minetest-quake/_weapons/weapons.lua

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local function get_pointed_players(pos, dir, dist, username) end
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local function shoot(target) end
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function quake.register_weapon(name, def)
local weap_delay = def.weap_delay
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local weap_sound_shooting = def.weap_sound_shooting
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local is_hitscan = def.is_hitscan
local range = def.range
local has_knockback = def.has_knockback
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minetest.register_node(name, {
description = def.description,
drawtype = "mesh",
mesh = def.mesh,
tiles = def.tiles,
wield_scale = def.wield_scale,
inventory_image = def.inventory_image,
stack_max = 1,
groups = {oddly_breakable_by_hand = "2"},
on_drop = function()
return nil
end,
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on_place = function()
return nil
end,
on_use = function(itemstack, user, pointed_thing)
----- gestione delay dell'arma -----
if user:get_meta():get_int("quake_weap_delay") == 1 then
return end
user:get_meta():set_int("quake_weap_delay", 1)
local inv = user:get_inventory()
minetest.after(weap_delay, function()
if inv:contains_item("main", "quake:match_over") then return end
user:get_meta():set_int("quake_weap_delay", 0)
end)
-----fine gestione delay -----
--se sono immune e sparo, perdo l'immunità
if inv:contains_item("main", "arena_lib:immunity") then
inv:remove_item("main", "arena_lib:immunity")
end
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-- riproduzione suono
minetest.sound_play(weap_sound_shooting, {
to_player = user:get_player_name(),
max_hear_distance = 5,
})
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local dir = user:get_look_dir()
local pos = user:get_pos()
local pos_head = {x = pos.x, y = pos.y+1.475, z = pos.z} -- deve sparare all'altezza mirino, ovvero dalla testa
local username = user:get_player_name()
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local target_pointed_thing
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if def.is_hitscan then
target_pointed_thing = get_pointed_players(pos_head, dir, range, username)
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else
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--TODO armi con proiettili
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end
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if not target_pointed_thing then return end
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local i = 0
for i = 2,(target_pointed_thing[1])+1 do
if target_pointed_thing[i] then
shoot(user:get_player_name(), target_pointed_thing[i], def.weap_damage, has_knockback)
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end
end
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end,
})
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end
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-- ritorna un array di player con a index 1 il numero di player trovati. Se non
-- trova player diversi da se stessi ritorna nil
function get_pointed_players(head_pos, dir, dist, username)
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local p1 = vector.add(head_pos, vector.divide(dir,4))
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local p2 = vector.add(head_pos, vector.multiply(dir, dist))
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local ray = minetest.raycast(p1, p2, true, true)
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minetest.add_particlespawner({
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amount = 20,
time = 0.3,
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minpos = p1,
maxpos = p1,
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minvel = vector.multiply(dir,120),
maxvel = vector.multiply(dir,120),
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minexptime = 0.2,
maxexptime = 0.2,
size = 2,
collisiondetection = false,
vertical = false,
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texture = "quake_railgun_trail.png"
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})
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local array = {} --inizializzo array con numero di giocatori a 0
array[1] = 0
local i = 2
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-- check su ogni cosa attraversata dal raycast (p1 a p2)
for hit in ray do
-- se è un oggetto
if hit.type == "object" and hit.ref then
-- se è un giocatore
if hit.ref:is_player() then
-- e non è colui che spara
if hit.ref:get_player_name() ~= username then
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array[i] = hit
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array[1] = i - 1 --incrementa il numero di giocatori
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i = i + 1
end
end
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else
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-- se è un nodo mi fermo, e ritorno l'array se > 0 (ovvero ha trovato giocatori)
if hit.type == "node" then
if array[1] > 0 then
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return array
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else
return nil
end
end
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end
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end
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-- se ho sparato a qualcuno puntando in aria (quindi senza incrociare blocchi)
if array[1] > 0 then
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return array
end
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end
function shoot(p_name, pointed_thing, damage, has_knockback)
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local pos = minetest.get_pointed_thing_position(pointed_thing)
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local target = pointed_thing.ref
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local arena = arena_lib.get_arena_by_player(p_name)
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if not arena then return end -- uno potrebbe sparare nel decimo di secondo di sostituzione arma a fine match e far crashare
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if target:get_hp() <= 0 or arena.in_celebration then return end
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-- controllo le immunità
if target:get_inventory():contains_item("main", "arena_lib:immunity") then
minetest.chat_send_player(p_name, "Non puoi colpire " .. target:get_player_name() .. ", è immune")
--TODO: sostituire con un suono
return end
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-- eventuale knockback
if has_knockback then
local dir = minetest.get_player_by_name(p_name):get_look_dir()
local knockback = vector.multiply(dir,14)
target:add_player_velocity(knockback)
end
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-- applico il danno
target:set_hp(target:get_hp() - damage)
if target:get_hp() > 0 then return end
----- applico la morte -----
-- riproduco suono morte
minetest.sound_play("quake_kill", {
to_player = p_name,
max_hear_distance = 1,
})
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-- uccido il giocatore
local t_name = target:get_player_name()
minetest.chat_send_player(p_name, "[Quake] Hai ucciso " .. minetest.colorize("#eea160", t_name))
minetest.chat_send_player(t_name, "[Quake] Sei stato ucciso da " .. minetest.colorize("#eea160", p_name))
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-- aggiungo la kill
local p_stats = arena.players[p_name]
p_stats.kills = p_stats.kills +1
p_stats.killstreak = p_stats.killstreak +1
quake.calc_kill_leader(arena, p_name)
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-- visibilità kill leader
local kill_leader = arena.kill_leader
for pl_name, stats in pairs(arena.players) do
quake.update_HUD(arena, pl_name, "KLR_data", arena.players[kill_leader].kills .. " | " .. kill_leader)
end
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--TODO: aggiungere effetti sonori
-- eventuale killstreak
if p_stats.killstreak == 3 then
arena_lib.send_message_players_in_arena(arena, "[Quake] " .. minetest.colorize("#eea160", p_name) .. " è in una " .. minetest.colorize("#eea160", "serie d'uccisioni").. "!")
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quake.add_xp(p_name, 10)
quake.add_achievement(p_name, 1)
quake.show_achievement(p_name, 1)
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elseif p_stats.killstreak == 5 then
arena_lib.send_message_players_in_arena(arena, "[Quake] " .. minetest.colorize("#eea160", p_name) .. " è " .. minetest.colorize("#eea160", "inarrestabile").. "!")
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quake.add_xp(p_name, 25)
quake.add_achievement(p_name, 2)
quake.show_achievement(p_name, 2)
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elseif p_stats.killstreak == 7 then
arena_lib.send_message_players_in_arena(arena, "[Quake] " .. minetest.colorize("#eea160", p_name) .. " è una " .. minetest.colorize("#eea160", "FURIA OMICIDA").. "!")
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quake.add_xp(p_name, 50)
quake.add_achievement(p_name, 3)
quake.show_achievement(p_name, 3)
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end
-- aggiorno HUD
quake.update_HUD(arena, p_name, "KLS_data", p_stats.kills)
quake.update_stats(arena)
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-- aggiungo XP
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quake.add_xp(p_name, 5)
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-- se kill cap raggiunto finisce match
if arena.players[p_name].kills == arena.kill_cap then
local mod = arena_lib.get_mod_by_player(p_name)
arena_lib.load_celebration(mod, arena, p_name)
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end
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end