183 lines
8.6 KiB
Lua
183 lines
8.6 KiB
Lua
Guns4d.control_handler = {
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--[[example:
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actions_pc = {
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reload = {
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conditions = { --the list of controls (see lua_api.txt) to call
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"shift",
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"zoom"
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},
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timer = .3,
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mode = "toggle", "hybrid", "hold"
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call_before_timer = false,
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loop = false,
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func=function(active, interrupted, data, busy_controls)
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}
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on_use = function()
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on_secondary_use = function()
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on_drop = function() return a bool to indicate wether to drop the item or not.
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}
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]]
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ads = false,
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ads_location = 0,
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touchscreen = false
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}
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--data table:
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--[[
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{
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continue = bool
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timer = float
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active_ticks = int
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current_mode = "toggle", "hold"
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}
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]]
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local controls = Guns4d.control_handler
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--[[-modify controls (future implementation if needed)
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function controls.modify()
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end]]
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--this function always ends up a mess. I rewrote it here 2 times,
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--and in 3dguns I rewrote it at least 3 times. It's always just...
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--impossible to understand. So if you see ALOT of comments, that's why.
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function controls:get_actions()
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assert(self.instance, "attempt to call object method on a class")
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return (self.touchscreen and self.actions_touch) or self.actions_pc
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end
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function controls:update(dt)
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assert(self.instance, "attempt to call object method on a class")
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self.player_pressed = self.player:get_player_control()
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local pressed = self.player_pressed
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local call_queue = {} --so I need to have a "call" queue so I can tell the functions the names of other active controls (busy_list)
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local busy_list = self.busy_list or {} --list of controls that have their conditions met. Has to be reset at END of update, so on_use and on_secondary_use can be marked
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local gun = self.gun
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if not (gun.rechamber_time > 0 and gun.ammo_handler.ammo.next_bullet == "empty") then --check if the gun is being charged.
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for i, control in pairs(self:get_actions()) do
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if not (i=="on_use") and not (i=="on_secondary_use") then
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local def = control
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local data = control.data
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local conditions_met = true
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--check no conditions are false
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for _, key in pairs(control.conditions) do
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if not pressed[key] then conditions_met = false break end
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end
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if conditions_met then
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if (def.mode == "toggle") or (def.mode == "hybrid") then
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data.time_held = data.time_held + dt
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if (not data.toggle_lock) and (data.toggled or (data.time_held > Guns4d.config.control_held_toggle_threshold)) then
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data.toggled = not data.toggled
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data.toggle_lock = true --so it can only be toggled once when conditions are met for a period of time
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data.current_mode = "toggle"
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end
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if (data.current_mode ~= "hold") and (data.time_held > Guns4d.config.control_hybrid_toggle_threshold) and (def.mode=="hybrid") then
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data.current_mode = "hold"
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data.toggled = false
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end
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end
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else
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if def.mode=="hyrbid" then
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data.current_mode = "toggle"
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end
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data.time_held = 0
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data.toggle_lock = false
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end
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--minetest.chat_send_all(data.current_mode)
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--minetest.chat_send_all(tostring((conditions_met and not def.toggle) or data.toggled))
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if (conditions_met and data.current_mode == "hold") or (data.toggled and data.current_mode == "toggle") then
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busy_list[i] = true
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data.timer = data.timer - dt
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--when time is over, if it wasnt continue (or loop is active) then reset and call the function.
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--continue indicates wether the function was called (as active) before last step.
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if data.timer <= 0 and ((not data.continue) or def.loop) then
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data.continue = true
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table.insert(call_queue, {control=def, active=true, interrupt=false, data=data})
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if data.current_mode == "toggle" then
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data.toggled = false
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end
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elseif def.call_before_timer and not data.continue then --this is useful for functions that need to play animations for their progress.
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table.insert(call_queue, {control=def, active=false, interrupt=false, data=data})
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end
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else
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data.continue = false
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--detect interrupts, check if the timer was in progress
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if data.timer ~= def.timer then
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table.insert(call_queue, {control=def, active=false, interrupt=true, data=data})
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data.timer = def.timer
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end
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end
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end
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end
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for i, tbl in pairs(call_queue) do
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tbl.control.func(tbl.active, tbl.interrupt, tbl.data, busy_list, gun, self.handler)
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end
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self.busy_list = {}
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elseif self.busy_list then
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self.busy_list = nil
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end
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--eye offsets and ads_location
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if self.ads and (self.ads_location<1) then
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--if aiming, then increase ADS location
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self.ads_location = Guns4d.math.clamp(self.ads_location + (dt/gun.properties.ads.aim_time), 0, 1)
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elseif (not self.ads) and (self.ads_location>0) then
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local divisor = gun.properties.ads.aim_time/gun.consts.AIM_OUT_AIM_IN_SPEED_RATIO
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self.ads_location = Guns4d.math.clamp(self.ads_location - (dt/divisor), 0, 1)
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end
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end
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function controls:on_use(itemstack, pointed_thing)
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assert(self.instance, "attempt to call object method on a class")
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local actions = self:get_actions()
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if actions.on_use then
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actions.on_use(itemstack, self.handler, pointed_thing)
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end
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end
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function controls:on_drop(itemstack, pointed_thing, pos)
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local actions = self:get_actions()
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if actions.on_drop then
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return actions.on_use(itemstack, self.handler, pos)
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end
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end
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function controls:on_secondary_use(itemstack, pointed_thing)
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assert(self.instance, "attempt to call object method on a class")
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local actions = self:get_actions()
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if actions.on_secondary_use then
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actions.on_secondary_use(itemstack, self.handler, pointed_thing)
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end
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end
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---@diagnostic disable-next-line: duplicate-set-field
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function controls:toggle_touchscreen_mode(active)
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if active~=nil then self.touchscreen=active else self.touchscreen = not self.touchscreen end
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self.handler.touchscreen = self.touchscreen
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for i, action in pairs((self.touchscreen and self.actions_pc) or self.actions_touch) do
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if not (i=="on_use") and not (i=="on_secondary_use") then
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action.timer = action.timer or 0
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action.data = nil --no need to store excess data
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end
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end
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for i, action in pairs((self.touchscreen and self.actions_touch) or self.actions_pc) do
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if not (i=="on_use") and not (i=="on_secondary_use") then
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action.timer = action.timer or 0
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action.data = {
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timer = action.timer,
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continue = false,
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time_held = 0,
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current_mode = (action.mode=="hybrid" and "toggle") or action.mode or "hold"
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}
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end
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end
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end
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function controls.construct(def)
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if def.instance then
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assert(def.gun.properties.pc_control_actions, "no actions for pc controls provided")
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assert(def.gun.properties.touch_control_actions, "no actions for touchscreen controls provided")
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assert(def.player, "no player provided")
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--instantiate controls (as we will be adding to the table)
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def.actions_pc = Guns4d.table.deep_copy(def.gun.properties.pc_control_actions)
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def.actions_touch = Guns4d.table.deep_copy(def.gun.properties.touch_control_actions)
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def.busy_list = {}
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def.handler = Guns4d.players[def.player:get_player_name()]
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--def.control_handler = def.handler.control_handler has to be created afterwards so have the playerhandler add it to the fields.
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def:toggle_touchscreen_mode(def.touchscreen)
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table.sort(def.actions_pc, function(a,b)
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return #a.conditions > #b.conditions
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end)
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end
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end
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Guns4d.control_handler = mtul.class.new_class:inherit(Guns4d.control_handler) |