2024-03-29 22:39:20 -07:00

857 lines
36 KiB
Lua

--- Gun class
-- this is the system used to represent guns and their attributes directly.
-- @module Gun
local Vec = vector
local gun_default = {
--itemstack = Itemstack
--gun_entity = ObjRef
name = "__guns4d:default__",
itemstring = "",
registered = {},
property_modifiers = {},
--- properties
properties = {
infinite_inventory_overlay = "inventory_overlay_inf_ammo.png", -- defines the filename to to be used as the overlay on the item when the player has infinite ammo.
breathing_scale = .5, -- the max angluler offset caused by breathing.
flash_offset = Vec.new(), -- used by fire() (for fsx and ray start pos) [RENAME NEEDED]
firerateRPM = 600, -- used by update() and by extent fire() + default controls. The firerate of the gun. Rounds per minute
burst = 3, -- how many rounds in burst using when firemode is at "burst"
ammo_handler = Ammo_handler,
hip = {
offset = Vec.new(),
sway_vel_mul = 5,
sway_angle_mul = 1,
},
ads = { --used by player_handler, animation handler (eye bone offset from horizontal_offset), gun entity (attached offset)
offset = Vec.new(),
horizontal_offset = 0,
aim_time = 1,
},
firemodes = {
"single", --not limited to semi-automatic.
--"burst",
--"auto"
},
firemode_inventory_overlays = {
single = "inventory_overlay_single.png",
auto = "inventory_overlay_auto.png",
burst = "inventory_overlay_burst.png",
safe = "inventory_overlay_safe.png"
},
--[[bloom = { not yet implemented.
base_aiming = 0, --amount of bloom at a full rest while aiming down sights (if possible)
base_hip = 0, --amount of bloom at rest while not aiming down sights.
recoil = {
decay = 1, --decay rate
amount = 0,
ratio = 0, --ratio of x to y
},
walking = {
decay = 1,
amount = 0,
ratio = 0,
}
},]]
recoil = { --used by update_recoil()
velocity_correction_factor = { --velocity correction factor is currently very broken.
gun_axial = 1,
player_axial = 1,
},
target_correction_factor = { --angular correction rate per second: time_since_fire*target_correction_factor
gun_axial = 1,
player_axial = 1,
},
angular_velocity_max = { --max velocity, so your gun doesnt "spin me right round baby round round"
gun_axial = 1,
player_axial = 1,
},
angular_velocity = { --the velocity added per shot. This is the real "recoil" part of the recoil
gun_axial = {x=0, y=0},
player_axial = {x=0, y=0},
},
bias = { --dictates the distribution bias for the direction angular_velocity is in. I.e. if you want recoil to always go up you set x to 1, more often to the right? y to -.5
gun_axial = {x=1, y=0},
player_axial = {x=1, y=0},
},
target_correction_max_rate = { --the cap for target_correction_fire (i.e. this is the maximum amount it will ever correct per second.)
gun_axial = 1,
player_axial = 1,
},
hipfire_multiplier = { --the mutliplier for recoil (angular_velocity) at hipfire (can be fractional)
gun_axial = 1,
player_axial = 1
},
},
sway = { --used by update_sway()
max_angle = {
gun_axial = 0,
player_axial = 0,
},
angular_velocity = {
gun_axial = 0,
player_axial = 0,
},
hipfire_angle_multiplier = { --the mutliplier for sway max_angle at hipfire (can be fractional)
gun_axial = 2,
player_axial = 2
},
hipfire_velocity_multiplier = { --same as above but for velocity.
gun_axial = 2,
player_axial = 2
}
},
walking_offset = { --used by update_walking() (or something)
gun_axial = {x=1, y=-1},
player_axial = {x=1,y=1},
},
pc_control_actions = { --used by control_handler
__overfill=true, --this table will not be filled in.
aim = Guns4d.default_controls.aim,
auto = Guns4d.default_controls.auto,
reload = Guns4d.default_controls.reload,
on_use = Guns4d.default_controls.on_use,
firemode = Guns4d.default_controls.firemode
},
touch_control_actions = {
__overfill=true,
aim = Guns4d.default_touch_controls.aim,
auto = Guns4d.default_touch_controls.auto,
reload = Guns4d.default_touch_controls.reload,
on_secondary_use = Guns4d.default_touch_controls.on_secondary_use,
firemode = Guns4d.default_touch_controls.firemode
},
charging = { --how the gun "cocks"
require_draw_on_swap = true,
bolt_charge_mode = "none", --"none"-chamber is always full, "catch"-when fired to dry bolt will not need to be charged after reload, "no_catch" bolt will always need to be charged after reload.
default_draw_time = 1,
--sound = soundspec
},
reload = { --used by defualt controls. Still provides usefulness elsewhere.
__overfill=true,
--{type="unload_mag", time=1, anim="unload_mag", interupt="to_ground", hold = true, sound = {sound = "load magazine", pitch = {min=.9, max=1.1}}},
--{type="load", time=1, anim="load"}
},
ammo = { --used by ammo_handler
magazine_only = false,
accepted_bullets = {},
accepted_magazines = {},
initial_mag = "empty"
},
visuals = {
--mesh
backface_culling = true,
root = "gun",
magazine = "magazine",
arm_right = "right_aimpoint",
arm_left = "left_aimpoint",
animations = { --used by animations handler for idle, and default controls
empty = {x=0,y=0},
loaded = {x=1,y=1},
},
},
sounds = { --this does not contain reload sound effects.
release_bolt = {
__overfill=true,
sound = "ar_release_bolt",
max_hear_distance = 5,
pitch = {
min = .95,
max = 1.05
},
gain = {
min = .9,
max = 1
}
},
fire = {
{
__overfill=true,
sound = "ar_firing",
max_hear_distance = 40, --far min_hear_distance is also this.
pitch = {
min = .95,
max = 1.05
},
gain = {
min = .9,
max = 1
}
},
{
__overfill=true,
sound = "ar_firing_far",
min_hear_distance = 40,
max_hear_distance = 600,
pitch = {
min = .95,
max = 1.05
},
gain = {
min = .9,
max = 1
}
}
},
},
--[[
ammo = {
accepted_magazines = {},
accepted_bullets = {},
magazine_only = false
}
]]
initial_vertical_rotation = -60,
--inventory_image
--inventory_image_empty
--used by ammo_handler
},
offsets = {
recoil = {
gun_axial = Vec.new(),
player_axial = Vec.new(),
--move_dynamic_crosshair = false, this would make the dynamic crosshair move instead of get larger
},
sway = {
gun_axial = Vec.new(),
player_axial = Vec.new(),
},
walking = {
gun_axial = Vec.new(),
player_axial = Vec.new(),
tick = 0,
--velocity
},
breathing = {
gun_axial = Vec.new(), --gun axial unimplemented...
player_axial = Vec.new(),
},
},
--[[spread = {
recoil = vector.new(),
walking = vector.new()
},]]
animation_rotation = vector.new(),
--[[total_offset_rotation = { --can't be in offsets, as they're added automatically.
gun_axial = Vec.new(),
player_axial = Vec.new(),
},]]
--player_rotation = Vec.new(),
velocities = {
recoil = {
gun_axial = Vec.new(),
player_axial = Vec.new(),
},
sway = {
gun_axial = Vec.new(),
player_axial = Vec.new(),
},
},
--magic number BEGONE
consts = {
HIP_PLAYER_GUN_ROT_RATIO = .75,
AIM_OUT_AIM_IN_SPEED_RATIO = 2.5,
HIPFIRE_BONE = "guns3d_hipfire_bone", --these shouldn't be here at all, these need to be model determinant.
AIMING_BONE = "guns3d_aiming_bone",
KEYFRAME_SAMPLE_PRECISION = .1, --[[what frequency to take precalcualted keyframe samples. The lower this is the higher the memory allocation it will need- though minimal.
This will fuck shit up if you change it after gun construction/inheritence (interpolation between precalculated vectors will not work right)]]
WAG_CYCLE_SPEED = 1.6,
DEFAULT_MAX_HEAR_DISTANCE = 10,
DEFAULT_FPS = 60,
WAG_DECAY = 1, --divisions per second
HAS_RECOIL = true,
HAS_BREATHING = true,
HAS_SWAY = true,
HAS_WAG = true,
HAS_GUN_AXIAL_OFFSETS = true,
ANIMATIONS_OFFSET_AIM = false,
LOOP_IDLE_ANIM = false
},
--[[animation_data = { --where animations data is stored.
anim_runtime = 0,
length = 0,
fps = 0,
frames = {0,0},
current_frame = 0,
--[[animations = {
}
},]]
bolt_charged = false,
particle_spawners = {},
current_firemode = 1,
walking_tick = 0,
time_since_last_fire = 0,
time_since_creation = 0,
rechamber_time = 0,
burst_queue = 0,
muzzle_flash = Guns4d.effects.muzzle_flash
}
--I dont remember why I made this, used it though lmao
function gun_default.multiplier_coefficient(multiplier, ratio)
return 1+((multiplier*ratio)-ratio)
end
function gun_default:draw()
assert(self.instance, "attempt to call object method on a class")
local props = self.properties
if props.visuals.animations.draw then
self:set_animation(props.visuals.animations.draw, props.charging.default_draw_time)
end
self.ammo_handler:chamber_round()
self.rechamber_time = props.charging.default_draw_time
end
--update gun, the main function.
function gun_default:update(dt)
assert(self.instance, "attempt to call object method on a class")
if not self:has_entity() then self:add_entity(); self:clear_animation() end
local handler = self.handler
local look_rotation = handler.look_rotation --remember that this is in counterclock-wise rotation. For 4dguns we use clockwise so it makes a bit more sense for recoil. So it needs to be inverted.
local total_rot = self.total_offset_rotation
local player_rot = self.player_rotation
local constant = Guns4d.config.vertical_rotation_factor
--player look rotation. I'm going to keep it real, I don't remember what this math does. Player handler just stores the player's rotation from MT in degrees, which is for some reason inverted
player_rot.y = -handler.look_rotation.y
local next_vert_aim = ((player_rot.x+look_rotation.x)/(1+constant*dt))-look_rotation.x
if math.abs(look_rotation.x-next_vert_aim) > .005 then
player_rot.x = next_vert_aim
else
player_rot.x = -look_rotation.x
end
--timers
if self.rechamber_time > 0 then
self.rechamber_time = self.rechamber_time - dt
else
self.rechamber_time = 0
end
self.time_since_creation = self.time_since_creation + dt
self.time_since_last_fire = self.time_since_last_fire + dt
if self.burst_queue > 0 then self:update_burstfire() end
--update some vectors
if self.consts.HAS_SWAY then self:update_sway(dt) end
if self.consts.HAS_RECOIL then self:update_recoil(dt) end
if self.consts.HAS_BREATHING then self:update_breathing(dt) end
if self.consts.HAS_WAG then self:update_wag(dt) end
self:update_animation(dt)
self.dir = self:get_dir()
self.local_dir = self:get_dir(true)
self.paxial_dir = self:get_player_axial_dir()
self.local_paxial_dir = self:get_player_axial_dir(true)
self.pos = self:get_pos()+self.handler:get_pos()
if self.properties.sprite_scope then
self.sprite_scope:update()
end
if self.properties.crosshair then
self.crosshair:update()
end
--automatically cock if uncocked.
local ammo = self.ammo_handler.ammo
--[[if ammo.total_bullets and (ammo.total_bullets > 0 and ammo.next_bullet == "empty") then
self:charge()
end]]
--print(dump(self.ammo_handler.ammo.next_bullet))
local offsets = self.offsets
--local player_axial = offsets.recoil.player_axial + offsets.walking.player_axial + offsets.sway.player_axial + offsets.breathing.player_axial
--local gun_axial = offsets.recoil.gun_axial + offsets.walking.gun_axial + offsets.sway.gun_axial
--apply the offsets.
total_rot.player_axial.x = 0; total_rot.player_axial.y = 0
total_rot.gun_axial.x = 0; total_rot.gun_axial.y = 0
for type, _ in pairs(total_rot) do
for i, offset in pairs(offsets) do
if self.consts.HAS_GUN_AXIAL_OFFSETS or type~="gun_axial" then
total_rot[type] = total_rot[type]+offset[type]
end
end
end
end
function gun_default:update_burstfire()
if self.rechamber_time <= 0 then
local success = self:attempt_fire()
if not success then
self.burst_queue = 0
else
self.burst_queue = self.burst_queue - 1
end
end
end
function gun_default:cycle_firemodes()
self.current_firemode = ((self.current_firemode)%(#self.properties.firemodes))+1
self.meta:set_int("guns4d_firemode", self.current_firemode)
self:update_image_and_text_meta()
self.player:set_wielded_item(self.itemstack)
end
--remember to set_wielded_item to self.itemstack! otherwise these changes will not apply!
function gun_default:update_image_and_text_meta(meta)
meta = meta or self.meta
local ammo = self.ammo_handler.ammo
--set the counter
if ammo.total_bullets == 0 then
meta:set_string("count_meta", Guns4d.config.empty_symbol)
else
if Guns4d.config.show_gun_inv_ammo_count then
meta:set_string("count_meta", tostring(ammo.total_bullets))
else
meta:set_string("count_meta", "F")
end
end
--pick the image
local image = self.properties.inventory_image
if (ammo.total_bullets > 0) and not ammo.magazine_psuedo_empty then
image = self.properties.inventory_image
elseif self.properties.inventory_image_magless and ( (ammo.loaded_mag == "empty") or (ammo.loaded_mag == "") or ammo.magazine_psuedo_empty) then
image = self.properties.inventory_image_magless
elseif self.properties.inventory_image_empty then
image = self.properties.inventory_image_empty
end
--add the firemode overlay to the image
if #self.properties.firemodes > 1 and self.properties.firemode_inventory_overlays[self.properties.firemodes[self.current_firemode]] then
image = image.."^"..self.properties.firemode_inventory_overlays[self.properties.firemodes[self.current_firemode]]
end
if self.handler.infinite_ammo then
image = image.."^"..self.properties.infinite_inventory_overlay
end
meta:set_string("inventory_image", image)
end
function gun_default:attempt_fire()
assert(self.instance, "attempt to call object method on a class")
if self.rechamber_time <= 0 and not self.ammo_handler.ammo.magazine_psuedo_empty then
local spent_bullet = self.ammo_handler:spend_round()
if spent_bullet and spent_bullet ~= "empty" then
local dir = self.dir
local pos = self.pos
if not Guns4d.ammo.registered_bullets[spent_bullet] then
minetest.log("error", "unregistered bullet itemstring"..tostring(spent_bullet)..", could not fire gun (player:"..self.player:get_player_name()..")");
return false
end
local bullet_def = Guns4d.table.fill(Guns4d.ammo.registered_bullets[spent_bullet], {
player = self.player,
--we don't want it to be doing fuckshit and letting players shoot through walls.
pos = pos-((self.handler.control_handler.ads and dir*self.properties.ads.offset.z) or dir*self.properties.hip.offset.z),
dir = dir,
gun = self
})
Guns4d.bullet_ray:new(bullet_def)
if self.properties.visuals.animations.fire then
self:set_animation(self.properties.visuals.animations.fire, nil, false)
end
self:recoil()
self:muzzle_flash()
print(dump(self.properties.sounds.fire))
local fire_sound = Guns4d.table.deep_copy(self.properties.sounds.fire) --important that we copy because play_sounds modifies it.
fire_sound.pos = self.pos
Guns4d.play_sounds(fire_sound)
self.rechamber_time = 60/self.properties.firerateRPM
return true
end
end
end
local function rand_sign(b)
b = b or .5
local int = 1
if math.random() > b then int=-1 end
return int
end
function gun_default:recoil()
assert(self.instance, "attempt to call object method on a class")
local rprops = self.properties.recoil
for axis, recoil in pairs(self.velocities.recoil) do
for _, i in pairs({"x","y"}) do
recoil[i] = recoil[i] + (rprops.angular_velocity[axis][i]
*rand_sign((rprops.bias[axis][i]/2)+.5))
*self.multiplier_coefficient(rprops.hipfire_multiplier[axis], 1-self.handler.ads_location)
end
end
self.time_since_last_fire = 0
end
--all of this dir shit needs to be optimized HARD
function gun_default:get_gun_axial_dir()
assert(self.instance, "attempt to call object method on a class")
local rotation = self.total_offset_rotation
local dir = Vec.new(Vec.rotate({x=0, y=0, z=1}, {y=0, x=rotation.gun_axial.x*math.pi/180, z=0}))
dir = Vec.rotate(dir, {y=rotation.gun_axial.y*math.pi/180, x=0, z=0})
return dir
end
function gun_default:get_player_axial_dir(rltv)
assert(self.instance, "attempt to call object method on a class")
local handler = self.handler
local rotation = self.total_offset_rotation
local dir = Vec.new(Vec.rotate({x=0, y=0, z=1}, {y=0, x=((rotation.player_axial.x)*math.pi/180), z=0}))
dir = Vec.rotate(dir, {y=((rotation.player_axial.y)*math.pi/180), x=0, z=0})
if not rltv then
if (self.properties.sprite_scope and handler.control_handler.ads) or (self.properties.crosshair and not handler.control_handler.ads) then
--we need the head rotation in either of these cases, as that's what they're showing.
dir = Vec.rotate(dir, {x=-handler.look_rotation.x*math.pi/180,y=-handler.look_rotation.y*math.pi/180,z=0})
else
dir = Vec.rotate(dir, {x=self.player_rotation.x*math.pi/180,y=self.player_rotation.y*math.pi/180,z=0})
end
end
--[[local hud_pos = Vec.rotate(dir, {x=0,y=self.player_rotation.y*math.pi/180,z=0})+player:get_pos()+{x=0,y=player:get_properties().eye_height,z=0}+vector.rotate(player:get_eye_offset()/10, {x=0,y=self.player_rotation.y*math.pi/180,z=0})
local hud = player:hud_add({
hud_elem_type = "image_waypoint",
text = "muzzle_flash2.png",
world_pos = hud_pos,
scale = {x=10, y=10},
alignment = {x=0,y=0},
offset = {x=0,y=0},
})
minetest.after(0, function(hud)
player:hud_remove(hud)
end, hud)]]
return dir
end
function gun_default:get_dir(rltv)
assert(self.instance, "attempt to call object method on a class")
local rotation = self.total_offset_rotation
local handler = self.handler
--rotate x and then y.
local dir = Vec.new(Vec.rotate({x=0, y=0, z=1}, {y=0, x=((rotation.gun_axial.x+rotation.player_axial.x)*math.pi/180), z=0}))
dir = Vec.rotate(dir, {y=((rotation.gun_axial.y+rotation.player_axial.y)*math.pi/180), x=0, z=0})
if not rltv then
if (self.properties.sprite_scope and handler.control_handler.ads) or (self.properties.crosshair and not handler.control_handler.ads) then
--we need the head rotation in either of these cases, as that's what they're showing.
dir = Vec.rotate(dir, {x=-handler.look_rotation.x*math.pi/180,y=-handler.look_rotation.y*math.pi/180,z=0})
else
dir = Vec.rotate(dir, {x=self.player_rotation.x*math.pi/180,y=self.player_rotation.y*math.pi/180,z=0})
end
end
--local hud_pos = dir+player:get_pos()+{x=0,y=player:get_properties().eye_height,z=0}+vector.rotate(player:get_eye_offset()/10, {x=0,y=player_rotation.y*math.pi/180,z=0})
--[[local hud = player:hud_add({
hud_elem_type = "image_waypoint",
text = "muzzle_flash2.png",
world_pos = hud_pos,
scale = {x=10, y=10},
alignment = {x=0,y=0},
offset = {x=0,y=0},
})
minetest.after(0, function(hud)
player:hud_remove(hud)
end, hud)]]
return dir
end
--broken! doesn't properly reflect values.
function gun_default:get_pos(added_pos, relative, debug)
assert(self.instance, "attempt to call object method on a class")
local player = self.player
local handler = self.handler
local bone_location
local gun_offset
local pprops = handler:get_properties()
if handler.control_handler.ads then
gun_offset = self.properties.ads.offset
bone_location = player:get_eye_offset() or vector.zero()
bone_location.y = bone_location.y + pprops.eye_height
bone_location.x = handler.horizontal_offset
else
--minetest is really wacky.
gun_offset = self.properties.hip.offset
bone_location = vector.new(handler.player_model_handler.offsets.global.hipfire)
bone_location.x = (bone_location.x / 10)*pprops.visual_size.x
bone_location.y = (bone_location.y / 10)*pprops.visual_size.y
bone_location.z = (bone_location.z / 10)*pprops.visual_size.z
end
if added_pos then
gun_offset = gun_offset+added_pos
end
--dir needs to be rotated twice seperately to avoid weirdness
local pos
if not relative then
pos = Vec.rotate(bone_location, {x=0, y=-handler.look_rotation.y*math.pi/180, z=0})
pos = pos+Vec.rotate(gun_offset, Vec.dir_to_rotation(self.paxial_dir))
else
pos = Vec.rotate(gun_offset, Vec.dir_to_rotation(self.local_paxial_dir)+{x=self.player_rotation.x*math.pi/180,y=0,z=0})+bone_location
end
if debug then
local hud_pos
if relative then
hud_pos = vector.rotate(pos, {x=0,y=player:get_look_horizontal(),z=0})+handler:get_pos()
else
hud_pos = pos+handler:get_pos()
end
local hud = player:hud_add({
hud_elem_type = "image_waypoint",
text = "muzzle_flash2.png",
world_pos = hud_pos,
scale = {x=10, y=10},
alignment = {x=0,y=0},
offset = {x=0,y=0},
})
minetest.after(0, function(hud)
player:hud_remove(hud)
end, hud)
end
--world pos, position of bone, offset of gun from bone (with added_pos)
return pos
end
function gun_default:add_entity()
assert(self.instance, "attempt to call object method on a class")
self.entity = minetest.add_entity(self.player:get_pos(), self.name.."_visual")
local obj = self.entity:get_luaentity()
obj.parent_player = self.player
Guns4d.gun_by_ObjRef[self.entity] = self
obj:on_step()
end
function gun_default:has_entity()
assert(self.instance, "attempt to call object method on a class")
if not self.entity then return false end
if not self.entity:get_pos() then return false end
return true
end
function gun_default:update_wag(dt)
local handler = self.handler
local wag = self.offsets.walking
local velocity = wag.velocity
local old_tick
if handler.walking then
velocity = self.player:get_velocity()
wag.velocity = velocity
end
old_tick = old_tick or wag.tick
if velocity then
if handler.walking then
wag.tick = wag.tick + (dt*Vec.length(velocity))
else
wag.tick = wag.tick + (dt*4)
end
end
local walking_offset = self.offsets.walking
if velocity and (not handler.walking) and (math.ceil(old_tick/self.consts.WAG_CYCLE_SPEED)+.5 < (math.ceil(wag.tick/self.consts.WAG_CYCLE_SPEED))+.5) and (wag.tick > old_tick) then
wag.velocity = nil
return
end
for _, i in ipairs({"x","y"}) do
for _, axis in ipairs({"player_axial", "gun_axial"}) do
if velocity then
local multiplier = 1
if i == "x" then
multiplier = 2
end
--if the result is negative we know that it's flipped, and thus can be ended.
local inp = (wag.tick/self.consts.WAG_CYCLE_SPEED)*math.pi*multiplier
--this is a mess, I think that 1.6 is the frequency of human steps or something
walking_offset[axis][i] = math.sin(inp)*self.properties.walking_offset[axis][i]
else
local old_value = walking_offset[axis][i]
if math.abs(walking_offset[axis][i]) > .005 then
local multiplier = 1/self.consts.WAG_DECAY
walking_offset[axis][i] = walking_offset[axis][i]-(walking_offset[axis][i]*multiplier*dt)
else
walking_offset[axis][i] = 0
end
if math.abs(walking_offset[axis][i]) > math.abs(old_value) then
walking_offset[axis][i] = 0
end
end
end
end
end
function gun_default:update_recoil(dt)
for axis, _ in pairs(self.offsets.recoil) do
for _, i in pairs({"x","y"}) do
local recoil = self.offsets.recoil[axis][i]
local recoil_vel = Guns4d.math.clamp(self.velocities.recoil[axis][i],-self.properties.recoil.angular_velocity_max[axis],self.properties.recoil.angular_velocity_max[axis])
local old_recoil_vel = recoil_vel
recoil = recoil + recoil_vel
if math.abs(recoil_vel) > 0.01 then
--look, I know this doesn't really make sense, but this is the best I can do atm. I've looked for better and mroe intuitive methods, I cannot find them.
--8-(8*(1-(8/100))
--recoil_vel = recoil_vel-((recoil_vel-(recoil_vel/(1+self.properties.recoil.velocity_correction_factor[axis])))*dt*10)
recoil_vel = recoil_vel * (recoil_vel/(recoil_vel/(self.properties.recoil.velocity_correction_factor[axis]*2))*dt)
else
recoil_vel = 0
end
if math.abs(recoil_vel)>math.abs(old_recoil_vel) then
recoil_vel = 0
end
--ax^2+bx+c
--recoil_velocity_correction_rate
--recoil_correction_rate
local old_recoil = recoil
if math.abs(recoil) > 0.001 then
local correction_multiplier = self.time_since_last_fire*self.properties.recoil.target_correction_factor[axis]
local correction_value = recoil*correction_multiplier
correction_value = Guns4d.math.clamp(math.abs(correction_value), 0, self.properties.recoil.target_correction_max_rate[axis])
recoil=recoil-(correction_value*dt*(math.abs(recoil)/recoil))
--prevent overcorrection
if math.abs(recoil) > math.abs(old_recoil) then
recoil = 0
end
end
self.velocities.recoil[axis][i] = recoil_vel
self.offsets.recoil[axis][i] = recoil
end
end
end
function gun_default:update_animation(dt)
local ent = self.entity
local data = self.animation_data
data.runtime = data.runtime + dt
data.current_frame = Guns4d.math.clamp(data.current_frame+(dt*data.fps), data.frames.x, data.frames.y)
if data.loop and (data.current_frame > data.frames.y) then
data.current_frame = data.frames.x
end
--track rotations and applies to aim.
if self.consts.ANIMATIONS_OFFSET_AIM then self:update_animation_rotation() end
end
--IMPORTANT!!! this does not directly modify the animation_data table anymore, it's all hooked through ObjRef:set_animation() (init.lua) so if animation is set elsewhere it doesnt break.
--this may be deprecated in the future- as it is no longer really needed now that I hook ObjRef functions.
function gun_default:set_animation(frames, length, fps, loop)
loop = loop or false --why the fuck default is true? I DONT FUCKIN KNOW (this undoes this)
assert(type(frames)=="table" and frames.x and frames.y, "frames invalid or nil in set_animation()!")
assert(not (length and fps), "cannot play animation with both specified length and specified fps. Only one parameter can be used.")
local num_frames = math.abs(frames.x-frames.y)
if length then
fps = num_frames/length
elseif not fps then
fps = self.consts.DEFAULT_FPS
end
self.entity:set_animation(frames, fps, 0, loop) --see init.lua for modified ObjRef stuff.
end
function gun_default:clear_animation()
local loaded = false
if self.properties.ammo.magazine_only then
if self.ammo_handler.ammo.loaded_mag ~= "empty" then
loaded = true
end
elseif self.ammo_handler.ammo.total_bullets > 0 then
loaded = true
end
if loaded then
self.entity:set_animation({x=self.properties.visuals.animations.loaded.x, y=self.properties.visuals.animations.loaded.y}, 0, 0, self.consts.LOOP_IDLE_ANIM)
else
self.entity:set_animation({x=self.properties.visuals.animations.empty.x, y=self.properties.visuals.animations.empty.y}, 0, 0, self.consts.LOOP_IDLE_ANIM)
end
end
function gun_default:update_breathing(dt)
local breathing_info = {pause=1.4, rate=4.2}
--we want X to be between 0 and 4.2. Since math.pi is a positive crest, we want X to be above it before it reaches our-
--"length" (aka rate-pause), thus it will pi/length or pi/(rate-pause) will represent out slope of our control.
local x = (self.time_since_creation%breathing_info.rate)*math.pi/(breathing_info.rate-breathing_info.pause)
local scale = self.properties.breathing_scale
--now if it's above math.pi we know it's in the pause half of the cycle. For smoothness, we cut the sine off early and decay the value non-linearly.
--not sure why 8/9 is a constant here... I assume it's if it's 8/9 of the way through the cycle. Not going to worry about it.
if x > math.pi*(8/9) then
self.offsets.breathing.player_axial.x=self.offsets.breathing.player_axial.x-(self.offsets.breathing.player_axial.x*2*dt)
else
self.offsets.breathing.player_axial.x = scale*(math.sin(x))
end
end
function gun_default:update_sway(dt)
assert(self.instance, "attempt to call object method from a base class")
local sprops = self.properties.sway
for axis, sway in pairs(self.offsets.sway) do
local sway_vel = self.velocities.sway[axis]
local ran
ran = Vec.apply(Vec.new(), function(i,v)
if i ~= "x" then
return (math.random()-.5)*2
end
end)
ran.z = 0
local vel_mul = self.multiplier_coefficient(sprops.hipfire_velocity_multiplier[axis], 1-self.handler.ads_location)
sway_vel = Vec.normalize(sway_vel+(ran*dt))*sprops.angular_velocity[axis]*vel_mul
sway=sway+(sway_vel*dt)
local len_mul = self.multiplier_coefficient(sprops.hipfire_angle_multiplier[axis], 1-self.handler.ads_location)
if Vec.length(sway) > sprops.max_angle[axis]*len_mul then
sway=Vec.normalize(sway)*sprops.max_angle[axis]*len_mul
sway_vel = Vec.new()
end
self.offsets.sway[axis] = sway
self.velocities.sway[axis] = sway_vel
end
end
function gun_default:update_animation_rotation()
local current_frame = self.animation_data.current_frame+self.consts.KEYFRAME_SAMPLE_PRECISION
local frame1 = math.floor(current_frame/self.consts.KEYFRAME_SAMPLE_PRECISION)
local frame2 = math.floor(current_frame/self.consts.KEYFRAME_SAMPLE_PRECISION)+1
current_frame = current_frame/self.consts.KEYFRAME_SAMPLE_PRECISION
local out
if self.b3d_model.global_frames.rotation then
if self.b3d_model.global_frames.rotation[frame1] then
if (not self.b3d_model.global_frames.rotation[frame2]) or (current_frame==frame1) then
out = vector.new(self.b3d_model.global_frames.rotation[frame1]:to_euler_angles_unpack())*180/math.pi
--print("rawsent")
else --to stop nan
local ip_ratio = current_frame-frame1
local vec1 = self.b3d_model.global_frames.rotation[frame1]
local vec2 = self.b3d_model.global_frames.rotation[frame2]
out = vector.new(vec1:slerp(vec2, ip_ratio):to_euler_angles_unpack())*180/math.pi
--out = vec1+((vec1-vec2)*ip_ratio) --they're euler angles... actually I wouldnt think this works, but it's good enough for my purposes.
--print("interpolated")
end
else
out = vector.copy(self.b3d_model.global_frames.rotation[1])
end
--print(frame1, frame2, current_frame, dump(out))
else
out = vector.new()
end
self.animation_rotation = out
end
--relative to the gun's entity. Returns left, right vectors.
local out = {arm_left=vector.new(), arm_right=vector.new()}
function gun_default:get_arm_aim_pos()
local current_frame = self.animation_data.current_frame+1
local frame1 = (math.floor(current_frame)/self.consts.KEYFRAME_SAMPLE_PRECISION)
local frame2 = (math.floor(current_frame)/self.consts.KEYFRAME_SAMPLE_PRECISION)+1
current_frame = current_frame/self.consts.KEYFRAME_SAMPLE_PRECISION
for i, v in pairs(out) do
if self.b3d_model.global_frames[i] then
if self.b3d_model.global_frames[i][frame1] then
if (not self.b3d_model.global_frames[i][frame2]) or (current_frame==frame1) then
out[i] = vector.copy(self.b3d_model.global_frames[i][frame1])
else --to stop nan
local ip_ratio = current_frame-frame1
local vec1 = self.b3d_model.global_frames[i][frame1]
local vec2 = self.b3d_model.global_frames[i][frame2]
out[i] = vec1+((vec1-vec2)*ip_ratio)
end
else
out[i]=vector.copy(self.b3d_model.global_frames[i][1])
end
else
out[i] = vector.new()
end
end
return out.arm_left, out.arm_right
--return vector.copy(self.b3d_model.global_frames.arm_left[1]), vector.copy(self.b3d_model.global_frames.arm_right[1])
end
function gun_default:prepare_deletion()
self.released = true
assert(self.instance, "attempt to call object method on a class")
if self:has_entity() then self.entity:remove() end
if self.sprite_scope then self.sprite_scope:prepare_deletion() end
if self.crosshair then self.crosshair:prepare_deletion() end
end
Guns4d.gun = gun_default
dofile(minetest.get_modpath("guns4d").."/classes/gun_construct.lua")
gun_default.construct = function(def)
if def.instance then
gun_default.construct_instance(def)
elseif def.name ~= "__guns4d:default__" then
--print(dump(def))
gun_default.construct_base_class(def)
end
end
Guns4d.gun = Instantiatable_class:inherit(gun_default)