility
|
||||
minetest.register_alias("shooter:grenade", "shooter_grenade:grenade")
|
|
@ -0,0 +1,3 @@
|
|||
name = shooter_grenade
|
||||
description = Adds simple hand grenades
|
||||
depends = shooter
|
After Width: | Height: | Size: 216 KiB |
After Width: | Height: | Size: 178 B |
After Width: | Height: | Size: 381 B |
|
@ -0,0 +1,59 @@
|
|||
Minetest Mod - Shooter Guns [shooter_guns]
|
||||
==========================================
|
||||
|
||||
Depends: shooter
|
||||
|
||||
Adds basic guns using the shooter API.
|
||||
|
||||
Crafting
|
||||
========
|
||||
|
||||
S = Steel Ingot [default:steel_ingot]
|
||||
B = Bronze Ingot [default:bronze_ingot]
|
||||
M = Mese Crystal [default:mese_crysytal]
|
||||
G = Gunpowder [shooter:gunpowder]
|
||||
|
||||
Pistol: [shooter_guns:pistol]
|
||||
|
||||
+---+---+
|
||||
| S | S |
|
||||
+---+---+
|
||||
| | M |
|
||||
+---+---+
|
||||
|
||||
Rifle: [shooter_guns:rifle]
|
||||
|
||||
+---+---+---+
|
||||
| S | | |
|
||||
+---+---+---+
|
||||
| | B | |
|
||||
+---+---+---+
|
||||
| | M | B |
|
||||
+---+---+---+
|
||||
|
||||
Shotgun: [shooter_guns:shotgun]
|
||||
|
||||
+---+---+---+
|
||||
| S | | |
|
||||
+---+---+---+
|
||||
| | S | |
|
||||
+---+---+---+
|
||||
| | M | B |
|
||||
+---+---+---+
|
||||
|
||||
Sub Machine Gun: [shooter_guns:machine_gun]
|
||||
|
||||
+---+---+---+
|
||||
| S | S | S |
|
||||
+---+---+---+
|
||||
| | B | M |
|
||||
+---+---+---+
|
||||
| | B | |
|
||||
+---+---+---+
|
||||
|
||||
Ammo Pack: [shooter_guns:ammo]
|
||||
|
||||
+---+---+
|
||||
| G | B |
|
||||
+---+---+
|
||||
|
|
@ -0,0 +1,156 @@
|
|||
--[[
|
||||
Shooter Guns [shooter_guns]
|
||||
Copyright (C) 2013-2019 stujones11, Stuart Jones
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
]]--
|
||||
|
||||
shooter.register_weapon("shooter_guns:pistol", {
|
||||
description = "Pistol",
|
||||
inventory_image = "shooter_pistol.png",
|
||||
spec = {
|
||||
rounds = 200,
|
||||
range = 160,
|
||||
step = 20,
|
||||
tool_caps = {full_punch_interval=0.5, damage_groups={fleshy=2}},
|
||||
groups = {snappy=3, fleshy=3, oddly_breakable_by_hand=3},
|
||||
sounds = {
|
||||
shot = "shooter_pistol",
|
||||
},
|
||||
bullet_image = "shooter_cap.png",
|
||||
particles = {
|
||||
amount = 8,
|
||||
minsize = 0.25,
|
||||
maxsize = 0.75,
|
||||
},
|
||||
},
|
||||
})
|
||||
|
||||
shooter.register_weapon("shooter_guns:rifle", {
|
||||
description = "Rifle",
|
||||
inventory_image = "shooter_rifle.png",
|
||||
spec = {
|
||||
rounds = 100,
|
||||
range = 240,
|
||||
step = 30,
|
||||
tool_caps = {full_punch_interval=1.0, damage_groups={fleshy=3}},
|
||||
groups = {snappy=3, crumbly=3, choppy=3, fleshy=2, oddly_breakable_by_hand=2},
|
||||
sounds = {
|
||||
shot = "shooter_rifle",
|
||||
},
|
||||
bullet_image = "shooter_bullet.png",
|
||||
particles = {
|
||||
amount = 12,
|
||||
minsize = 0.75,
|
||||
maxsize = 1.5,
|
||||
},
|
||||
},
|
||||
})
|
||||
|
||||
shooter.register_weapon("shooter_guns:shotgun", {
|
||||
description = "Shotgun",
|
||||
inventory_image = "shooter_shotgun.png",
|
||||
spec = {
|
||||
rounds = 50,
|
||||
range = 30,
|
||||
step = 15,
|
||||
shots = 15,
|
||||
spread = 10,
|
||||
tool_caps = {full_punch_interval=0.5, damage_groups={fleshy=2}},
|
||||
groups = {snappy=3, fleshy=3, oddly_breakable_by_hand=3},
|
||||
sounds = {
|
||||
shot = "shooter_shotgun",
|
||||
},
|
||||
bullet_image = "shooter_cap.png",
|
||||
particles = {
|
||||
amount = 8,
|
||||
minsize = 0.25,
|
||||
maxsize = 0.75,
|
||||
},
|
||||
},
|
||||
})
|
||||
|
||||
shooter.register_weapon("shooter_guns:machine_gun", {
|
||||
description = "Sub Machine Gun",
|
||||
inventory_image = "shooter_smgun.png",
|
||||
spec = {
|
||||
automatic = true,
|
||||
rounds = 32,
|
||||
range = 160,
|
||||
step = 20,
|
||||
tool_caps = {full_punch_interval=0.1, damage_groups={fleshy=2}},
|
||||
groups = {snappy=3, fleshy=3, oddly_breakable_by_hand=3},
|
||||
sounds = {
|
||||
shot = "shooter_pistol",
|
||||
},
|
||||
bullet_image = "shooter_cap.png",
|
||||
particles = {
|
||||
amount = 4,
|
||||
minsize = 0.25,
|
||||
maxsize = 0.75,
|
||||
},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_craftitem("shooter_guns:ammo", {
|
||||
description = "Ammo pack",
|
||||
inventory_image = "shooter_ammo.png",
|
||||
})
|
||||
|
||||
if shooter.config.enable_crafting == true then
|
||||
minetest.register_craft({
|
||||
output = "shooter_guns:pistol 1 65535",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "default:steel_ingot"},
|
||||
{"", "default:mese_crystal"},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "shooter_guns:rifle 1 65535",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "", ""},
|
||||
{"", "default:bronze_ingot", ""},
|
||||
{"", "default:mese_crystal", "default:bronze_ingot"},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "shooter_guns:shotgun 1 65535",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "", ""},
|
||||
{"", "default:steel_ingot", ""},
|
||||
{"", "default:mese_crystal", "default:bronze_ingot"},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "shooter_guns:machine_gun 1 65535",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"", "default:bronze_ingot", "default:mese_crystal"},
|
||||
{"", "default:bronze_ingot", ""},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "shooter_guns:ammo",
|
||||
type = "shapeless",
|
||||
recipe = {"shooter:gunpowder", "default:bronze_ingot"},
|
||||
})
|
||||
end
|
||||
|
||||
--Backwards compatibility
|
||||
minetest.register_alias("shooter:shotgun", "shooter_guns:shotgun_loaded")
|
||||
minetest.register_alias("shooter:pistol", "shooter_guns:pistol_loaded")
|
||||
minetest.register_alias("shooter:machine_gun", "shooter_guns:machine_gun_loaded")
|
||||
minetest.register_alias("shooter:rifle", "shooter_guns:rifle_loaded")
|
||||
minetest.register_alias("shooter:ammo", "shooter_guns:ammo")
|
|
@ -0,0 +1,3 @@
|
|||
name = shooter_guns
|
||||
description = Adds basic guns using the shooter API
|
||||
depends = shooter
|
After Width: | Height: | Size: 243 KiB |
After Width: | Height: | Size: 268 B |
After Width: | Height: | Size: 274 B |
After Width: | Height: | Size: 420 B |
After Width: | Height: | Size: 402 B |
After Width: | Height: | Size: 289 B |
|
@ -0,0 +1,32 @@
|
|||
Minetest Mod - Grapple Hook [shooter_hook]
|
||||
==========================================
|
||||
|
||||
Depends: shooter
|
||||
|
||||
Adds a teleporting grapple hook which can be thrown or launched
|
||||
further from a grapple hook gun.
|
||||
|
||||
Crafting
|
||||
========
|
||||
|
||||
S = Steel Ingot [default:steel_ingot]
|
||||
D = Diamond [default:diamond]
|
||||
|
||||
Grappling Hook: [shooter_hook:grapple_hook]
|
||||
|
||||
+---+---+---+
|
||||
| S | S | D |
|
||||
+---+---+---+
|
||||
| S | S | |
|
||||
+---+---+---+
|
||||
| D | | S |
|
||||
+---+---+---+
|
||||
|
||||
Grappling Hook Gun: [shooter_hook:grapple_gun]
|
||||
|
||||
+---+---+
|
||||
| S | S |
|
||||
+---+---+
|
||||
| | D |
|
||||
+---+---+
|
||||
|
|
@ -0,0 +1,157 @@
|
|||
--[[
|
||||
Shooter Grapple Hook [shooter_hook]
|
||||
Copyright (C) 2013-2019 stujones11, Stuart Jones
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
]]--
|
||||
|
||||
local function throw_hook(itemstack, user, vel)
|
||||
local pos = user:get_pos()
|
||||
local dir = user:get_look_dir()
|
||||
local yaw = user:get_look_horizontal()
|
||||
if pos and dir and yaw then
|
||||
if not minetest.setting_getbool("creative_mode") then
|
||||
itemstack:add_wear(65535 / 100)
|
||||
end
|
||||
pos.y = pos.y + 1.5
|
||||
local obj = minetest.add_entity(pos, "shooter_hook:hook")
|
||||
if obj then
|
||||
minetest.sound_play("shooter_throw", {object=obj})
|
||||
obj:set_velocity(vector.multiply(dir, vel))
|
||||
obj:set_acceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
|
||||
obj:set_yaw(yaw + math.pi / 2)
|
||||
local ent = obj:get_luaentity()
|
||||
if ent then
|
||||
ent.user = user:get_player_name()
|
||||
ent.itemstack = itemstack
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_entity("shooter_hook:hook", {
|
||||
physical = true,
|
||||
timer = 0,
|
||||
visual = "wielditem",
|
||||
visual_size = {x=1/2, y=1/2},
|
||||
textures = {"shooter_hook:grapple_hook"},
|
||||
user = nil,
|
||||
itemstack = "",
|
||||
collisionbox = {-1/4,-1/4,-1/4, 1/4,1/4,1/4},
|
||||
on_activate = function(self, staticdata)
|
||||
self.object:set_armor_groups({fleshy=0})
|
||||
if staticdata == "expired" then
|
||||
self.object:remove()
|
||||
end
|
||||
end,
|
||||
on_step = function(self, dtime)
|
||||
if not self.user then
|
||||
return
|
||||
end
|
||||
self.timer = self.timer + dtime
|
||||
if self.timer > 0.25 then
|
||||
local pos = self.object:get_pos()
|
||||
local below = {x=pos.x, y=pos.y - 1, z=pos.z}
|
||||
local node = minetest.get_node(below)
|
||||
if node.name ~= "air" then
|
||||
self.object:set_velocity({x=0, y=-10, z=0})
|
||||
self.object:set_acceleration({x=0, y=0, z=0})
|
||||
if minetest.get_item_group(node.name, "liquid") == 0 and
|
||||
minetest.get_node(pos).name == "air" then
|
||||
local player = minetest.get_player_by_name(self.user)
|
||||
if player then
|
||||
player:move_to(pos)
|
||||
end
|
||||
end
|
||||
if minetest.get_item_group(node.name, "lava") == 0 then
|
||||
minetest.add_item(pos, self.itemstack)
|
||||
end
|
||||
self.object:remove()
|
||||
end
|
||||
self.timer = 0
|
||||
end
|
||||
end,
|
||||
get_staticdata = function()
|
||||
return "expired"
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_tool("shooter_hook:grapple_hook", {
|
||||
description = "Grappling Hook",
|
||||
inventory_image = "shooter_hook.png",
|
||||
on_use = function(itemstack, user, pointed_thing)
|
||||
if pointed_thing.type ~= "nothing" then
|
||||
return itemstack
|
||||
end
|
||||
throw_hook(itemstack, user, 14)
|
||||
return ""
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_tool("shooter_hook:grapple_gun", {
|
||||
description = "Grappling Gun",
|
||||
inventory_image = "shooter_hook_gun.png",
|
||||
on_use = function(itemstack, user)
|
||||
local inv = user:get_inventory()
|
||||
if inv:contains_item("main", "shooter_hook:grapple_hook") and
|
||||
inv:contains_item("main", "shooter:gunpowder") then
|
||||
inv:remove_item("main", "shooter:gunpowder")
|
||||
minetest.sound_play("shooter_reload", {object=user})
|
||||
local stack = inv:remove_item("main", "shooter_hook:grapple_hook")
|
||||
itemstack = "shooter_hook:grapple_gun_loaded 1 "..stack:get_wear()
|
||||
else
|
||||
minetest.sound_play("shooter_click", {object=user})
|
||||
end
|
||||
return itemstack
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_tool("shooter_hook:grapple_gun_loaded", {
|
||||
description = "Grappling Gun",
|
||||
inventory_image = "shooter_hook_gun_loaded.png",
|
||||
groups = {not_in_creative_inventory=1},
|
||||
on_use = function(itemstack, user, pointed_thing)
|
||||
if pointed_thing.type ~= "nothing" then
|
||||
return itemstack
|
||||
end
|
||||
minetest.sound_play("shooter_pistol", {object=user})
|
||||
itemstack = ItemStack("shooter_hook:grapple_hook 1 "..itemstack:get_wear())
|
||||
throw_hook(itemstack, user, 20)
|
||||
return "shooter_hook:grapple_gun"
|
||||
end,
|
||||
})
|
||||
|
||||
if shooter.config.enable_crafting == true then
|
||||
minetest.register_craft({
|
||||
output = "shooter_hook:grapple_hook",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:diamond"},
|
||||
{"default:steel_ingot", "default:steel_ingot", ""},
|
||||
{"default:diamond", "", "default:steel_ingot"},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "shooter_hook:grapple_gun",
|
||||
recipe = {
|
||||
{"", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"", "", "default:diamond"},
|
||||
},
|
||||
})
|
||||
end
|
||||
|
||||
--Backwards compatibility
|
||||
minetest.register_alias("shooter:grapple_hook", "shooter_hook:grapple_hook")
|
||||
minetest.register_alias("shooter:grapple_gun", "shooter_hook:grapple_gun")
|
||||
minetest.register_alias("shooter:grapple_gun_loaded", "shooter_hook:grapple_gun_loaded")
|
|
@ -0,0 +1,3 @@
|
|||
name = shooter_hook
|
||||
description = Adds a teleporting grapple hook and gun
|
||||
depends = shooter
|
After Width: | Height: | Size: 229 KiB |
After Width: | Height: | Size: 567 B |
After Width: | Height: | Size: 537 B |
After Width: | Height: | Size: 569 B |
|
@ -0,0 +1,29 @@
|
|||
Minetest Mod - Rocket Launcher [shooter_rocket]
|
||||
===============================================
|
||||
|
||||
Depends: shooter
|
||||
|
||||
Adds rocket missiles and launching gun.
|
||||
|
||||
Crafting
|
||||
========
|
||||
|
||||
S = Steel Ingot [default:steel_ingot]
|
||||
B = Bronze Ingot [default:bronze_ingot]
|
||||
D = Diamond [default:diamond]
|
||||
G = Gunpowder [shooter:gunpowder]
|
||||
|
||||
Rocket: [shooter_rocket:rocket]
|
||||
|
||||
+---+---+---+
|
||||
| B | G | B |
|
||||
+---+---+---+
|
||||
|
||||
Rocket Gun: [shooter_rocket:rocket_gun]
|
||||
|
||||
+---+---+---+
|
||||
| B | S | S |
|
||||
+---+---+---+
|
||||
| | | D |
|
||||
+---+---+---+
|
||||
|
|
@ -0,0 +1,143 @@
|
|||
--[[
|
||||
Shooter Rocket Gun [shooter_rocket]
|
||||
Copyright (C) 2013-2019 stujones11, Stuart Jones
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
]]--
|
||||
|
||||
minetest.register_craftitem("shooter_rocket:rocket", {
|
||||
description = "Rocket",
|
||||
stack_max = 1,
|
||||
inventory_image = "shooter_rocket_inv.png",
|
||||
})
|
||||
|
||||
minetest.register_entity("shooter_rocket:rocket_entity", {
|
||||
physical = false,
|
||||
timer = 0,
|
||||
visual = "cube",
|
||||
visual_size = {x=1/8, y=1/8},
|
||||
textures = {
|
||||
"shooter_bullet.png",
|
||||
"shooter_bullet.png",
|
||||
"shooter_bullet.png",
|
||||
"shooter_bullet.png",
|
||||
"shooter_bullet.png",
|
||||
"shooter_bullet.png",
|
||||
},
|
||||
user = nil,
|
||||
collisionbox = {0,0,0, 0,0,0},
|
||||
on_activate = function(self, staticdata)
|
||||
if staticdata == "expired" then
|
||||
self.object:remove()
|
||||
end
|
||||
end,
|
||||
on_step = function(self, dtime)
|
||||
self.timer = self.timer + dtime
|
||||
if self.timer > 0.2 then
|
||||
local pos = self.object:get_pos()
|
||||
local above = {x=pos.x, y=pos.y + 1, z=pos.z}
|
||||
if minetest.get_node(pos).name ~= "air" then
|
||||
if self.user then
|
||||
local player = minetest.get_player_by_name(self.user)
|
||||
if player then
|
||||
shooter.blast(above, 4, 50, 8, player)
|
||||
end
|
||||
end
|
||||
self.object:remove()
|
||||
end
|
||||
self.timer = 0
|
||||
end
|
||||
end,
|
||||
get_staticdata = function()
|
||||
return "expired"
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_tool("shooter_rocket:rocket_gun_loaded", {
|
||||
description = "Rocket Gun",
|
||||
inventory_image = "shooter_rocket_gun_loaded.png",
|
||||
groups = {not_in_creative_inventory=1},
|
||||
on_use = function(itemstack, user, pointed_thing)
|
||||
if not minetest.setting_getbool("creative_mode") then
|
||||
itemstack:add_wear(65535 / 50)
|
||||
end
|
||||
itemstack = "shooter_rocket:rocket_gun 1 "..itemstack:get_wear()
|
||||
if pointed_thing.type ~= "nothing" then
|
||||
local pointed = minetest.get_pointed_thing_position(pointed_thing)
|
||||
if vector.distance(user:get_pos(), pointed) < 8 then
|
||||
shooter.blast(pointed, 2, 50, 7)
|
||||
return itemstack
|
||||
end
|
||||
end
|
||||
local pos = user:get_pos()
|
||||
local dir = user:get_look_dir()
|
||||
local yaw = user:get_look_horizontal()
|
||||
if pos and dir and yaw then
|
||||
pos.y = pos.y + user:get_properties().eye_height
|
||||
local obj = minetest.add_entity(pos, "shooter_rocket:rocket_entity")
|
||||
if obj then
|
||||
minetest.sound_play("shooter_rocket_fire", {object=obj})
|
||||
obj:set_velocity(vector.multiply(dir, 20))
|
||||
obj:set_acceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
|
||||
obj:set_yaw(yaw + math.pi / 2)
|
||||
local ent = obj:get_luaentity()
|
||||
if ent then
|
||||
ent.user = user:get_player_name()
|
||||
end
|
||||
end
|
||||
end
|
||||
return itemstack
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_tool("shooter_rocket:rocket_gun", {
|
||||
description = "Rocket Gun",
|
||||
inventory_image = "shooter_rocket_gun.png",
|
||||
on_use = function(itemstack, user)
|
||||
local inv = user:get_inventory()
|
||||
if inv:contains_item("main", "shooter_rocket:rocket") then
|
||||
minetest.sound_play("shooter_reload", {object=user})
|
||||
if not minetest.setting_getbool("creative_mode") then
|
||||
inv:remove_item("main", "shooter_rocket:rocket 1")
|
||||
end
|
||||
itemstack = "shooter_rocket:rocket_gun_loaded 1 "..itemstack:get_wear()
|
||||
else
|
||||
minetest.sound_play("shooter_click", {object=user})
|
||||
end
|
||||
return itemstack
|
||||
end,
|
||||
})
|
||||
|
||||
if shooter.config.enable_crafting == true then
|
||||
minetest.register_craft({
|
||||
output = "shooter_rocket:rocket_gun",
|
||||
recipe = {
|
||||
{"default:bronze_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"", "", "default:diamond"},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "shooter_rocket:rocket",
|
||||
type = "shapeless",
|
||||
recipe = {"default:bronze_ingot", "shooter:gunpowder", "default:bronze_ingot"},
|
||||
})
|
||||
end
|
||||
|
||||
--Backwards compatibility
|
||||
minetest.register_alias("shooter:rocket", "shooter_rocket:rocket")
|
||||
minetest.register_alias("shooter:rocket_gun", "shooter_rocket:rocket_gun")
|
||||
minetest.register_alias("shooter:rocket_gun_loaded", "shooter_rocket:rocket_gun_loaded")
|
||||
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
name = shooter_rocket
|
||||
description = Adds rocket missiles and launching gun
|
||||
depends = shooter
|
After Width: | Height: | Size: 229 KiB |
After Width: | Height: | Size: 690 B |
After Width: | Height: | Size: 679 B |
After Width: | Height: | Size: 376 B |
|
@ -0,0 +1,25 @@
|
|||
Minetest Mod - Turret Gun [shooter_turret]
|
||||
==========================================
|
||||
|
||||
Depends: shooter_rocket
|
||||
|
||||
Adds a mountable turret gun which can also be triggered by mesecon signals.
|
||||
Still WIP and experimental and may be subject to change or removal.
|
||||
|
||||
Crafting
|
||||
========
|
||||
|
||||
S = Steel Ingot [default:steel_ingot]
|
||||
B = Bronze Ingot [default:bronze_ingot]
|
||||
D = Diamond [default:diamond]
|
||||
|
||||
Turret Gun: [shooter_turret:turret]
|
||||
|
||||
+---+---+---+
|
||||
| B | B | S |
|
||||
+---+---+---+
|
||||
| | B | S |
|
||||
+---+---+---+
|
||||
| | D | |
|
||||
+---+---+---+
|
||||
|
|
@ -0,0 +1,289 @@
|
|||
--[[
|
||||
Shooter Turret Gun [shooter_turret]
|
||||
Copyright (C) 2013-2019 stujones11, Stuart Jones
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
]]--
|
||||
|
||||
local use_player_api = minetest.get_modpath("player_api")
|
||||
|
||||
local function get_turret_entity(pos)
|
||||
local entity = nil
|
||||
local objects = minetest.get_objects_inside_radius(pos, 1)
|
||||
for _, obj in ipairs(objects) do
|
||||
local ent = obj:get_luaentity()
|
||||
if ent then
|
||||
if ent.name == "shooter_turret:turret_entity" then
|
||||
-- Remove duplicates
|
||||
if entity then
|
||||
obj:remove()
|
||||
else
|
||||
entity = ent
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return entity
|
||||
end
|
||||
|
||||
minetest.register_entity("shooter_turret:turret_entity", {
|
||||
physical = true,
|
||||
visual = "mesh",
|
||||
mesh = "shooter_turret.b3d",
|
||||
visual_size = {x=1, y=1},
|
||||
collisionbox = {-0.3, 0.5,-0.3, 0.3,1,0.3},
|
||||
textures = {
|
||||
"shooter_turret_uv.png",
|
||||
},
|
||||
timer = 0,
|
||||
user = nil,
|
||||
pitch = 40,
|
||||
yaw = 0,
|
||||
firing = false,
|
||||
on_activate = function(self)
|
||||
self.pos = self.object:get_pos()
|
||||
self.yaw = self.object:get_yaw()
|
||||
if minetest.get_node(self.pos).name ~= "shooter_turret:turret" then
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
self.object:set_animation({x=self.pitch, y=self.pitch}, 0)
|
||||
self.object:set_armor_groups({immortal=1})
|
||||
-- Remove duplicates
|
||||
get_turret_entity(self.pos)
|
||||
end,
|
||||
on_rightclick = function(self, clicker)
|
||||
if self.user then
|
||||
local player = minetest.get_player_by_name(self.user)
|
||||
if player then
|
||||
player:set_detach()
|
||||
if use_player_api then
|
||||
player_api.player_attached[self.user] = false
|
||||
end
|
||||
end
|
||||
self.user = nil
|
||||
else
|
||||
clicker:set_attach(self.object, "", {x=0,y=-5,z=-8}, {x=0,y=0,z=0})
|
||||
self.user = clicker:get_player_name()
|
||||
if use_player_api then
|
||||
player_api.player_attached[self.user] = true
|
||||
end
|
||||
end
|
||||
end,
|
||||
on_step = function(self, dtime)
|
||||
if not self.user then
|
||||
return
|
||||
end
|
||||
self.timer = self.timer + dtime
|
||||
if self.timer < 0.2 then
|
||||
return
|
||||
end
|
||||
local player = minetest.get_player_by_name(self.user)
|
||||
if player then
|
||||
local pitch = self.pitch
|
||||
local yaw = self.object:get_yaw()
|
||||
local ctrl = player:get_player_control()
|
||||
local step = 2
|
||||
if ctrl then
|
||||
if ctrl.sneak then
|
||||
step = 1
|
||||
if ctrl.jump then
|
||||
if self.firing == false then
|
||||
self:fire()
|
||||
self.firing = true
|
||||
end
|
||||
else
|
||||
self.firing = false
|
||||
end
|
||||
end
|
||||
if ctrl.down then
|
||||
pitch = pitch + 1 * step
|
||||
elseif ctrl.up then
|
||||
pitch = pitch - 1 * step
|
||||
end
|
||||
if ctrl.left then
|
||||
yaw = yaw + 0.025 * step
|
||||
elseif ctrl.right then
|
||||
yaw = yaw - 0.025 * step
|
||||
end
|
||||
if pitch < 0 then
|
||||
pitch = 0
|
||||
elseif pitch > 90 then
|
||||
pitch = 90
|
||||
end
|
||||
if self.pitch ~= pitch then
|
||||
self.object:set_animation({x=pitch, y=pitch}, 0)
|
||||
self.pitch = pitch
|
||||
end
|
||||
if self.yaw ~= yaw then
|
||||
self.object:set_yaw(yaw)
|
||||
self.yaw = yaw
|
||||
end
|
||||
end
|
||||
end
|
||||
self.timer = 0
|
||||
end,
|
||||
fire = function(self)
|
||||
if not self.user then
|
||||
return
|
||||
end
|
||||
local meta = minetest.get_meta(self.pos)
|
||||
local inv = meta:get_inventory()
|
||||
if not inv then
|
||||
return
|
||||
end
|
||||
if not inv:contains_item("main", "shooter_rocket:rocket") then
|
||||
minetest.sound_play("shooter_click", {object=self.object})
|
||||
return
|
||||
end
|
||||
inv:remove_item("main", "shooter_rocket:rocket")
|
||||
minetest.sound_play("shooter_shotgun", {object=self.object})
|
||||
local pitch = math.rad(self.pitch - 40)
|
||||
local len = math.cos(pitch)
|
||||
local dir = vector.normalize({
|
||||
x = len * math.sin(-self.yaw),
|
||||
y = math.sin(pitch),
|
||||
z = len * math.cos(self.yaw),
|
||||
})
|
||||
local pos = {x=self.pos.x, y=self.pos.y + 0.87, z=self.pos.z}
|
||||
pos = vector.add(pos, vector.multiply(dir, 1.5))
|
||||
local obj = minetest.add_entity(pos, "shooter_rocket:rocket_entity")
|
||||
if obj then
|
||||
local ent = obj:get_luaentity()
|
||||
if ent then
|
||||
minetest.sound_play("shooter_rocket_fire", {object=obj})
|
||||
ent.user = self.user
|
||||
obj:set_yaw(self.yaw)
|
||||
obj:set_velocity(vector.multiply(dir, 30))
|
||||
obj:set_acceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
|
||||
end
|
||||
end
|
||||
if shooter.config.enable_particle_fx == true then
|
||||
minetest.add_particlespawner({
|
||||
amount = 10,
|
||||
time = 0.1,
|
||||
minpos = {x=pos.x - 1, y=pos.y - 1, z=pos.z - 1},
|
||||
maxpos = {x=pos.x + 1, y=pos.y + 1, z=pos.z + 1},
|
||||
minvel = {x=0, y=0, z=0},
|
||||
maxvel = {x=0, y=0, z=0},
|
||||
minacc = {x=-0.5, y=-0.5, z=-0.5},
|
||||
maxacc = {x=0.5, y=0.5, z=0.5},
|
||||
minexptime = 0.1,
|
||||
maxexptime = 1,
|
||||
minsize = 8,
|
||||
maxsize = 15,
|
||||
collisiondetection = false,
|
||||
texture = "shooter_smoke.png",
|
||||
})
|
||||
end
|
||||
end
|
||||
})
|
||||
|
||||
minetest.register_node("shooter_turret:turret", {
|
||||
description = "Turret Gun",
|
||||
tiles = {"shooter_turret_base.png"},
|
||||
inventory_image = "shooter_turret_gun.png",
|
||||
wield_image = "shooter_turret_gun.png",
|
||||
drawtype = "nodebox",
|
||||
paramtype = "light",
|
||||
paramtype2 = "facedir",
|
||||
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=3},
|
||||
node_box = {
|
||||
type = "fixed",
|
||||
fixed = {
|
||||
{-1/8, 1/8, -1/8, 1/8, 1/2, 1/8},
|
||||
{-5/16, 0, -5/16, 5/16, 1/8, 5/16},
|
||||
{-3/8, -1/2, -3/8, -1/4, 0, -1/4},
|
||||
{1/4, -1/2, 1/4, 3/8, 0, 3/8},
|
||||
{1/4, -1/2, -3/8, 3/8, 0, -1/4},
|
||||
{-3/8, -1/2, 1/4, -1/4, 0, 3/8},
|
||||
},
|
||||
},
|
||||
on_construct = function(pos)
|
||||
local meta = minetest.get_meta(pos)
|
||||
meta:set_string("formspec", "size[8,9]"..
|
||||
"list[current_name;main;2,0;4,4;]"..
|
||||
"list[current_player;main;0,5;8,4;]"..
|
||||
"listring[]"
|
||||
)
|
||||
meta:set_string("infotext", "Turret Gun")
|
||||
local inv = meta:get_inventory()
|
||||
inv:set_size("main", 16)
|
||||
end,
|
||||
after_place_node = function(pos)
|
||||
local node = minetest.get_node({x=pos.x, y=pos.y + 1, z=pos.z})
|
||||
if node.name == "air" then
|
||||
if not get_turret_entity(pos) then
|
||||
minetest.add_entity(pos, "shooter_turret:turret_entity")
|
||||
end
|
||||
end
|
||||
end,
|
||||
can_dig = function(pos)
|
||||
local meta = minetest.get_meta(pos);
|
||||
local inv = meta:get_inventory()
|
||||
return inv:is_empty("main")
|
||||
end,
|
||||
after_destruct = function(pos)
|
||||
local ent = get_turret_entity(pos)
|
||||
if ent then
|
||||
ent.object:remove()
|
||||
end
|
||||
end,
|
||||
mesecons = {
|
||||
effector = {
|
||||
action_on = function(pos)
|
||||
local ent = get_turret_entity(pos)
|
||||
if ent then
|
||||
if ent.firing == false then
|
||||
ent:fire()
|
||||
ent.firing = true
|
||||
end
|
||||
end
|
||||
end,
|
||||
action_off = function(pos)
|
||||
local ent = get_turret_entity(pos)
|
||||
if ent then
|
||||
ent.firing = false
|
||||
end
|
||||
end,
|
||||
},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_abm({
|
||||
nodenames = {"shooter_turret:turret"},
|
||||
interval = 15,
|
||||
chance = 1,
|
||||
action = function(pos)
|
||||
if not get_turret_entity(pos) then
|
||||
minetest.add_entity(pos, "shooter_turret:turret_entity")
|
||||
end
|
||||
end
|
||||
})
|
||||
|
||||
if shooter.config.enable_crafting == true then
|
||||
minetest.register_craft({
|
||||
output = "shooter_turret:turret",
|
||||
recipe = {
|
||||
{"default:bronze_ingot", "default:bronze_ingot", "default:steel_ingot"},
|
||||
{"", "default:bronze_ingot", "default:steel_ingot"},
|
||||
{"", "default:diamond", ""},
|
||||
},
|
||||
})
|
||||
end
|
||||
|
||||
--Backward compatibility
|
||||
minetest.register_alias("shooter:turret", "shooter_turret:turret")
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
name = shooter_turret
|
||||
description = Experimental turret gun which can also be triggered by mesecon signals.
|
||||
depends = shooter_rocket
|
||||
optional_depends = player_api
|
After Width: | Height: | Size: 137 KiB |
After Width: | Height: | Size: 178 B |
After Width: | Height: | Size: 354 B |
After Width: | Height: | Size: 1.2 KiB |