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Lua
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2019-09-18 17:29:24 -05:00
--Helpers------------------------------------------
local function round(num, numDecimalPlaces)
local mult = 10 ^ (numDecimalPlaces or 0)
return math.floor(num * mult + 0.5) / mult
end
local function clamp(num, lower, upper)
return math.max(lower, math.min(upper, num))
end
local function get_player_2d_velocity_magnitude(player)
local velocity = player:get_player_velocity()
return math.sqrt(velocity.x * velocity.x + velocity.z * velocity.z);
end
local function get_player_3d_velocity_magnitude(player)
local velocity = player:get_player_velocity()
return math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y + velocity.z * velocity.z);
end
--Core---------------------------------------------
first_person_shooter = {}
first_person_shooter.maximum_speed_smoothing_samples = 3
first_person_shooter.players_metadata = {}
first_person_shooter.registered_weapons = {}
first_person_shooter.projectiles = {}
first_person_shooter.get_weapon_metadata = function(weapon_name)
return first_person_shooter.registered_weapons[weapon_name]
end
first_person_shooter.weapon_state_animation_data_calculators = {
["idle"] = function(player_metadata, weapon_metadata)
local weapon_state_animation = weapon_metadata.animations[player_metadata.weapon_state]
local frame_number = math.floor((player_metadata.weapon_state_time * weapon_metadata.animation_framerate % weapon_state_animation.total_frames) + 1)
return {
weapon_state_animation = weapon_state_animation,
frame_number = frame_number,
}
end,
["aim_idle"] = function(player_metadata, weapon_metadata)
local weapon_state_animation = weapon_metadata.animations[player_metadata.weapon_state]
local frame_number = math.floor((player_metadata.weapon_state_time * weapon_metadata.animation_framerate % weapon_state_animation.total_frames) + 1)
return {
weapon_state_animation = weapon_state_animation,
frame_number = frame_number,
}
end,
["aim_transition"] = function(player_metadata, weapon_metadata)
local weapon_state_animation = weapon_metadata.animations[player_metadata.weapon_state]
local frame_number = clamp(
math.floor((player_metadata.weapon_state_time * weapon_metadata.animation_framerate) + 1),
1,
weapon_state_animation.total_frames
)
return {
weapon_state_animation = weapon_state_animation,
frame_number = frame_number,
}
end,
["aim_transition_reverse"] = function(player_metadata, weapon_metadata)
local weapon_state_animation = weapon_metadata.animations["aim_transition"]
local frame_number = clamp(
math.floor(weapon_state_animation.total_frames - (player_metadata.weapon_state_time * weapon_metadata.animation_framerate) + 1),
1,
weapon_state_animation.total_frames
)
return {
weapon_state_animation = weapon_state_animation,
frame_number = frame_number,
}
end,
["fire"] = function(player_metadata, weapon_metadata)
local weapon_state_animation = weapon_metadata.animations[player_metadata.weapon_state]
local frame_number = clamp(
math.floor((player_metadata.weapon_state_time * weapon_metadata.animation_framerate) + 1),
1,
weapon_state_animation.total_frames
)
return {
weapon_state_animation = weapon_state_animation,
frame_number = frame_number,
}
end,
["aim_fire"] = function(player_metadata, weapon_metadata)
local weapon_state_animation = weapon_metadata.animations[player_metadata.weapon_state]
local frame_number = clamp(
math.floor((player_metadata.weapon_state_time * weapon_metadata.animation_framerate) + 1),
1,
weapon_state_animation.total_frames
)
return {
weapon_state_animation = weapon_state_animation,
frame_number = frame_number,
}
end,
["reload"] = function(player_metadata, weapon_metadata)
local weapon_state_animation = weapon_metadata.animations[player_metadata.weapon_state]
local frame_number = clamp(
math.floor((player_metadata.weapon_state_time * weapon_metadata.animation_framerate) + 1),
1,
weapon_state_animation.total_frames
)
return {
weapon_state_animation = weapon_state_animation,
frame_number = frame_number,
}
end,
}
first_person_shooter.get_player_weapon_animation_data = function(player_metadata, weapon_metadata)
return first_person_shooter.weapon_state_animation_data_calculators[player_metadata.weapon_state](player_metadata, weapon_metadata)
end
first_person_shooter.register_weapon = function(name, weapon_definition)
first_person_shooter.registered_weapons[name] = weapon_definition
minetest.register_tool(name, {
description = weapon_definition.description,
inventory_image = weapon_definition.icon,
stack_max = 1,
range = 0,
liquids_pointable = false,
on_use = function(itemstack, player, pointed_thing)
local player_metadata = first_person_shooter.players_metadata[player:get_player_name()]
if player_metadata.weapon_state == "idle" then
player_metadata:set_weapon_state("fire")
else
if player_metadata.weapon_state == "aim_idle" then
player_metadata:set_weapon_state("aim_fire")
end
end
end,
on_secondary_use = function(itemstack, player, pointed_thing)
local player_metadata = first_person_shooter.players_metadata[player:get_player_name()]
if player_metadata.weapon_state == "idle" then
player_metadata:set_weapon_state("aim_transition")
else
player_metadata:set_weapon_state("aim_transition_reverse")
end
end,
})
end
first_person_shooter.spawn_projectile = function()
local projectile = {}
first_person_shooter.projectiles.insert(projectile)
return projectile
end
first_person_shooter.on_weapon_fire = function(player_metadata)
local weapon_metadata = player_metadata:get_weapon_metadata()
if not weapon_metadata then
return
end
minetest.sound_play(
weapon_metadata.sounds["fire"].sound_name,
{
object = player_metadata.player,
gain = 1.0,
max_hear_distance = 100,
loop = false,
}
)
end
--Register Weapons---------------------------------
first_person_shooter.register_weapon("first_person_shooter:m1_garand", {
description = "M1 Garand",
icon = "m1_garand_icon.png",
animation_framerate = 45,
animations = {
["idle"] = {
texture_prefix = "m1_garand_idle",
total_frames = 1,
},
["aim_idle"] = {
texture_prefix = "m1_garand_aimidle",
total_frames = 1,
},
["aim_transition"] = {
texture_prefix = "m1_garand_aim",
total_frames = 7,
},
["fire"] = {
texture_prefix = "m1_garand_fire",
total_frames = 12,
},
["aim_fire"] = {
texture_prefix = "m1_garand_aimfire",
total_frames = 12,
},
["reload"] = {
texture_prefix = "m1_garand_reload",
total_frames = 83,
},
},
sounds = {
["fire"] = {
sound_name = "m1_garand_fire",
}
},
})
first_person_shooter.register_weapon("first_person_shooter:m1911", {
description = "M1911",
icon = "m1911_icon.png",
animation_framerate = 45,
animations = {
["idle"] = {
texture_prefix = "m1911_idle",
total_frames = 1,
},
["aim_idle"] = {
texture_prefix = "m1911_aimidle",
total_frames = 1,
},
["aim_transition"] = {
texture_prefix = "m1911_aim",
total_frames = 7,
},
["fire"] = {
texture_prefix = "m1911_fir",
total_frames = 10,
},
["aim_fire"] = {
texture_prefix = "m1911_aimfir",
total_frames = 11,
},
["reload"] = {
texture_prefix = "m1911_reload",
total_frames = 51,
},
},
sounds = {
["fire"] = {
sound_name = "m1911_fire",
}
},
})
--Player-------------------------------------------
first_person_shooter.initialize_player = function(player)
local speed_smoothing_samples = {}
for speed_smoothing_sample_index = 0, first_person_shooter.maximum_speed_smoothing_samples do
speed_smoothing_samples[speed_smoothing_sample_index] = 0
end
first_person_shooter.players_metadata[player:get_player_name()] = {
player = player,
life_time = 0,
weapon_state = "idle",
weapon_state_time = 0,
movement_amount = 0,
speed_smoothing_samples = speed_smoothing_samples,
get_average_speed = function(this)
local speed_sample_sum = 0
for speed_smoothing_sample_index = 0, first_person_shooter.maximum_speed_smoothing_samples do
speed_sample_sum = speed_sample_sum + this.speed_smoothing_samples[speed_smoothing_sample_index]
end
return math.ceil(speed_sample_sum / first_person_shooter.maximum_speed_smoothing_samples)
end,
set_weapon_state = function(this, weapon_state)
this.weapon_state = weapon_state
this.weapon_state_time = 0
first_person_shooter.on_weapon_state_begin(this)
end,
get_weapon_metadata = function(this)
return first_person_shooter.get_weapon_metadata(this.player:get_wielded_item():get_name())
end,
}
end
first_person_shooter.next_weapon_state = {
["idle"] = "idle",
["aim_idle"] = "aim_idle",
["aim_transition"] = "aim_idle",
["aim_transition_reverse"] = "idle",
["fire"] = "idle",
["aim_fire"] = "aim_idle",
["reload"] = "idle",
}
first_person_shooter.weapon_state_begin_handlers = {
["idle"] = function(player_metadata)
end,
["aim_idle"] = function(player_metadata)
end,
["aim_transition"] = function(player_metadata)
end,
["aim_transition_reverse"] = function(player_metadata)
end,
["fire"] = function(player_metadata)
first_person_shooter.on_weapon_fire(player_metadata)
end,
["aim_fire"] = function(player_metadata)
first_person_shooter.on_weapon_fire(player_metadata)
end,
["reload"] = function(player_metadata)
end,
}
first_person_shooter.on_weapon_state_begin = function(player_metadata)
first_person_shooter.weapon_state_begin_handlers[player_metadata.weapon_state](player_metadata)
end
first_person_shooter.on_weapon_state_end = function(player_metadata)
player_metadata:set_weapon_state(first_person_shooter.next_weapon_state[player_metadata.weapon_state])
end
first_person_shooter.update_players = function(deltaTime)
for player_name, player_metadata in pairs(first_person_shooter.players_metadata) do
local weapon_metadata = player_metadata:get_weapon_metadata()
if not weapon_metadata then
player_metadata.player:hud_remove(player_metadata.weapon_hud_element)
player_metadata.player:hud_set_flags({
hotbar = true,
healthbar = true,
crosshair = true,
wielditem = true,
breathbar = true,
})
return
else
player_metadata.player:hud_set_flags({
hotbar = false,
healthbar = false,
crosshair = false,
wielditem = false,
breathbar = false,
})
end
player_metadata.life_time = player_metadata.life_time + deltaTime
player_metadata.weapon_state_time = player_metadata.weapon_state_time + deltaTime
local player_velocity_magnitude = get_player_2d_velocity_magnitude(player_metadata.player)
player_metadata.speed_smoothing_samples[math.floor(player_metadata.life_time * 100 % first_person_shooter.maximum_speed_smoothing_samples)] = player_velocity_magnitude
local average_speed = player_metadata:get_average_speed()
if average_speed == 0 then
player_metadata.movement_amount = player_metadata.movement_amount - deltaTime
else
player_metadata.movement_amount = player_metadata.movement_amount + deltaTime
end
player_metadata.movement_amount = clamp(player_metadata.movement_amount, 0, 1)
local breathing_x_offset = math.cos(player_metadata.life_time) * 0.002
local breathing_y_offset = math.sin(player_metadata.life_time * 1.25) * 0.005
local movement_x_offset = (math.sin(player_metadata.life_time * average_speed * 1.5) * 0.012) * player_metadata.movement_amount
local movement_y_offset = (math.sin(player_metadata.life_time * average_speed * 3) * 0.013) * player_metadata.movement_amount
local animation_data = first_person_shooter.get_player_weapon_animation_data(player_metadata, weapon_metadata)
player_metadata.player:hud_remove(player_metadata.weapon_hud_element)
player_metadata.weapon_hud_element = player_metadata.player:hud_add({
hud_elem_type = "image",
text = animation_data.weapon_state_animation.texture_prefix .. animation_data.frame_number .. ".png",
position = {
x = 0.5 - breathing_x_offset - movement_x_offset,
y = 0.55 - breathing_y_offset - movement_y_offset
},
scale = { x = -100, y = -100 },
alignment = { x = 0, y = 0 },
offset = { x = 0, y = 0 },
size = { x = 1280, y = 720 },
})
local animation_duration = (animation_data.weapon_state_animation.total_frames - 1) / weapon_metadata.animation_framerate
if player_metadata.weapon_state_time >= animation_duration then
first_person_shooter.on_weapon_state_end(player_metadata)
end
end
end
first_person_shooter.update_projectiles = function(deltaTime)
end
first_person_shooter.update = function(deltaTime)
first_person_shooter.update_players(deltaTime)
first_person_shooter.update_projectiles(deltaTime)
end
minetest.register_on_joinplayer(first_person_shooter.initialize_player)
minetest.register_globalstep(first_person_shooter.update)