guns4d-cd2025/classes/Gun-construct.lua

369 lines
15 KiB
Lua

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