local gun_default = Guns4d.gun local mat4 = leef.math.mat4 --[[ * * * ==================================INSTANCE CONSTRUCTOR==================================== * * * ]] local function initialize_tracking_meta(self) --create ID so we can track switches between weapons, also get some other data. local meta = self.itemstack:get_meta() self.meta = meta if meta:get_string("guns4d_id") == "" then local id = tostring(Guns4d.unique_id.generate()) meta:set_string("guns4d_id", id) self.player:set_wielded_item(self.itemstack) self.id = id self.current_firemode = 1 meta:set_int("guns4d_firemode", 1) else self.id = meta:get_string("guns4d_id") self.current_firemode = meta:get_int("guns4d_firemode") end end local function initialize_ammo(self) --initialize the ammo handler self.ammo_handler = self.properties.subclasses.ammo_handler:new({ --initialize ammo handler from gun and gun metadata. gun = self }) self.subclass_instances.ammo_handler = self.ammo_handler --draw the gun if properties specify it if self.properties.require_draw_on_swap then self.ammo_handler.ammo.next_bullet = "empty" end minetest.after(0, function() if self.ammo_handler.ammo.total_bullets > 0 then self:draw() end end) --call this as soon as the gun is loaded in --update metadata self:update_image_and_text_meta() self.player:set_wielded_item(self.itemstack) end local function initialize_physics(self) --initialize rotation offsets self.total_offsets = { gun_axial = vector.new(), player_axial = vector.new(), gun_trans = vector.new(), player_trans = vector.new(), look_trans = vector.new() } self.offsets = {} for offset, tbl in pairs(self.base_class.offsets) do self.offsets[offset] = {} for i, v in pairs(tbl) do if type(v) == "table" and v.x then self.offsets[offset][i] = vector.new() else self.offsets[offset][i] = v end end end --self.velocities = Guns4d.table.deep_copy(self.base_class.velocities) self.velocities = {} for i, tbl in pairs(self.base_class.velocities) do self.velocities[i] = {} self.velocities[i].gun_axial = vector.new() self.velocities[i].player_axial = vector.new() end end local function initialize_animation_tracking_data(self) self.animation_data = { --where animations data is stored. runtime = 0, length = 0, fps = 0, frames = {x=0,y=0}, current_frame = 0, } self:clear_animation() self.player_rotation = vector.new(self.properties.initial_vertical_rotation,0,0) self.animation_rotation = vector.new() self.animation_translation = vector.new() end function gun_default:construct_instance() assert(self.handler, "no player handler object provided") --instantiate some tables for runtime data self.property_modifiers = {} self.subclass_instances = {} self.particle_spawners = {} initialize_physics(self) --initialize important stuff self.player = self.handler.player self:add_entity() initialize_tracking_meta(self) --initialize properties now that any attachments or ammo modifiers have been applied self._properties_unsafe = Guns4d.table.deep_copy(self.base_class.properties) --we need this copy because proxy tables dont prevent garbage collection self.properties = leef.class.proxy_table.new(self._properties_unsafe) --initialize built in subclasses if self.properties.inventory and self.properties.inventory.part_slots then self.subclass_instances.part_handler = self.properties.subclasses.part_handler:new({ gun = self }) end --initialize special subclasses initialize_ammo(self) initialize_animation_tracking_data(self) --initialize any remaining subclasses for i, class in pairs(self.properties.subclasses) do if (not self.subclass_instances[i]) and (i~="part_handler") then self.subclass_instances[i] = class:new({ gun = self }) end end self.part_handler = self.subclass_instances.part_handler if self.custom_construct then self:custom_construct() end self:regenerate_properties() end --[[ * * * ==================================BASE CLASS CONSTRUCTOR====================================== * * * ]] local valid_ctrls = { --for validation of controls. up=true, down=true, left=true, right=true, jump=true, aux1=true, sneak=true, dig=true, place=true, LMB=true, RMB=true, zoom=true, } local function validate_controls(props) --validate controls, done before properties are filled to avoid duplication. if props.control_actions then for i, control in pairs(props.control_actions) do if (i~="on_use") and (i~="on_secondary_use") and (i~="__replace_old_table") then assert(control.conditions, "no conditions provided for control") for _, condition in pairs(control.conditions) do if not valid_ctrls[condition] then assert(false, "invalid key: '"..condition.."'") end end end end end end local function initialize_b3d_animation_data(self, props) self.b3d_model = leef.b3d_reader.read_model(props.visuals.mesh) self.b3d_model.global_frames = { arm_right = {}, --the aim position of the right arm arm_left = {}, --the aim position of the left arm root_rotation = {}, root_translation = {} } --print(table.tostring(self.b3d_model)) --precalculate keyframe "samples" for intepolation. local left = leef.b3d_nodes.get_node_by_name(self.b3d_model, self.consts.ARM_LEFT_BONE, true) local right = leef.b3d_nodes.get_node_by_name(self.b3d_model, self.consts.ARM_RIGHT_BONE, true) local main = assert(leef.b3d_nodes.get_node_by_name(self.b3d_model, self.consts.ROOT_BONE, true), "gun root-bone for "..self.itemstring.." not present in model") --we add 2 because we have to add 1 for the loop to make it there if it's a float val, and leef uses a system where frame 0 is 1 for target_frame = 0, self.b3d_model.node.animation.frames+1, self.consts.KEYFRAME_SAMPLE_PRECISION do --we need to check that the bone exists first. if left then table.insert(self.b3d_model.global_frames.arm_left, vector.new(leef.b3d_nodes.get_node_global_position(self.b3d_model, left, nil, target_frame))*props.visuals.scale) else self.b3d_model.global_frames.arm_left = nil end if right then table.insert(self.b3d_model.global_frames.arm_right, vector.new(leef.b3d_nodes.get_node_global_position(self.b3d_model, right, nil, target_frame))*props.visuals.scale) else self.b3d_model.global_frames.arm_right = nil end --we compose it by the inverse because we need to get the global offset in rotation for the animation rotation offset. I really need to comment more often --print(leef.b3d_nodes.get_node_rotation(nil, main, nil, -1)) --delta rotation local this_transform, this_rotation = leef.b3d_nodes.get_node_global_transform(main, target_frame) local rest_transform, rest_rotation = leef.b3d_nodes.get_node_global_transform(main, props.visuals.animations.loaded.x) local quat = this_rotation*rest_rotation:inverse() local vec3 = vector.new(this_transform[13], this_transform[14], this_transform[15])-vector.new(rest_transform[13], rest_transform[14], rest_transform[15]) --extract translation --used to use euler table.insert(self.b3d_model.global_frames.root_rotation, quat) table.insert(self.b3d_model.global_frames.root_translation, vec3) end local t, _ = leef.b3d_nodes.get_node_global_transform(main, props.visuals.animations.loaded.x,1) self.b3d_model.root_orientation_rest = mat4.new(t) self.b3d_model.root_orientation_rest_inverse = mat4.invert(mat4.new(), t) --[[local t2 = mat4.from_quaternion(leef.math.quat.new(unpack(main.rotation))) self.b3d_model.root_orientation = mat4.new(t2) self.b3d_model.root_orientation_inverse = mat4.invert(mat4.new(), t2)]] local verts = {} self.bones = {} --iterate all nodes, check for meshes. for i, v in pairs(self.b3d_model.node_paths) do if v.mesh then --if there's a mesh present transform it's verts into global coordinate system, add add them to them to a big list. local transform, _ = leef.b3d_nodes.get_node_global_transform(v, props.visuals.animations.loaded.x, 1) for _, vert in ipairs(v.mesh.vertices) do vert.pos[4]=1 table.insert(verts, transform*vert.pos) end end end local high_points = {0,0,0,0,0,0} for _, v in pairs(verts) do for i = 1,3 do if high_points[i+3] > v[i] then high_points[i+3]=v[i] end if high_points[i] < v[i] then high_points[i]=v[i] end end end for i=1,6 do high_points[i]=high_points[i]*self.properties.visuals.scale end self.model_bounding_box = high_points self.properties.item = { collisionbox = {.2, high_points[2], .2, -.2, high_points[5], -.2}, selectionbox = {high_points[1]*3, high_points[2], high_points[3], high_points[4]*3, high_points[5], high_points[6]} } end local function reregister_item(self, props) assert(self.itemstring, "no itemstring provided. Cannot create a gun without an associated itemstring.") local item_def = minetest.registered_items[self.itemstring] assert(rawget(self, "name"), "no name provided in new class") assert(rawget(self, "itemstring"), "no itemstring provided in new class") assert(props.ammo.capacity or props.ammo.magazine_only, "gun does not accept magazines, but has no set capcity! Please define ammo.capacity") assert(item_def, self.itemstring.." : item is not registered.") --override methods so control handler can do it's job local old_on_use = item_def.on_use local old_on_s_use = item_def.on_secondary_use local old_on_drop = item_def.on_drop self.properties.inventory.inventory_image = item_def.inventory_image --override the item to hook in controls. (on_drop needed) minetest.override_item(self.itemstring, { on_use = function(itemstack, user, pointed_thing) Guns4d.players[user:get_player_name()].control_handler:on_use(itemstack, pointed_thing) if old_on_use then return old_on_use(itemstack, user, pointed_thing) end end, on_secondary_use = function(itemstack, user, pointed_thing) Guns4d.players[user:get_player_name()].control_handler:on_secondary_use(itemstack, pointed_thing) if old_on_s_use then return old_on_s_use(itemstack, user, pointed_thing) end end, on_drop = function(itemstack, user, pos) local cancel_drop if Guns4d.players[user:get_player_name()].control_handler then cancel_drop = Guns4d.players[user:get_player_name()].control_handler:on_drop(itemstack) end if (not cancel_drop) and old_on_drop then return old_on_drop(itemstack, user, pos) end end }) Guns4d.register_item(self.itemstring, { collisionbox = self.properties.item.collisionbox, selectionbox = self.properties.item.selectionbox, visual_size = 10*self.properties.visuals.scale, mesh = self.properties.visuals.mesh, textures = self.properties.visuals.textures, animation = self.properties.visuals.animations.loaded }) end --accept a chain of indices where the value from old_index overrides new_index local function warn_deprecation(gun, field, new_field) minetest.log("warning", "Guns4d: `"..gun.."` deprecated use of field `"..field.."` in properties. Use `"..new_field.."` instead.") end local function patch_deprecated(self, minor_version) local props = self.properties --1.2->1.3 (probably missing some.) if props.firemode_inventory_overlays then warn_deprecation(self.name, "firemode_inventory_overlays", "inventory.firemode_inventory_overlays") for i, _ in pairs(props.firemode_inventory_overlays) do props.inventory.firemode_inventory_overlays[i] = props.firemode_inventory_overlays[i] end end for _, i in pairs {"ammo_handler", "part_handler", "crosshair", "sprite_scope"} do if props[i] then warn_deprecation(self.name, i, "subclasses."..i) props.subclasses[i] = props[i] end end if self.properties.inventory_image then self.properties.inventory.inventory_image = self.properties.inventory_image warn_deprecation(self.name, "inventory_image", "inventory.inventory_image") end if self.properties.inventory_image_magless then self.properties.inventory.inventory_image_magless = self.properties.inventory_image_magless warn_deprecation(self.name, "inventory_image_magless", "inventory.inventory_image_magless") end end --========================== MAIN CLASS CONSTRUCTOR =============================== function gun_default:construct_base_class() self._properties_unsafe = Guns4d.table.fill(self.parent_class.properties, self.properties or {}) self.properties = self._properties_unsafe self._consts_unsafe = Guns4d.table.fill(self.parent_class.consts, self.consts or {}) self.consts = self._consts_unsafe local props = self.properties validate_controls(props) assert((self.properties.recoil.velocity_correction_factor.gun_axial>=1) and (self.properties.recoil.velocity_correction_factor.player_axial>=1), "velocity correction must not be less than one.") initialize_b3d_animation_data(self, props) --this is for animation offsets (like the spritescope uses) -- if it's not a template, then create an item, override some props if self.name ~= "__template" then reregister_item(self, props) end --create sets. This may need to be put in instances of modifications can change accepted ammos self.accepted_bullets = {} for _, v in pairs(self.properties.ammo.accepted_bullets) do self.accepted_bullets[v] = true end self.accepted_magazines = {} for _, v in pairs(self.properties.ammo.accepted_magazines) do self.accepted_magazines[v] = true end --versioning and backwards compatibility stuff assert(self.consts.VERSION[1]==Guns4d.version[1], "Guns4d gun `"..self.name.." has major version mismatch") if self.consts.VERSION[1] ~= Guns4d.version[1] then minetest.log("error", "Guns4d gun `"..self.name.."` minor version mismatch") end if self.consts.VERSION[2] < 3 then minetest.log("error", "Guns4d: `"..self.name.."` had minor version before `1.3.0` indicating that this gun likely has no versioning. Attempting patches for `1.2.0`...") patch_deprecated(self, 2) end self.properties = leef.class.proxy_table.new(self.properties) self.consts = leef.class.proxy_table.new(self.consts) Guns4d.gun._registered[self.name] = self --add gun self to the registered table end