guns4d-cd2025/classes/Control_handler.lua

107 lines
4.4 KiB
Lua

Guns4d.control_handler = {
--[[example:
controls = {
reload = {
conditions = { --the list of controls (see lua_api.txt) to call
"shift",
"zoom"
},
timer = .3,
call_before_timer = false,
loop = false,
func=function(active, interrupted, data, busy_controls)
}
}
]]
ads = false,
}
--data table:
--[[
{
held = bool
timer = float
}
]]
local controls = Guns4d.control_handler
--[[-modify controls (future implementation if needed)
function controls.modify()
end]]
--this function always ends up a mess. I rewrote it here 2 times,
--and in 3dguns I rewrote it at least 3 times. It's always just...
--impossible to understand. So if you see ALOT of comments, that's why.
function controls:update(dt)
assert(self.instance, "attempt to call object method on a class")
self.player_pressed = self.player:get_player_control()
local pressed = self.player_pressed
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)
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
for i, control in pairs(self.controls) do
if not (i=="on_use") and not (i=="on_secondary_use") then
local def = control
local data = control.data
local conditions_met = true
--check no conditions are false
for _, key in pairs(control.conditions) do
if not pressed[key] then conditions_met = false break end
end
if conditions_met then
busy_list[i] = true
data.timer = data.timer - dt
--when time is over, if it wasnt held (or loop is active) then reset and call the function.
--held indicates wether the function was called (as active) before last step.
if data.timer <= 0 and ((not data.held) or def.loop) then
data.held = true
table.insert(call_queue, {control=def, active=true, interrupt=false, data=data})
elseif def.call_before_timer and not data.held then --this is useful for functions that need to play animations for their progress.
table.insert(call_queue, {control=def, active=false, interrupt=false, data=data})
end
else
data.held = false
--detect interrupts, check if the timer was in progress
if data.timer ~= def.timer then
table.insert(call_queue, {control=def, active=false, interrupt=true, data=data})
data.timer = def.timer
end
end
end
end
for i, tbl in pairs(call_queue) do
tbl.control.func(tbl.active, tbl.interrupt, tbl.data, busy_list, self.handler.gun, self.handler)
end
self.busy_list = {}
end
function controls:on_use(itemstack, pointed_thing)
assert(self.instance, "attempt to call object method on a class")
if self.controls.on_use then
self.controls.on_use(itemstack, self.handler, pointed_thing)
end
end
function controls:on_secondary_use(itemstack, pointed_thing)
assert(self.instance, "attempt to call object method on a class")
if self.controls.on_secondary_use then
self.controls.on_secondary_use(itemstack, self.handler, pointed_thing)
end
end
---@diagnostic disable-next-line: duplicate-set-field
function controls.construct(def)
if def.instance then
assert(def.controls, "no controls provided")
assert(def.player, "no player provided")
def.controls = table.deep_copy(def.controls)
def.busy_list = {}
def.handler = Guns4d.players[def.player:get_player_name()]
for i, control in pairs(def.controls) do
if not (i=="on_use") and not (i=="on_secondary_use") then
control.timer = control.timer or 0
control.data = {
timer = control.timer,
held = false
}
end
end
table.sort(def.controls, function(a,b)
return #a.conditions > #b.conditions
end)
end
end
Guns4d.control_handler = Instantiatable_class:inherit(Guns4d.control_handler)