Guns4d.control_handler = { --[[example: controls = { reload = { conditions = { --the list of controls (see lua_api.txt) to call "shift", "zoom" }, timer = .3, call_before_timer = false, loop = false, func=function(active, interrupted, data, busy_controls) data = { } } } ]] } local controls = Guns4d.control_handler --[[-modify controls (future implementation if needed) function controls.modify() end]] --this function always ends up a mess. I rewrote it here 2 times, --and in 3dguns I rewrote it at least 3 times. It's always just... --impossible to understand. So if you see ALOT of comments, that's why. function controls:update(dt) assert(self.instance, "attempt to call object method on a class") self.player_pressed = self.player:get_player_control() local pressed = self.player_pressed local call_queue = {} --so I need to have a "call" queue so I can tell the functions the names of other active controls (busy_list) local busy_list = self.busy_list --list of controls that have their conditions met. Has to be reset at END of update, so on_use and on_secondary_use can be marked for i, control in pairs(self.controls) do if not (i=="on_use") and not (i=="on_secondary_use") then local def = control local data = control.data local conditions_met = true --check no conditions are false for _, key in pairs(control.conditions) do if not pressed[key] then conditions_met = false break end end if conditions_met then data.timer = data.timer - dt --when time is over, if it wasnt held (or loop is active) then reset and call the function. --held indicates wether the function was called (as active) before last step. if data.timer <= 0 and ((not data.held) or def.loop) then data.held = true table.insert(call_queue, {control=def, active=true, interrupt=false, data=data}) elseif def.call_before_timer then --this is useful for functionst that need to play animations for their progress. table.insert(call_queue, {control=def, active=false, interrupt=false, data=data}) end else busy_list[i] = true data.held = false --detect interrupts, check if the timer was in progress if data.timer ~= def.timer then table.insert(call_queue, {control=def, active=false, interrupt=true, data=data}) data.timer = def.timer end end end end local count = 0 --busy list is so we can tell if a function should be allowed or not if #busy_list == 0 then busy_list = nil end for i, tbl in pairs(call_queue) do tbl.control.func(tbl.active, tbl.interrupt, tbl.data, busy_list, self.handler) end self.busy_list = {} end function controls:on_use(itemstack, pointed_thing) assert(self.instance, "attempt to call object method on a class") if self.controls.on_use then self.controls.on_use(itemstack, self.handler, pointed_thing) end end function controls:on_secondary_use(itemstack, pointed_thing) assert(self.instance, "attempt to call object method on a class") if self.controls.on_secondary_use then self.controls.on_secondary_use(itemstack, self.handler, pointed_thing) end end ---@diagnostic disable-next-line: duplicate-set-field function controls.construct(def) if def.instance then assert(def.controls, "no controls provided") assert(def.player, "no player provided") def.controls = table.deep_copy(def.controls) def.busy_list = {} def.handler = Guns4d.players[def.player:get_player_name()].handler for i, control in pairs(def.controls) do if not (i=="on_use") and not (i=="on_secondary_use") then control.timer = control.timer or 0 control.data = { timer = control.timer, held = false } end end table.sort(def.controls, function(a,b) return #a.conditions > #b.conditions end) end end Guns4d.control_handler = Instantiatable_class:inherit(Guns4d.control_handler)