added bullet wizz

This commit is contained in:
FatalErr42O 2024-03-31 21:27:07 -07:00
parent e6d7ef4a8b
commit 1cc8016732
21 changed files with 133 additions and 29 deletions

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@ -26,7 +26,7 @@ minetest.register_on_mods_loaded(function()
RHA = RHA / groups.oddly_breakable_by_hand
end
if groups.choppy then
RHA = RHA/(5*groups.choppy)
RHA = RHA/(10*groups.choppy)
end
if groups.flora or groups.grass then
RHA = 0

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@ -12,8 +12,38 @@ local ray = {
sharp_to_blunt_conversion_factor = .5, -- 1mmRHA is converted to 1mPA of blunt force
blunt_damage_groups = {}, --minetest.deserialize(Guns4d.config.default_blunt_groups), --these are multiplied by blunt_damage
sharp_damage_groups = {}, --minetest.deserialize(Guns4d.config.default_sharp_groups),
ITERATION_DISTANCE = .3,
damage = 0
pass_sounds = {
--[1] will be preferred if present
supersonic = {
sound = "bullet_crack",
max_hear_distance = 3,
pitch = {
min = .6,
max = 1.5
},
gain = {
min = .9, --this uses distance instead of randomness
max = .4
}
},
subsonic = {
sound = "bullet_whizz",
max_hear_distance = 3,
pitch = {
min = .5,
max = 1.5
},
gain = {
min = .3, --this uses distance instead of randomness
max = .9
}
},
},
supersonic_energy = Guns4d.config.minimum_supersonic_energy_assumption,
pass_sound_max_distance = 3,
damage = 0,
energy = 0,
ITERATION_DISTANCE = Guns4d.config.default_penetration_iteration_distance,
}
--find (valid) edge. Slabs or other nodeboxes that are not the last hit position are not considered (to account for holes) TODO: update to account for hollow nodes
@ -250,48 +280,90 @@ function ray:bullet_hole(pos, normal)
Guns4d.effects.spawn_bullet_hole_particle(pos, self.hole_scale, '(bullet_hole_1.png^(bullet_hole_2.png^[opacity:129))')
end
end
function ray:play_bullet_pass_sounds()
--iteration done, damage applied, find players to apply bullet whizz to
local start_pos = self.init_pos
local played_for = {}
for i = #self.history, 1, -1 do
local v = self.history[i]
for _, player in pairs(minetest.get_connected_players()) do
if (player~=self.player) and not played_for[player] then
local pos = player:get_pos()+vector.new(0,player:get_properties().eye_height,0)
local nearest = Guns4d.nearest_point_on_line(start_pos, v.pos, pos)
if vector.distance(nearest, pos) < self.pass_sound_max_distance then
played_for[player] = true
if self.pass_sounds[1] then
local sound = Guns4d.table.deep_copy(self.pass_sounds[1])
sound.pos = nearest
Guns4d.play_sounds(self.pass_sounds[1])
else
--interpolate to find the energy of the shot to determine supersonic or not.
local v1
if #self.history > i then v1 = v[i+1].energy else v1 = self.init_energy end
local v2 = v.energy
local ratio = vector.distance(start_pos, nearest)/vector.distance(start_pos, pos)
local energy_at_point = v1+((v2-v1)*(1-ratio))
local sound = self.pass_sounds.subsonic
if energy_at_point >= self.supersonic_energy then
sound = self.pass_sounds.supersonic
end
sound = Guns4d.table.deep_copy(sound)
sound.pos = nearest
for _, t in pairs({"gain", "pitch"}) do
if sound[t].min then
sound[t] = sound[t].max+((sound[t].min-sound[t].max)*(vector.distance(nearest, pos)/self.pass_sound_max_distance))
end
end
Guns4d.play_sounds(sound)
end
end
end
end
start_pos = v.pos
end
end
function ray.construct(def)
if def.instance then
assert(def.player, "no player")
--these asserts aren't necessary, probably drags down performance a tiny bit.
--[[assert(def.player, "no player")
assert(def.pos, "no position")
assert(def.dir, "no direction")
assert(def.gun, "no Gun object")
assert(def.range, "no range")
assert(def.energy, "no energy")
assert(def.energy_dropoff, "no energy dropoff")
assert(def.energy_dropoff, "no energy dropoff")]]
--use this if you don't want to use the built-in system for penetrations.
assert(not(def.ignore_penetration and not rawget(def, "hit_entity")), "bullet ray cannot ignore default penetration if hit_entity() is undefined. Use ignore_penetration for custom damage systems." )
if not def.ignore_penetration then
assert((not (def.blunt_penetration and def.energy)) or (def.blunt_penetration < def.energy), "blunt penetration may not be greater than energy! Blunt penetration is in Joules/Megapascals, energy is also in Joules.")
-- assert((not (def.blunt_penetration and def.energy)) or (def.blunt_penetration < def.energy), "blunt penetration may not be greater than energy! Blunt penetration is in Joules/Megapascals, energy is also in Joules.")
--"raw" damages define the damage (unaffected by armor groups) for the initial penetration value of each type.
--def.sharp_damage_groups = {} --tool capabilities
--def.blunt_damage_groups = {}
--guns4d mmRHA is used in traditional context.
assert((not def.blunt_damage_groups) or not def.blunt_damage_groups["guns4d_mmRHA"], "guns4d_mmRHA damage group is not used in a traditional context. To increase penetration, increase sharp_penetration field.")
assert((not def.blunt_damage_groups) or not def.blunt_damage_groups["guns4d_Pa"], "guns4d_Pa is not used in a traditional context. To increase blunt penetration, increase blunt_penetration field.")
--guns4d mmRHA is used in traditional context.
--assert((not def.blunt_damage_groups) or not def.blunt_damage_groups["guns4d_mmRHA"], "guns4d_mmRHA damage group is not used in a traditional context. To increase penetration, increase sharp_penetration field.")
--assert((not def.blunt_damage_groups) or not def.blunt_damage_groups["guns4d_Pa"], "guns4d_Pa is not used in a traditional context. To increase blunt penetration, increase blunt_penetration field.")
def.raw_sharp_damage = def.raw_sharp_damage or 0
def.raw_blunt_damage = def.raw_blunt_damage or 0
def.sharp_penetration = def.sharp_penetration or 0
if def.sharp_penetration==0 then
def.blunt_penetration = def.blunt_penetration or def.energy/2
else
def.blunt_penetration = def.blunt_penetration or def.energy
end
def.energy_sharp_ratio = (def.energy-def.blunt_penetration)/def.energy
def.raw_sharp_damage = def.raw_sharp_damage or 0
def.raw_blunt_damage = def.raw_blunt_damage or 0
def.sharp_penetration = def.sharp_penetration or 0
if def.sharp_penetration==0 then
def.blunt_penetration = def.blunt_penetration or def.energy/2
else
def.blunt_penetration = def.blunt_penetration or def.energy
end
def.energy_sharp_ratio = (def.energy-def.blunt_penetration)/def.energy
def.init_energy = def.energy
--blunt pen is in the same units (1 Joule/Area^3 = 1 Pa), so we use it to make the ratio by subtraction.
def.dir = vector.new(def.dir)
def.pos = vector.new(def.pos)
def.history = {}
def.init_pos = vector.new(def.pos) --has to be cloned before iteration
def:_iterate()
def:play_bullet_pass_sounds()
end
end
Guns4d.bullet_ray = Instantiatable_class:inherit(ray)

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@ -22,6 +22,8 @@ Guns4d.config = {
default_fov = 80,
headshot_damage_factor = 1.75,
enable_touchscreen_command_name = "guns4d_enable_touchmode",
minimum_supersonic_energy_assumption = 900, --used to determine the energy of a "supersonic" bullet for bullet whizzing sound effects
default_penetration_iteration_distance = .25,
--`["official_content.replace_ads_with_bloom"] = false,
--`["official_content.uses_magazines"] = true
}
@ -29,7 +31,7 @@ local path = minetest.get_modpath("guns4d")
print("file read?")
local conf = Settings(path.."/guns4d_settings.conf"):to_table() or {}
local mt_conf = minetest.settings:to_table()
local mt_conf = minetest.settings:to_table() --allow use of MT config for servers that regularly update 4dguns through it's development
for i, v in pairs(Guns4d.config) do
--Guns4d.config[i] = conf[i] or minetest.settings["guns4d."..i] or Guns4d.config[i]
--cant use or because it'd evaluate to false if the setting is alse

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@ -284,3 +284,16 @@ function Guns4d.rltv_point_to_hud(pos, fov, aspect)
local z = (pos.z/pos.z)*a11
return {x=x / 2,y=-y / 2} --output needs to be offset by +.5 on both for HUD elements, but this cannot be integrated.
end
--Code: Elkien3 (CC BY-SA 3.0)
--https://github.com/Elkien3/spriteguns/blob/1c632fe12c35c840d6c0b8307c76d4dfa44d1bd7/init.lua#L76
function Guns4d.nearest_point_on_line(lineStart, lineEnd, pnt)
local line = vector.subtract(lineEnd, lineStart)
local len = vector.length(line)
line = vector.normalize(line)
local v = vector.subtract(pnt, lineStart)
local d = vector.dot(v, line)
d = Guns4d.math.clamp(d, 0, len);
return vector.add(lineStart, vector.multiply(line, d))
end

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@ -32,8 +32,10 @@ local sqrt = math.sqrt
-- however has the following changed or guns4d specific parameters.
-- @field min_hear_distance this is useful if you wish to play a sound which has a "far" sound, such as distant gunshots. incompatible `with to_player`
-- @field sounds a @{misc_helpers.weighted_randoms| weighted_randoms table} for randomly selecting sounds. The output will overwrite the `sound` field.
-- @field to_player 4dguns changes `to_player` so it only plays positionless audio (as it is only intended for first person audio)
-- @field to_player 4dguns changes `to_player` so it only plays positionless audio (as it is only intended for first person audio). If set to string "from_player" and player present
-- @field player this is so to_player being set to "from_player". It's to be set to the player which fired the weapon.
-- @field delay delay the playing of the sound
-- @field has_speed_of_sound = true
-- @table guns4d_soundspec
local function handle_min_max(tbl)
@ -84,6 +86,7 @@ function Guns4d.play_sounds(soundspecs_list)
sound_handles[handle] = {}
local handle_object = sound_handles[handle]
for i, soundspec in pairs(soundspecs_list) do
if soundspec.to_player == "from_player" then soundspec.to_player = soundspec.player:get_player_name() end --setter of sound may not have access to this info, so add a method to use it.
assert(not (soundspec.to_player and soundspec.min_distance), "in argument '"..tostring(i).."' `min_distance` and `to_player` are incompatible parameters.")
local sound = soundspec.sound
local outval
@ -95,9 +98,9 @@ function Guns4d.play_sounds(soundspecs_list)
if type(sound) == "table" then
sound = Guns4d.math.weighted_randoms(sound)
end
assert(sound, "no sound found")
if not mtul.paths.media_paths[sound..".ogg"] then
minetest.log("error", "no sound by the name `"..mtul.paths.media_paths[sound..".ogg"].."`")
assert(sound, "no sound provided")
if not mtul.paths.media_paths[(sound or "[NIL]")..".ogg"] then
minetest.log("error", "no sound by the name `"..mtul.paths.media_paths[(sound or "[NIL]")..".ogg"].."`")
end
--print(dump(soundspecs_list), i)
if soundspec.to_player then soundspec.pos = nil end

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14
sounds/elkien/license.txt Normal file
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@ -0,0 +1,14 @@
license info is WIP, I borrowed code and textures/sounds from a lot of places so if you find license info that I have forgotten please let me know.
Code: Elkien3 (CC BY-SA 3.0)
Textures:
binoculars_binoculars.png (from Minetest Game): Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) Copyright (C) 2017 paramat
rangedweapons_*: bullets unedited, most of the others are edited from the guns from rangedweapons. (cc-by-sa 4.0 davidthecreator)
All others: Elkien3 (CC BY-SA 3.0)
Models: (CC BY-SA 3.0)
Modelers: Elkien3 (Colt Army), Extex (Remington870, Thompson, Pardini), FatalError (CZ, Mini14, Binoculars).
All tweaked and animated by Elkien3
Sounds:
I renamed some of them and don't remember exactly where each of them came from.
I do know some came from rangedweapons (cc-by-sa 4.0 davidthecreator)
The rest were sourced from youtube that were largely marked royalty free.