513 lines
21 KiB
Lua

local Vec = vector
local gun_default = {
--itemstack = Itemstack
--gun_entity = ObjRef
name = "__template__",
registered = {},
property_modifiers = {},
properties = {
hip = {
offset = Vec.new(),
},
ads = {
offset = Vec.new(),
horizontal_offset = 0,
},
recoil = {
velocity_correction_factor = {
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 = {
gun_axial = 1,
player_axial = 1,
},
angular_velocity = {
gun_axial = {x=0, y=0},
player_axial = {x=0, y=0},
},
angular_velocity_bias = {
gun_axial = {x=1, y=0},
player_axial = {x=1, y=0},
},
target_correction_max_rate = { --the cap for time_since_fire*target_correction_factor
gun_axial = 1,
player_axial = 1,
},
},
sway = {
max_angle = {
gun_axial = 0,
player_axial = 0,
},
angular_velocity = {
gun_axial = 0,
player_axial = 0,
},
},
walking_offset = {
gun_axial = {x=.2, y=-.2},
player_axial = {x=1,y=1},
},
flash_offset = Vec.new(),
aim_time = 1,
firerateRPM = 10000,
controls = {},
accepted_mags = {}
},
offsets = {
player_rotation = Vec.new(),
--I'll need all three of them, do some precalculation.
total_offset_rotation = {
gun_axial = Vec.new(),
player_axial = Vec.new(),
},
recoil = {
gun_axial = Vec.new(),
player_axial = Vec.new(),
},
sway = {
gun_axial = Vec.new(),
player_axial = Vec.new(),
},
walking = {
gun_axial = Vec.new(),
player_axial = Vec.new(),
},
breathing = {
gun_axial = 1,
player_axial = 1,
}
},
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",
AIMING_BONE = "guns3d_aiming_bone",
HAS_RECOIL = true,
HAS_BREATHING = true,
HAS_SWAY = true,
HAS_WAG = true,
INFINITE_AMMO_IN_CREATIVE = true,
},
particle_spawners = {},
walking_tick = 0,
time_since_last_fire = 0,
time_since_creation = 0,
rechamber_time = 0,
muzzle_flash = Guns4d.muzzle_flash
}
function gun_default:spend_round()
end
function gun_default:fire()
assert(self.instance, "attempt to call object method on a class")
if self.rechamber_time <= 0 then
local dir = self.dir
local pos = self:get_pos()
Guns4d.bullet_ray:new({
player = self.player,
pos = pos,
dir = dir,
range = 100,
gun = self,
force_mmRHA = 1,
dropoff_mmRHA = 0,
hit_entity = function(pointed)
local damage = math.floor((self.damage*(self.force_mmRHA/self.init_force_mmRHA))+1)
pointed.ref:punch(self.player, nil, {damage_groups = {fleshy = damage, penetration_mmRHA=self.force_mmRHA}}, self.dir)
end
})
self:recoil()
self:muzzle_flash()
self.rechamber_time = 60/self.properties.firerateRPM
end
end
function gun_default:recoil()
assert(self.instance, "attempt to call object method on a class")
for axis, recoil in pairs(self.velocities.recoil) do
for _, i in pairs({"x","y"}) do
recoil[i] = recoil[i] + (self.properties.recoil.angular_velocity[axis][i]*math.rand_sign((self.properties.recoil.angular_velocity_bias[axis][i]/2)+.5))
end
end
self.time_since_last_fire = 0
end
function gun_default:get_dir(rltv)
assert(self.instance, "attempt to call object method on a class")
local player = self.player
local player_rotation
if rltv then
player_rotation = Vec.new()
else
player_rotation = Vec.new(self.offsets.player_rotation.x, self.offsets.player_rotation.y, 0)
end
local rotation = self.offsets.total_offset_rotation
local dir = Vec.new(Vec.rotate({x=0, y=0, z=1}, {y=0, x=((rotation.gun_axial.x+rotation.player_axial.x+player_rotation.x)*math.pi/180), z=0}))
dir = Vec.rotate(dir, {y=((rotation.gun_axial.y+rotation.player_axial.y+player_rotation.y)*math.pi/180), x=0, z=0})
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})
return dir
end
function gun_default:get_pos(added_pos)
assert(self.instance, "attempt to call object method on a class")
added_pos = Vec.new(added_pos)
local player = self.player
local handler = self.handler
local bone_location = Vec.new(handler.model_handler.offsets.arm.right)/10
local gun_offset = Vec.new(self.properties.hip.offset)
local player_rotation = Vec.new(self.offsets.player_rotation.x, self.offsets.player_rotation.y, 0)
if handler.control_bools.ads then
gun_offset = self.properties.ads.offset
bone_location = Vec.new(0, handler:get_properties().eye_height, 0)+player:get_eye_offset()/10
else
--minetest is really wacky.
bone_location.x = -bone_location.x
player_rotation.x = self.offsets.player_rotation.x*self.consts.HIP_PLAYER_GUN_ROT_RATIO
end
gun_offset = gun_offset+added_pos
--dir needs to be rotated twice seperately to avoid weirdness
local rotation = self.offsets.total_offset_rotation
local bone_pos = Vec.rotate(bone_location, {x=0, y=player_rotation.y*math.pi/180, z=0})
local gun_offset = Vec.rotate(Vec.rotate(gun_offset, {x=(rotation.player_axial.x+player_rotation.x)*math.pi/180,y=0,z=0}), {x=0,y=(rotation.player_axial.y+player_rotation.y)*math.pi/180,z=0})
--[[local hud_pos = bone_pos+gun_offset+handler:get_pos()
if not false then
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 bone_pos+gun_offset+handler:get_pos(), bone_pos, gun_offset
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
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
--update the gun, da meat and da potatoes
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() end
self.pos = self:get_pos()
local handler = self.handler
local look_rotation = {x=handler.look_rotation.x,y=handler.look_rotation.y}
local total_rot = self.offsets.total_offset_rotation
local player_rot = self.offsets.player_rotation
local constant = 1.4
--player look rotation
local next_vert_aim = ((player_rot.x+look_rotation.x)/(1+((constant*10)*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
--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.dir = self:get_dir()
self.local_dir = self:get_dir(true)
--sprite scope
if self.properties.sprite_scope then
self.sprite_scope:update()
end
player_rot.y = -handler.look_rotation.y
local offsets = self.offsets
total_rot.player_axial = offsets.recoil.player_axial + offsets.walking.player_axial + offsets.sway.player_axial + {x=offsets.breathing.player_axial,y=0,z=0} + {x=0,y=0,z=0}
total_rot.gun_axial = offsets.recoil.gun_axial + offsets.walking.gun_axial + offsets.sway.gun_axial
end
function gun_default:update_wag(dt)
local handler = self.handler
if handler.walking then
self.walking_tick = self.walking_tick + (dt*Vec.length(self.player:get_velocity()))
else
self.walking_tick = 0
end
local walking_offset = self.offsets.walking
for _, i in pairs({"x","y"}) do
for axis, _ in pairs(walking_offset) do
if handler.walking then
local time = self.walking_tick
local multiplier = 1
if i == "x" then
multiplier = 2
end
walking_offset[axis][i] = math.sin((time/1.6)*math.pi*multiplier)*self.properties.walking_offset[axis][i]
else
local old_value = walking_offset[axis][i]
if (math.abs(walking_offset[axis][i]) > .5 and axis=="player_axial") or (math.abs(walking_offset[axis][i]) > .6 and axis=="gun_axial") then
local multiplier = (walking_offset[axis][i]/math.abs(walking_offset[axis][i]))
walking_offset[axis][i] = walking_offset[axis][i]-(dt*2*multiplier)
elseif axis == "gun_axial" then
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 = 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 = 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_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 = 1
--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 linearly.
if x > math.pi*(8/9) then
self.offsets.breathing.player_axial=self.offsets.breathing.player_axial-(self.offsets.breathing.player_axial*2*dt)
else
self.offsets.breathing.player_axial = scale*(math.sin(x))
end
end
function gun_default:update_sway(dt)
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
sway_vel = Vec.normalize(sway_vel+(ran*dt))*self.properties.sway.angular_velocity[axis]
sway=sway+(sway_vel*dt)
if Vec.length(sway) > self.properties.sway.max_angle[axis] then
sway=Vec.normalize(sway)*self.properties.sway.max_angle[axis]
sway_vel = Vec.new()
end
self.offsets.sway[axis] = sway
self.velocities.sway[axis] = sway_vel
end
end
function gun_default:prepare_deletion()
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
end
--construction for the base gun class
gun_default.construct = function(def)
if def.instance then
--make some quick checks.
assert(def.handler, "no player handler object provided")
--initialize some variables
def.player = def.handler.player
local meta = def.itemstack:get_meta()
def.meta = meta
local out = {}
--create ID so we can track switches between weapons
if meta:get_string("guns4d_id") == "" then
local id = tostring(Unique_id.generate())
meta:set_string("guns4d_id", id)
def.player:set_wielded_item(def.itemstack)
def.id = id
else
def.id = meta:get_string("guns4d_id")
end
--unavoidable table instancing
def.properties = table.fill(def.base_class.properties, def.properties)
def.particle_spawners = {} --Instantiatable_class only shallow copies. So tables will not change, and thus some need to be initialized.
def.property_modifiers = {}
--initialize all offsets
--def.offsets = table.deep_copy(def.base_class.offsets)
def.offsets = {}
for i, tbl in pairs(def.base_class.offsets) do
if (tbl.gun_axial and tbl.player_axial) then
local ty = type(tbl.gun_axial)
if (ty=="table") and tbl.gun_axial.x and tbl.gun_axial.y and tbl.gun_axial.z then
def.offsets[i] = {}
def.offsets[i].gun_axial = Vec.new()
def.offsets[i].player_axial = Vec.new()
else
def.offsets[i] = {}
def.offsets[i] = table.deep_copy(def.offsets[i])
end
elseif tbl.x and tbl.y and tbl.z then
def.offsets[i] = Vec.new()
end
end
--def.velocities = table.deep_copy(def.base_class.velocities)
def.velocities = {}
for i, tbl in pairs(def.base_class.velocities) do
def.velocities[i] = {}
if tbl.gun_axial and tbl.player_axial then
def.velocities[i].gun_axial = Vec.new()
def.velocities[i].player_axial = Vec.new()
end
end
--properties have been assigned, create necessary objects
if def.properties.sprite_scope then
if not def.sprite_scope then
def.sprite_scope = def.properties.sprite_scope:new({
gun = def
})
end
end
elseif def.name ~= "__template__" then
local props = def.properties
assert(def.name, "no name provided")
assert(def.itemstring, "no itemstring provided")
assert(minetest.registered_items[def.itemstring], "item is not registered, check dependencies.")
--override methods so control handler can do it's job
local old_on_use = minetest.registered_items[def.itemstring].on_use
local old_on_s_use = minetest.registered_items[def.itemstring].on_secondary_use
minetest.override_item(def.itemstring, {
on_use = function(itemstack, user, pointed_thing)
if old_on_use then
old_on_use(itemstack, user, pointed_thing)
end
Guns4d.players[user:get_player_name()].handler.control_handler:on_use(itemstack, pointed_thing)
end,
on_secondary_use = function(itemstack, user, pointed_thing)
if old_on_s_use then
old_on_s_use(itemstack, user, pointed_thing)
end
Guns4d.players[user:get_player_name()].handler.control_handler:on_secondary_use(itemstack, pointed_thing)
end
})
def.properties = table.fill(def.parent_class.properties, def.properties or {})
def.consts = table.fill(def.parent_class.consts, def.consts or {})
Guns4d.gun.registered[def.name] = def
minetest.register_entity(def.name.."_visual", {
initial_properties = {
visual = "mesh",
mesh = props.mesh,
textures = props.textures,
glow = 0,
pointable = false,
static_save = false,
},
on_step = function(self, dtime)
local name = string.gsub(self.name, "_visual", "")
local obj = self.object
if not self.parent_player then obj:remove() return end
local player = self.parent_player
local handler = Guns4d.players[player:get_player_name()].handler
local lua_object = handler.gun
if not lua_object then obj:remove() return end
--this is changing the point of rotation if not aiming, this is to make it look less shit.
local axial_modifier = Vec.new()
if not handler.control_bools.ads then
local pitch = lua_object.offsets.total_offset_rotation.player_axial.x+lua_object.offsets.player_rotation.x
axial_modifier = Vec.new(pitch*(1-lua_object.consts.HIP_PLAYER_GUN_ROT_RATIO),0,0)
end
local axial_rot = lua_object.offsets.total_offset_rotation.gun_axial+axial_modifier
--attach to the correct bone, and rotate
local visibility = true
if lua_object.sprite_scope and lua_object.sprite_scope.hide_gun and (not (handler.ads_location == 0)) then
visibility = false
end
if handler.control_bools.ads then
local normal_pos = (props.ads.offset+Vec.new(props.ads.horizontal_offset,0,0))*10
obj:set_attach(player, lua_object.consts.AIMING_BONE, normal_pos, -axial_rot, visibility)
else
local normal_pos = Vec.new(props.hip.offset)*10
-- Vec.multiply({x=normal_pos.x, y=normal_pos.z, z=-normal_pos.y}, 10)
obj:set_attach(player, lua_object.consts.HIPFIRE_BONE, normal_pos, -axial_rot, visibility)
end
end
})
end
end
Guns4d.gun = Instantiatable_class:inherit(gun_default)