guns4d-cd2025/classes/Bullet_ray.lua
2023-08-08 13:43:36 -07:00

180 lines
7.2 KiB
Lua

local ray = {
history = {},
state = "free",
--pos = pos,
last_node = "",
normal = vector.new(),
--last_dir
--exit_direction = dir,
--range_left = def.bullet.range,
--force_mmRHA = def.bullet.penetration_RHA
ITERATION_DISTANCE = .3,
damage = 0
}
function ray:record_state()
table.insert(self.history, {
state = self.state
})
end
--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
function ray:transverse_end_point()
assert(self.instance, "attempt to call obj method on a class")
local pointed
local cast = minetest.raycast(self.pos+(self.dir*(self.ITERATION_DISTANCE+.01)), self.pos, false, false)
for hit in cast do
--we can't solidly predict all nodes, so ignore them as the distance will be solved regardless. If node name is different then
if hit.type == "node" and (vector.equals(hit.under, self.last_pointed.under) or not minetest.registered_nodes[self.last_node_name].node_box) then
pointed = hit
break
end
end
if pointed and vector.distance(pointed.intersection_point, self.pos) < self.ITERATION_DISTANCE then
self.normal = pointed.intersection_normal
self.exit_direction = vector.direction(self.dir, vector.new()) --reverse dir is exit direction (for VFX)
return pointed.intersection_point
end
end
function ray:cast()
assert(self.instance, "attempt to call obj method on a class")
local end_pos = self.pos+(self.dir*self.range)
--if block ends early, then we set end position accordingly
local next_penetration_val
local edge
local next_state = self.state
if self.state == "transverse" then
edge = self:transverse_end_point()
if edge then
end_pos = edge
next_state = "free"
else
end_pos = self.pos+(self.dir*self.ITERATION_DISTANCE)
end
end
local continue = true
local cast = minetest.raycast(self.pos, end_pos, true, true)
local pointed
for hit in cast do
if not continue then break end
if vector.distance(hit.intersection_point, self.pos) > 0.0005 and vector.distance(hit.intersection_point, self.pos) < self.range then
--if it's a node, check that it's note supposed to be ignored according to it's generated properties
if hit.type == "node" then
if self.state == "free" and Guns4d.node_properties[minetest.get_node(hit.under).name].behavior ~= "ignore" then
next_state = "transverse"
pointed = hit
break
end
if self.state == "transverse" then
--if it isn't the same name as the last node we intersected, then it's a different block with different stats for penetration
if minetest.get_node(hit.under).name ~= self.last_node_name then
pointed = hit
end
--make sure it's set to transverse if the edge has a block infront of it
if Guns4d.node_properties[minetest.get_node(hit.under).name].behavior == "ignore" then
next_state = "free"
else
next_state = "transverse"
end
break
end
end
--if it's an object, make sure it's not the player object
--note that while it may seem like this will create a infinite hit loop, it resolves itself as the intersection_point of the next ray will be close enough as to skip the pointed. See first line of iterator.
if hit.type == "object" and hit.ref ~= self.player then
if self.over_penetrate then
pointed = hit
break
else
pointed = hit
continue = false
break
end
end
end
end
if pointed then
end_pos = pointed.intersection_point
if self.state == "transverse" then
next_penetration_val = self.force_mmRHA-(vector.distance(self.pos, end_pos)*Guns4d.node_properties[self.last_node_name].mmRHA)
else -- transverse
next_penetration_val = self.force_mmRHA-(vector.distance(self.pos, end_pos)*self.dropoff_mmRHA)
end
else
--if there is no pointed, and it's not transverse, then the ray has ended.
if self.state == "transverse" then
next_penetration_val = self.force_mmRHA-(vector.distance(self.pos, end_pos)*Guns4d.node_properties[self.last_node_name].mmRHA)
else --free
continue = false
next_penetration_val = self.force_mmRHA-(self.range*self.dropoff_mmRHA)
end
end
--set "last" values.
return pointed, next_penetration_val, next_state, end_pos, continue
end
function ray:iterate(initialized)
assert(self.instance, "attempt to call obj method on a class")
local pointed, penetration, next_state, end_pos, continue = self:cast()
self.range = self.range-vector.distance(self.pos, end_pos)
self.pos = end_pos
self.force_mmRHA = penetration
---@diagnostic disable-next-line: assign-type-mismatch
self.state = next_state
if pointed then
self.last_pointed = pointed
end
if pointed then
if pointed.type == "node" then
self.last_node_name = minetest.get_node(pointed.under).name
elseif pointed.type == "object" then
ray:hit_entity(pointed.ref)
end
end
table.insert(self.history, {
pos = self.pos,
force_mmRHA = self.force_mmRHA,
state = self.state,
last_node = self.last_node_name,
normal = self.normal,
})
if continue and self.range > 0 and self.force_mmRHA > 0 then
self:iterate(true)
end
if not initialized then
for i, v in pairs(self.history) do
local hud = self.player:hud_add({
hud_elem_type = "waypoint",
text = "mmRHA:"..tostring(math.floor(v.force_mmRHA or 0)).." ",
number = 255255255,
precision = 1,
world_pos = v.pos,
scale = {x=1, y=1},
alignment = {x=0,y=0},
offset = {x=0,y=0},
})
minetest.after(40, function(hud)
self.player:hud_remove(hud)
end, hud)
end
end
end
function ray.construct(def)
if def.instance then
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.force_mmRHA, "no force")
assert(def.dropoff_mmRHA, "no force dropoff")
--assert(def.on_node_hit, "no node hit behavior")
assert(def.hit_entity, "no entity hit behavior")
def.init_force_mmRHA = def.force_mmRHA
def.dir = vector.new(def.dir)
def.pos = vector.new(def.pos)
def.history = {}
def:iterate()
end
end
Guns4d.bullet_ray = Instantiatable_class:inherit(ray)