930 lines
39 KiB
Lua
930 lines
39 KiB
Lua
--- Gun class
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-- this is the system used to represent guns and their attributes directly.
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-- @module Gun
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local Vec = vector
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local gun_default = {
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--itemstack = Itemstack
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--gun_entity = ObjRef
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name = "__guns4d:default__",
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itemstring = "",
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registered = {},
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property_modifiers = {},
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--- properties
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properties = {
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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.
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breathing_scale = .5, -- the max angluler offset caused by breathing.
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flash_offset = Vec.new(), -- used by fire() (for fsx and ray start pos) [RENAME NEEDED]
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firerateRPM = 600, -- used by update() and by extent fire() + default controls. The firerate of the gun. Rounds per minute
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burst = 3, -- how many rounds in burst using when firemode is at "burst"
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ammo_handler = Ammo_handler,
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hip = {
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offset = Vec.new(),
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sway_vel_mul = 5,
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sway_angle_mul = 1,
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},
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ads = { --used by player_handler, animation handler (eye bone offset from horizontal_offset), gun entity (attached offset)
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offset = Vec.new(),
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horizontal_offset = 0,
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aim_time = 1,
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},
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firemodes = {
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"single", --not limited to semi-automatic.
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--"burst",
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--"auto"
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},
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firemode_inventory_overlays = {
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single = "inventory_overlay_single.png",
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auto = "inventory_overlay_auto.png",
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burst = "inventory_overlay_burst.png",
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safe = "inventory_overlay_safe.png"
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},
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--[[bloom = { not yet implemented.
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base_aiming = 0, --amount of bloom at a full rest while aiming down sights (if possible)
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base_hip = 0, --amount of bloom at rest while not aiming down sights.
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recoil = {
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decay = 1, --decay rate
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amount = 0,
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ratio = 0, --ratio of x to y
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},
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walking = {
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decay = 1,
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amount = 0,
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ratio = 0,
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}
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},]]
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recoil = { --used by update_recoil()
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velocity_correction_factor = { --velocity correction factor is currently very broken.
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gun_axial = 1,
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player_axial = 1,
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},
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target_correction_factor = { --angular correction rate per second: time_since_fire*target_correction_factor
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gun_axial = 1,
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player_axial = 1,
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},
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angular_velocity_max = { --max velocity, so your gun doesnt "spin me right round baby round round"
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gun_axial = 1,
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player_axial = 1,
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},
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angular_velocity = { --the velocity added per shot. This is the real "recoil" part of the recoil
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gun_axial = {x=0, y=0},
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player_axial = {x=0, y=0},
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},
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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
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gun_axial = {x=1, y=0},
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player_axial = {x=1, y=0},
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},
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target_correction_max_rate = { --the cap for target_correction_fire (i.e. this is the maximum amount it will ever correct per second.)
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gun_axial = 1,
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player_axial = 1,
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},
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hipfire_multiplier = { --the mutliplier for recoil (angular_velocity) at hipfire (can be fractional)
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gun_axial = 1,
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player_axial = 1
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},
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},
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sway = { --used by update_sway()
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max_angle = {
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gun_axial = 0,
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player_axial = 0,
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},
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angular_velocity = {
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gun_axial = 0,
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player_axial = 0,
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},
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hipfire_angle_multiplier = { --the mutliplier for sway max_angle at hipfire (can be fractional)
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gun_axial = 2,
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player_axial = 2
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},
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hipfire_velocity_multiplier = { --same as above but for velocity.
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gun_axial = 2,
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player_axial = 2
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}
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},
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walking_offset = { --used by update_walking() (or something)
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gun_axial = {x=1, y=-1},
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player_axial = {x=1,y=1},
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},
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pc_control_actions = { --used by control_handler
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__overfill=true, --this table will not be filled in.
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aim = Guns4d.default_controls.aim,
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auto = Guns4d.default_controls.auto,
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reload = Guns4d.default_controls.reload,
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on_use = Guns4d.default_controls.on_use,
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firemode = Guns4d.default_controls.firemode
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},
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touch_control_actions = {
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__overfill=true,
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aim = Guns4d.default_touch_controls.aim,
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auto = Guns4d.default_touch_controls.auto,
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reload = Guns4d.default_touch_controls.reload,
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on_secondary_use = Guns4d.default_touch_controls.on_secondary_use,
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firemode = Guns4d.default_touch_controls.firemode
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},
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charging = { --how the gun "cocks"
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require_draw_on_swap = true,
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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.
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draw_time = 1,
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draw_animation = "draw",
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draw_sound = "draw"
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--sound = soundspec
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},
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reload = { --used by defualt controls. Still provides usefulness elsewhere.
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__overfill=true,
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--{type="unload_mag", time=1, anim="unload_mag", interupt="to_ground", hold = true, sound = {sound = "load magazine", pitch = {min=.9, max=1.1}}},
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--{type="load", time=1, anim="load"}
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},
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ammo = { --used by ammo_handler
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magazine_only = false,
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--capacity = 0, --this is only needed if magazine_only = false
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accepted_bullets = {},
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accepted_magazines = {},
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initial_mag = "empty"
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},
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visuals = {
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--textures = {},
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--mesh="string.b3d",
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backface_culling = true,
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root = "gun",
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magazine = "magazine",
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arm_right = "right_aimpoint",
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arm_left = "left_aimpoint",
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animations = { --used by animations handler for idle, and default controls
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empty = {x=0,y=0},
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loaded = {x=1,y=1},
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},
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},
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sounds = { --this does not contain reload sound effects.
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release_bolt = {
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__overfill=true,
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sound = "ar_release_bolt",
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max_hear_distance = 5,
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pitch = {
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min = .95,
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max = 1.05
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},
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gain = {
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min = .9,
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max = 1
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}
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},
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fire = {
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{
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__overfill=true,
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sound = "ar_firing",
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max_hear_distance = 40, --far min_hear_distance is also this.
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pitch = {
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min = .95,
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max = 1.05
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},
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gain = {
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min = .9,
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max = 1
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}
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},
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{
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__overfill=true,
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sound = "ar_firing_far",
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min_hear_distance = 40,
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max_hear_distance = 600,
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pitch = {
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min = .95,
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max = 1.05
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},
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gain = {
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min = .9,
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max = 1
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}
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}
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},
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},
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--[[
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ammo = {
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accepted_magazines = {},
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accepted_bullets = {},
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magazine_only = false
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}
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]]
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initial_vertical_rotation = -60,
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--inventory_image
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--inventory_image_empty
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--used by ammo_handler
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},
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offsets = {
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recoil = {
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gun_axial = Vec.new(),
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player_axial = Vec.new(),
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--move_dynamic_crosshair = false, this would make the dynamic crosshair move instead of get larger
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},
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sway = {
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gun_axial = Vec.new(),
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player_axial = Vec.new(),
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},
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walking = {
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gun_axial = Vec.new(),
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player_axial = Vec.new(),
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tick = 0,
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--velocity
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},
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breathing = {
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gun_axial = Vec.new(), --gun axial unimplemented...
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player_axial = Vec.new(),
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},
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},
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--[[spread = {
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recoil = vector.new(),
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walking = vector.new()
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},]]
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animation_rotation = vector.new(),
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--[[total_offset_rotation = { --can't be in offsets, as they're added automatically.
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gun_axial = Vec.new(),
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player_axial = Vec.new(),
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},]]
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--player_rotation = Vec.new(),
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velocities = {
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recoil = {
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gun_axial = Vec.new(),
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player_axial = Vec.new(),
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},
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sway = {
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gun_axial = Vec.new(),
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player_axial = Vec.new(),
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},
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},
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--magic number BEGONE
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consts = {
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HIP_PLAYER_GUN_ROT_RATIO = .75,
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AIM_OUT_AIM_IN_SPEED_RATIO = 2.5,
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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.
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This will fuck shit up if you change it after gun construction/inheritence (interpolation between precalculated vectors will not work right)]]
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WAG_CYCLE_SPEED = 1.6,
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DEFAULT_MAX_HEAR_DISTANCE = 10,
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DEFAULT_FPS = 60,
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WAG_DECAY = 1, --divisions per second
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HAS_RECOIL = true,
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HAS_BREATHING = true,
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HAS_SWAY = true,
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HAS_WAG = true,
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HAS_GUN_AXIAL_OFFSETS = true,
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ANIMATIONS_OFFSET_AIM = false,
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LOOP_IDLE_ANIM = false,
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THIRD_PERSON_GAIN_MULTIPLIER = Guns4d.config.third_person_gain_multiplier,
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ITEM_COLLISIONBOX = ((not Guns4d.config.realistic_items) and {-.1,-.1,-.1, .1,.1,.1}) or {-.1,-.05,-.1, .1,.15,.1},
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ITEM_SELECTIONBOX = {-.2,-.2,-.2, .1,.2,.2},
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},
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--[[animation_data = { --where animations data is stored.
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anim_runtime = 0,
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length = 0,
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fps = 0,
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frames = {0,0},
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current_frame = 0,
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--[[animations = {
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}
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},]]
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bolt_charged = false,
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particle_spawners = {},
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current_firemode = 1,
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walking_tick = 0,
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time_since_last_fire = 0,
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time_since_creation = 0,
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rechamber_time = 0,
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burst_queue = 0,
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muzzle_flash = Guns4d.effects.muzzle_flash
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}
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--I dont remember why I made this, used it though lmao
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function gun_default.multiplier_coefficient(multiplier, ratio)
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return 1+((multiplier*ratio)-ratio)
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end
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function gun_default:draw()
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assert(self.instance, "attempt to call object method on a class")
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local props = self.properties
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if props.visuals.animations[props.charging.draw_animation] then
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self:set_animation(props.visuals.animations[props.charging.draw_animation], props.charging.draw_time)
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end
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if props.sounds[props.charging.draw_sound] then
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local sounds = Guns4d.table.deep_copy(props.sounds[props.charging.draw_sound])
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self:play_sounds(sounds)
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end
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self.ammo_handler:chamber_round()
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self.rechamber_time = props.charging.draw_time
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end
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--update gun, the main function.
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function gun_default:update(dt)
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assert(self.instance, "attempt to call object method on a class")
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if not self:has_entity() then self:add_entity(); self:clear_animation() end
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local handler = self.handler
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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.
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local total_rot = self.total_offset_rotation
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local player_rot = self.player_rotation
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local constant = Guns4d.config.vertical_rotation_factor
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--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
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player_rot.y = -handler.look_rotation.y
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local next_vert_aim = ((player_rot.x+look_rotation.x)/(1+constant*dt))-look_rotation.x
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if math.abs(look_rotation.x-next_vert_aim) > .005 then
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player_rot.x = next_vert_aim
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else
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player_rot.x = -look_rotation.x
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end
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--timers
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if self.rechamber_time > 0 then
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self.rechamber_time = self.rechamber_time - dt
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else
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self.rechamber_time = 0
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end
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self.time_since_creation = self.time_since_creation + dt
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self.time_since_last_fire = self.time_since_last_fire + dt
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if self.burst_queue > 0 then self:update_burstfire() end
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--update some vectors
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if self.consts.HAS_SWAY then self:update_sway(dt) end
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if self.consts.HAS_RECOIL then self:update_recoil(dt) end
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if self.consts.HAS_BREATHING then self:update_breathing(dt) end
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if self.consts.HAS_WAG then self:update_wag(dt) end
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self:update_animation(dt)
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self.dir = self:get_dir()
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self.local_dir = self:get_dir(true)
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self.paxial_dir = self:get_player_axial_dir()
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self.local_paxial_dir = self:get_player_axial_dir(true)
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self.pos = self:get_pos()+self.handler:get_pos()
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if self.properties.sprite_scope then
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self.sprite_scope:update()
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end
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if self.properties.crosshair then
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self.crosshair:update()
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end
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--automatically cock if uncocked.
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local ammo = self.ammo_handler.ammo
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--[[if ammo.total_bullets and (ammo.total_bullets > 0 and ammo.next_bullet == "empty") then
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self:charge()
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end]]
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--print(dump(self.ammo_handler.ammo.next_bullet))
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local offsets = self.offsets
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--local player_axial = offsets.recoil.player_axial + offsets.walking.player_axial + offsets.sway.player_axial + offsets.breathing.player_axial
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--local gun_axial = offsets.recoil.gun_axial + offsets.walking.gun_axial + offsets.sway.gun_axial
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--apply the offsets.
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total_rot.player_axial.x = 0; total_rot.player_axial.y = 0
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total_rot.gun_axial.x = 0; total_rot.gun_axial.y = 0
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for type, _ in pairs(total_rot) do
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for i, offset in pairs(offsets) do
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if self.consts.HAS_GUN_AXIAL_OFFSETS or type~="gun_axial" then
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total_rot[type] = total_rot[type]+offset[type]
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end
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end
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end
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end
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function gun_default:update_burstfire()
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if self.rechamber_time <= 0 then
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local success = self:attempt_fire()
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if not success then
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self.burst_queue = 0
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else
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self.burst_queue = self.burst_queue - 1
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end
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end
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end
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function gun_default:cycle_firemodes()
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self.current_firemode = ((self.current_firemode)%(#self.properties.firemodes))+1
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self.meta:set_int("guns4d_firemode", self.current_firemode)
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self:update_image_and_text_meta()
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self.player:set_wielded_item(self.itemstack)
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end
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--remember to set_wielded_item to self.itemstack! otherwise these changes will not apply!
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function gun_default:update_image_and_text_meta(meta)
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meta = meta or self.meta
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local ammo = self.ammo_handler.ammo
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--set the counter
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if ammo.total_bullets == 0 then
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meta:set_string("count_meta", Guns4d.config.empty_symbol)
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else
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if Guns4d.config.show_gun_inv_ammo_count then
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meta:set_string("count_meta", tostring(ammo.total_bullets))
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else
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meta:set_string("count_meta", "F")
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end
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end
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--pick the image
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local image = self.properties.inventory_image
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if (ammo.total_bullets > 0) and not ammo.magazine_psuedo_empty then
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image = self.properties.inventory_image
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elseif self.properties.inventory_image_magless and ( (ammo.loaded_mag == "empty") or (ammo.loaded_mag == "") or ammo.magazine_psuedo_empty) then
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image = self.properties.inventory_image_magless
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elseif self.properties.inventory_image_empty then
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image = self.properties.inventory_image_empty
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end
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--add the firemode overlay to the image
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if #self.properties.firemodes > 1 and self.properties.firemode_inventory_overlays[self.properties.firemodes[self.current_firemode]] then
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image = image.."^"..self.properties.firemode_inventory_overlays[self.properties.firemodes[self.current_firemode]]
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end
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if self.handler.infinite_ammo then
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image = image.."^"..self.properties.infinite_inventory_overlay
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end
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meta:set_string("inventory_image", image)
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end
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function gun_default:attempt_fire()
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assert(self.instance, "attempt to call object method on a class")
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if self.rechamber_time <= 0 and not self.ammo_handler.ammo.magazine_psuedo_empty then
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local spent_bullet = self.ammo_handler:spend_round()
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if spent_bullet and spent_bullet ~= "empty" then
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local dir = self.dir
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local pos = self.pos
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if not Guns4d.ammo.registered_bullets[spent_bullet] then
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minetest.log("error", "unregistered bullet itemstring"..tostring(spent_bullet)..", could not fire gun (player:"..self.player:get_player_name()..")");
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return false
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end
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local bullet_def = Guns4d.table.fill(Guns4d.ammo.registered_bullets[spent_bullet], {
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player = self.player,
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--we don't want it to be doing fuckshit and letting players shoot through walls.
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pos = pos-((self.handler.control_handler.ads and dir*self.properties.ads.offset.z) or dir*self.properties.hip.offset.z),
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--dir = dir, this is now collected directly by calling get_dir so pellets and spread can be handled by the bullet_ray instance.
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gun = self
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})
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Guns4d.bullet_ray:new(bullet_def)
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if self.properties.visuals.animations.fire then
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self:set_animation(self.properties.visuals.animations.fire, nil, false)
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end
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self:recoil()
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self:muzzle_flash()
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--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
|
|
self: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
|
|
--this needs to be optimized because it may be called frequently...
|
|
function gun_default:get_dir(rltv, offset_x, offset_y)
|
|
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.
|
|
--old code. I used a site (symbolab.com) to precalculate the rotation matrices to save on performance since spread has to run this.
|
|
--local dir = 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})
|
|
local p = -(rotation.gun_axial.x+rotation.player_axial.x+(offset_x or 0))*math.pi/180
|
|
local y = -(rotation.gun_axial.y+rotation.player_axial.y+(offset_y or 0))*math.pi/180
|
|
local Cy = math.cos(y)
|
|
local Sy = math.sin(y)
|
|
local Cp = math.cos(p)
|
|
local Sp = math.sin(p)
|
|
local dir = {
|
|
x=Sy*Cy,
|
|
y=-Sp,
|
|
z=Cy*Cp
|
|
}
|
|
if not rltv then --look rotation is that actual rotation of the player's camera, player_rotation is the gun's current rotation (because vertical rotation will differ for smoothness.)
|
|
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})
|
|
--[[
|
|
Cy = math.cos(y)
|
|
Sy = math.sin(y)
|
|
Cp = math.cos(p)
|
|
Sp = math.sin(p)
|
|
dir.x = (Cy*dir.x)+(Sy*Sp*dir.y)+(Sy*Cp*dir.z)
|
|
dir.y = (dir.y*Cp)-(dir.z*Sp)
|
|
dir.z = -(dir.x*Sy)+(dir.y*Sp*Cy)+(dir.z*Cy*Cp)]]
|
|
p = handler.look_rotation.x*math.pi/180
|
|
y = handler.look_rotation.y*math.pi/180
|
|
else
|
|
p = -self.player_rotation.x*math.pi/180
|
|
y = -self.player_rotation.y*math.pi/180
|
|
--dir = Vec.rotate(dir, {x=self.player_rotation.x*math.pi/180,y=self.player_rotation.y*math.pi/180,z=0})
|
|
end
|
|
Cy = math.cos(y)
|
|
Sy = math.sin(y)
|
|
Cp = math.cos(p)
|
|
Sp = math.sin(p)
|
|
dir = vector.new(
|
|
(Cy*dir.x)+(Sy*Sp*dir.y)+(Sy*Cp*dir.z),
|
|
(dir.y*Cp)-(dir.z*Sp),
|
|
(-dir.x*Sy)+(dir.y*Sp*Cy)+(dir.z*Cy*Cp)
|
|
)
|
|
else
|
|
dir = vector.new(dir)
|
|
end
|
|
return dir
|
|
end
|
|
--some old debug code for get_dir
|
|
--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)]]
|
|
--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
|
|
local function adjust_gain(tbl, v)
|
|
v = tbl.third_person_gain_multiplier or v
|
|
for i = 1, #tbl do
|
|
adjust_gain(tbl[i], v)
|
|
end
|
|
if tbl.gain and (tbl.split_audio_by_perspective~=false) then
|
|
if type(tbl.gain) == "number" then
|
|
tbl.gain = tbl.gain*v
|
|
else
|
|
tbl.gain.min = tbl.gain.min*v
|
|
tbl.gain.max = tbl.gain.max*v
|
|
end
|
|
end
|
|
end
|
|
function gun_default:play_sounds(sound)
|
|
local thpson_sound = Guns4d.table.deep_copy(sound)
|
|
local fsprsn_sound = Guns4d.table.deep_copy(sound)
|
|
|
|
thpson_sound.pos = self.pos
|
|
thpson_sound.player = self.player
|
|
thpson_sound.exclude_player = self.player
|
|
adjust_gain(thpson_sound, self.consts.THIRD_PERSON_GAIN_MULTIPLIER)
|
|
|
|
fsprsn_sound.player = self.player
|
|
fsprsn_sound.to_player = "from_player"
|
|
|
|
return Guns4d.play_sounds(thpson_sound), Guns4d.play_sounds(fsprsn_sound)
|
|
end
|
|
function gun_default:update_breathing(dt)
|
|
assert(self.instance)
|
|
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) |