guns4d-cd2025/classes/Bullet_ray.lua
2024-03-31 21:27:07 -07:00

369 lines
17 KiB
Lua

local ray = {
history = {},
state = "free",
--pos = pos,
last_node = "",
hole_entity = "guns4d:bullet_hole",
normal = vector.new(),
--last_dir
--exit_direction = dir,
--range_left = def.bullet.range,
--energy = def.bullet.penetration_RHA
sharp_to_blunt_conversion_factor = .5, -- 1mmRHA is converted to 1mPA of blunt force
blunt_damage_groups = {}, --minetest.deserialize(Guns4d.config.default_blunt_groups), --these are multiplied by blunt_damage
sharp_damage_groups = {}, --minetest.deserialize(Guns4d.config.default_sharp_groups),
pass_sounds = {
--[1] will be preferred if present
supersonic = {
sound = "bullet_crack",
max_hear_distance = 3,
pitch = {
min = .6,
max = 1.5
},
gain = {
min = .9, --this uses distance instead of randomness
max = .4
}
},
subsonic = {
sound = "bullet_whizz",
max_hear_distance = 3,
pitch = {
min = .5,
max = 1.5
},
gain = {
min = .3, --this uses distance instead of randomness
max = .9
}
},
},
supersonic_energy = Guns4d.config.minimum_supersonic_energy_assumption,
pass_sound_max_distance = 3,
damage = 0,
energy = 0,
ITERATION_DISTANCE = Guns4d.config.default_penetration_iteration_distance,
}
--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:find_transverse_edge()
assert(self.instance, "attempt to call obj method on a class")
local pointed
local cast1 = minetest.raycast(self.pos+(self.dir*(self.ITERATION_DISTANCE+.001)), self.pos, false, false)
for hit in cast1 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.distance(hit.intersection_point, self.pos) > 0.0001) and (vector.equals(hit.under, self.last_pointed_node.under) or not minetest.registered_nodes[self.last_node_name].node_box) then
pointed = hit
end
end
if (pointed) and (vector.distance(pointed.intersection_point, self.pos) < self.ITERATION_DISTANCE) then
return pointed.intersection_point, pointed.intersection_normal
end
end
function ray:_cast()
assert(self.instance, "attempt to call obj method on a class")
local next_state = self.state --next state of course the state of the next ray.
local end_normal
local end_pos
local edge
--detect the "edge" of the block
if self.state == "transverse" then
edge, end_normal = self:find_transverse_edge()
if edge then
end_pos = edge+(self.dir*.001) --give it a tolerance, it still needs to intersect with any node edges connected to the edge's block.
next_state = "free"
else
end_pos = self.pos+(self.dir*self.ITERATION_DISTANCE)
end
else
end_pos = self.pos+(self.dir*self.range)
end
--do the main raycast. We don't account for mmRHA dropoff here.
local continue = true --indicates wether to :_iterate wether the Bullet_ray has ended
local cast = minetest.raycast(self.pos, end_pos, true, true)
local edge_length
if edge then
edge_length = vector.distance(edge, self.pos)
end
local pointed_node
local pointed_object
for hit in cast do
local h_length = vector.distance(hit.intersection_point, self.pos)
if (h_length > 0.0001) and h_length < 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_node = hit
end_normal = hit.intersection_normal
end_pos = pointed_node.intersection_point
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
pointed_node = hit
if minetest.get_node(hit.under).name ~= self.last_node_name then
end_pos = pointed_node.intersection_point
elseif edge then
if h_length-edge_length < 0.01 then
next_state = "transverse"
end
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) and ((not self.last_pointed_object) or (hit.ref ~= self.last_pointed_object.ref)) then
end_pos = hit.intersection_point
if self.over_penetrate then
pointed_object = hit
break
else
pointed_object = hit
continue = false
break
end
end
end
end
--set "last" values.
return pointed_node, pointed_object, next_state, end_pos, end_normal, continue
end
--the main function.
function ray:_iterate(initialized)
assert(self.instance, "attempt to call obj method on a class")
local pointed_node, pointed_object, next_state, end_pos, end_normal, continue = self:_cast()
local distance = vector.distance(self.pos, end_pos)
if self.state == "free" then
self.energy = self.energy-(distance*self.energy_dropoff)
--minetest.chat_send_all((distance*self.energy_dropoff))
--minetest.chat_send_all((distance))
if next_state == "transverse" then
print(vector.distance(self.pos, end_pos), vector.distance(self.pos, self.pos+(self.dir*self.range)))
self:bullet_hole(end_pos, end_normal)
end
else
--add exit holes
if next_state == "free" then
self:bullet_hole(end_pos, end_normal)
end
--calc penetration loss from traveling through the block
local penetration_loss = distance*Guns4d.node_properties[self.last_node_name].mmRHA
--calculate our energy loss based on the percentage of energy our penetration represents.
self.energy = self.energy-((self.init_energy*self.energy_sharp_ratio)*(penetration_loss/self.sharp_penetration))
end
--set values for next iteration.
self.range = self.range-distance
if self.range <= 0.0005 or self.energy < 0 then
continue = false
end
---@diagnostic disable-next-line: assign-type-mismatch
self.state = next_state
if pointed_object then
self.pos = pointed_object.intersection_point
self.last_pointed_object = pointed_object
self:hit_entity(pointed_object.ref)
else
self.pos = end_pos
end
if pointed_node then
self.last_node_name = minetest.get_node(pointed_node.under).name
self.last_pointed_node = pointed_node
end
table.insert(self.history, {
pos = self.pos,
energy = self.energy,
state = self.state,
last_node = self.last_node_name,
normal = end_normal, --end normal may be nil, as it's only for hit effects.
})
if continue and self.range > 0 and self.energy > 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 = " "..self.history[i].energy,
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(15, function(hud)
self.player:hud_remove(hud)
end, hud)
end
end]]
end
--can be safely overridden
function ray:calculate_sharp_conversion(resistance, sharp_penetration)
assert(self.instance, "attempt to call obj method on a class")
end
function ray:hit_entity(object)
assert(self.instance, "attempt to call obj method on a class")
local resistance = object:get_armor_groups() -- support for different body parts is needed here, that's for... a later date, though.
--calculate the amount of penetration we've lost based on how much of the energy is converted to penetration (energy_sharp_ratio)
local dropoff_ratio = (1-(self.energy/self.init_energy))
local bullet_sharp_pen = self.sharp_penetration-(self.sharp_penetration*dropoff_ratio*self.energy_sharp_ratio)
local effective_sharp_pen = Guns4d.math.clamp(bullet_sharp_pen - (resistance.guns4d_mmRHA or 0), 0, math.huge)
local converted_Pa = (bullet_sharp_pen-effective_sharp_pen) * self.sharp_to_blunt_conversion_factor
local bullet_blunt_pen = converted_Pa+(self.blunt_penetration-(self.blunt_penetration*dropoff_ratio*(1-self.energy_sharp_ratio)))
local effective_blunt_pen = Guns4d.math.clamp(bullet_blunt_pen - (resistance.guns4d_Pa or 0), 0, math.huge)
self:apply_damage(object, effective_sharp_pen, effective_blunt_pen)
--raw damage first
end
--not point in overriding this if you remove hit_entity()
--blunt & sharp ratio are the ratios of initial damage to damage at this bullet's current energy.
function ray:apply_damage(object, sharp_pen, blunt_pen)
assert(self.instance, "attempt to call obj method on a class")
--coefficients for damage
local blunt_ratio = blunt_pen/self.blunt_penetration
local sharp_ratio = sharp_pen/self.sharp_penetration
--raw damage values
local blunt_dmg = self.raw_blunt_damage*blunt_ratio
local sharp_dmg = self.raw_sharp_damage*sharp_ratio
--now apply damage groups.
local headshot = 1
if Guns4d.config.simple_headshot then
local sb = object:get_properties().selectionbox
local above_chest = (math.abs(sb[2])+math.abs(sb[5]))*Guns4d.config.simple_headshot_body_ratio
local hit_pos = self.pos-object:get_pos()
local lowest_point = ((sb[2] < sb[5]) and sb[2]) or sb[5]
if (hit_pos.y-lowest_point) > above_chest then
headshot = Guns4d.config.headshot_damage_factor
end
end
local damage_values = {}
for i, v in pairs(self.blunt_damage_groups) do
damage_values[i] = v*blunt_ratio*headshot
end
for i, v in pairs(self.sharp_damage_groups) do
damage_values[i] = (damage_values[i] or 0) + (v*sharp_ratio*headshot)
end
damage_values[Guns4d.config.default_damage_group] = (damage_values[Guns4d.config.default_damage_group] or 0)+((blunt_dmg+sharp_dmg)*headshot)
object:punch((Guns4d.config.punch_from_player_not_gun and self.player) or self.gun.entity, 1000, {damage_groups=damage_values}, self.dir)
end
function ray:bullet_hole(pos, normal)
assert(self.instance, "attempt to call obj method on a class")
local nearby_players = false
for pname, player in pairs(minetest.get_connected_players()) do
if vector.distance(player:get_pos(), pos) < 50 then
nearby_players = true; break
end
end
--if it's close enough to any players, then add it
if nearby_players then
--this entity will keep track of itself.
local ent = minetest.add_entity(pos+(normal*(.0001+math.random()/1000)), self.hole_entity)
ent:set_rotation(vector.dir_to_rotation(normal))
local lua_ent = ent:get_luaentity()
lua_ent.block_pos = pos
else
Guns4d.effects.spawn_bullet_hole_particle(pos, self.hole_scale, '(bullet_hole_1.png^(bullet_hole_2.png^[opacity:129))')
end
end
function ray:play_bullet_pass_sounds()
--iteration done, damage applied, find players to apply bullet whizz to
local start_pos = self.init_pos
local played_for = {}
for i = #self.history, 1, -1 do
local v = self.history[i]
for _, player in pairs(minetest.get_connected_players()) do
if (player~=self.player) and not played_for[player] then
local pos = player:get_pos()+vector.new(0,player:get_properties().eye_height,0)
local nearest = Guns4d.nearest_point_on_line(start_pos, v.pos, pos)
if vector.distance(nearest, pos) < self.pass_sound_max_distance then
played_for[player] = true
if self.pass_sounds[1] then
local sound = Guns4d.table.deep_copy(self.pass_sounds[1])
sound.pos = nearest
Guns4d.play_sounds(self.pass_sounds[1])
else
--interpolate to find the energy of the shot to determine supersonic or not.
local v1
if #self.history > i then v1 = v[i+1].energy else v1 = self.init_energy end
local v2 = v.energy
local ratio = vector.distance(start_pos, nearest)/vector.distance(start_pos, pos)
local energy_at_point = v1+((v2-v1)*(1-ratio))
local sound = self.pass_sounds.subsonic
if energy_at_point >= self.supersonic_energy then
sound = self.pass_sounds.supersonic
end
sound = Guns4d.table.deep_copy(sound)
sound.pos = nearest
for _, t in pairs({"gain", "pitch"}) do
if sound[t].min then
sound[t] = sound[t].max+((sound[t].min-sound[t].max)*(vector.distance(nearest, pos)/self.pass_sound_max_distance))
end
end
Guns4d.play_sounds(sound)
end
end
end
end
start_pos = v.pos
end
end
function ray.construct(def)
if def.instance then
--these asserts aren't necessary, probably drags down performance a tiny bit.
--[[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.energy, "no energy")
assert(def.energy_dropoff, "no energy dropoff")]]
--use this if you don't want to use the built-in system for penetrations.
-- assert((not (def.blunt_penetration and def.energy)) or (def.blunt_penetration < def.energy), "blunt penetration may not be greater than energy! Blunt penetration is in Joules/Megapascals, energy is also in Joules.")
--guns4d mmRHA is used in traditional context.
--assert((not def.blunt_damage_groups) or not def.blunt_damage_groups["guns4d_mmRHA"], "guns4d_mmRHA damage group is not used in a traditional context. To increase penetration, increase sharp_penetration field.")
--assert((not def.blunt_damage_groups) or not def.blunt_damage_groups["guns4d_Pa"], "guns4d_Pa is not used in a traditional context. To increase blunt penetration, increase blunt_penetration field.")
def.raw_sharp_damage = def.raw_sharp_damage or 0
def.raw_blunt_damage = def.raw_blunt_damage or 0
def.sharp_penetration = def.sharp_penetration or 0
if def.sharp_penetration==0 then
def.blunt_penetration = def.blunt_penetration or def.energy/2
else
def.blunt_penetration = def.blunt_penetration or def.energy
end
def.energy_sharp_ratio = (def.energy-def.blunt_penetration)/def.energy
def.init_energy = def.energy
--blunt pen is in the same units (1 Joule/Area^3 = 1 Pa), so we use it to make the ratio by subtraction.
def.dir = vector.new(def.dir)
def.pos = vector.new(def.pos)
def.history = {}
def.init_pos = vector.new(def.pos) --has to be cloned before iteration
def:_iterate()
def:play_bullet_pass_sounds()
end
end
Guns4d.bullet_ray = Instantiatable_class:inherit(ray)