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

215 lines
8.3 KiB
Lua

local Vec = vector
local default_active_controls = {
ads = false
}
local player_handler = {
--player = playerref
--name = playername
--wielded_item = ItemStack
--gun = Gun (class)
--wield_index = Int
--model_handler = player_model_handler
look_rotation = {x=0, y=0},
look_offset = Vec.new(),
ads_location = 0, --interpolation scalar for gun aiming location
controls = {},
horizontal_offset = 0
}
local model_handler = Guns4d.player_model_handler
function player_handler:update(dt)
assert(self.instance, "attempt to call object method on a class")
local player = self.player
self.wielded_item = self.player:get_wielded_item()
local held_gun = self:is_holding_Gun() --get the gun class that is associated with the held gun
if held_gun then
--was there a gun last time? did the wield index change?
local old_index = self.wield_index
self.wield_index = player:get_wield_index()
--initialize all handlers and objects
if (not self.gun) or (self.gun.id ~= self.wielded_item:get_meta():get_string("guns4d_id")) then
--initialize all handlers
----gun (handler w/physical manifestation)----
if self.gun then --delete gun object if present
self.gun:prepare_deletion()
self.gun = nil
end
self.gun = held_gun:new({itemstack=self.wielded_item, player=self.player, handler=self}) --this will set itemstack meta, and create the gun based off of meta and other data.
----model handler----
if self.model_handler then --if model_handler present, then delete
self.model_handler:prepare_deletion()
self.model_handler = nil
end
self.model_handler = model_handler.get_handler(self:get_properties().mesh):new({player=self.player})
----control handler----
self.control_handler = Guns4d.control_handler:new({player=player, controls=self.gun.properties.controls})
--reinitialize some handler data and set set_hud_flags
self.horizontal_offset = self.gun.properties.ads.horizontal_offset
player:hud_set_flags({wielditem = false, crosshair = false})
end
--update some properties.
self.look_rotation.x, self.look_rotation.y = player:get_look_vertical()*180/math.pi, -player:get_look_horizontal()*180/math.pi
if TICK % 10 == 0 then
self.wininfo = minetest.get_player_window_information(self.player:get_player_name())
end
--update handlers
self.gun:update(dt) --gun should be updated first so self.dir is available.
self.control_handler:update(dt)
self.model_handler:update(dt)
--this has to be checked after control handler
if TICK % 4 == 0 then
self.touching_ground = self:get_is_on_ground()
self.walking = self:get_is_walking()
end
elseif self.gun then
self.control_handler = nil
--delete gun object
self.gun:prepare_deletion()
self.gun = nil
self:reset_controls_table() --return controls to default
--delete model handler object (this resets the player model)
self.model_handler:prepare_deletion()
self.model_handler = nil
player:hud_set_flags({wielditem = true, crosshair = true}) --reenable hud elements
end
--eye offsets and ads_location
if self.control_bools.ads and (self.ads_location<1) then
--if aiming, then increase ADS location
self.ads_location = math.clamp(self.ads_location + (dt/self.gun.properties.aim_time), 0, 1)
elseif (not self.control_bools.ads) and self.ads_location>0 then
local divisor = .2
if self.gun then
divisor = self.gun.properties.aim_time/self.gun.consts.AIM_OUT_AIM_IN_SPEED_RATIO
end
self.ads_location = math.clamp(self.ads_location - (dt/divisor), 0, 1)
end
self.look_offset.x = self.horizontal_offset*self.ads_location
player:set_eye_offset(self.look_offset*10)
--some status stuff
--stored properties and pos must be reset as they could be outdated.
self.properties = nil
self.pos = nil
end
function player_handler:get_is_on_ground()
assert(self.instance, "attempt to call object method on a class")
local touching_ground = false
local player = self.player
local player_properties = self:get_properties()
local ray = minetest.raycast(self:get_pos()+vector.new(0, self:get_properties().eye_height, 0), self:get_pos()-vector.new(0,.1,0), true, true)
for pointed_thing in ray do
if pointed_thing.type == "object" then
if pointed_thing.ref ~= player and pointed_thing.ref:get_properties().physical == true then
touching_ground = true
end
end
if pointed_thing.type == "node" then
touching_ground = true
end
end
return touching_ground
end
function player_handler:get_is_walking()
assert(self.instance, "attempt to call object method on a class")
local walking = false
local velocity = self.player:get_velocity()
local controls
if not self.control_handler then
controls = self.player:get_player_control()
else
controls = self.control_handler.player_pressed
end
if (vector.length(vector.new(velocity.x, 0, velocity.z)) > .1)
and (controls.up or controls.down or controls.left or controls.right)
and self.touching_ground
then
walking = true
end
return walking
end
--resets the controls bools table for the player_handler
function player_handler:reset_controls_table()
assert(self.instance, "attempt to call object method on a class")
self.control_bools = table.deep_copy(default_active_controls)
end
--doubt I'll ever use this... but just in case I don't want to forget.
function player_handler:get_pos()
assert(self.instance, "attempt to call object method on a class")
if self.pos then return self.pos end
self.pos = self.player:get_pos()
return self.pos
end
function player_handler:set_pos(val)
assert(self.instance, "attempt to call object method on a class")
self.pos = vector.new(val)
self.player:set_pos(val)
end
function player_handler:get_properties()
assert(self.instance, "attempt to call object method on a class")
if self.properties then return self.properties end
self.properties = self.player:get_properties()
return self.properties
end
function player_handler:set_properties(properties)
assert(self.instance, "attempt to call object method on a class")
self.player:set_properties(properties)
self.properties = table.fill(self.properties, properties)
end
function player_handler:is_holding_Gun()
assert(self.instance, "attempt to call object method on a class")
if self.wielded_item then
for name, obj in pairs(Guns4d.gun.registered) do
if obj.itemstring == self.wielded_item:get_name() then
return obj
end
end
end
end
function player_handler:update_wield_item(wield, meta)
assert(self.instance, "attempt to call object method on a class")
local stack = self.wielded_item
if wield then
stack = ItemStack(wield)
end
if meta then
local tbl = meta
if type(meta) ~= "table" then
tbl = meta:to_table()
end
stack:from_table(tbl)
end
self.player:set_wielded_item(stack)
return stack
end
function player_handler:prepare_deletion()
assert(self.instance, "attempt to call object method on a class")
if self.gun then
self.gun:prepare_deletion()
self.gun = nil
end
end
--note that construct is NOT called as a method
function player_handler.construct(def)
if def.instance then
def.old_mesh = def.player:get_properties().mesh
assert(def.player, "no player obj provided to player_handler on construction")
--this is important, as setting a value within a table would set it for all tables otherwise
for i, v in pairs(player_handler) do
if (type(v) == "table") and not def[i] then
def[i] = v
end
end
def.look_rotation = table.deep_copy(player_handler.look_rotation)
def.control_bools = table.deep_copy(default_active_controls)
end
end
Guns4d.player_handler = Instantiatable_class:inherit(player_handler)