2020-04-20 04:53:23 -07:00
function quake . register_weapon ( name , def )
local weap_delay = def.weap_delay
2020-04-20 07:28:31 -07:00
local weap_sound_shooting = def.weap_sound_shooting
2020-04-20 04:53:23 -07:00
local is_hitscan = def.is_hitscan
local range = def.range
2020-04-28 06:48:15 -07:00
local has_knockback = def.has_knockback
2020-04-20 04:53:23 -07:00
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 " } ,
2020-05-11 13:51:23 -07:00
on_drop = function ( )
return nil
end ,
2020-04-20 04:53:23 -07:00
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
2020-04-20 07:28:31 -07:00
-- riproduzione suono
minetest.sound_play ( weap_sound_shooting , {
to_player = user : get_player_name ( ) ,
max_hear_distance = 5 ,
} )
2020-04-20 04:53:23 -07:00
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 ( )
2020-05-23 05:23:02 -07:00
2020-04-20 04:53:23 -07:00
if def.is_hitscan then
2020-05-20 06:27:07 -07:00
local target_pointed_thing = get_pointed_players ( pos_head , dir , range , username )
2020-05-11 13:43:59 -07:00
if not target_pointed_thing then return end
2020-05-21 12:45:36 -07:00
2020-05-11 13:43:59 -07:00
for i = 2 , ( target_pointed_thing [ 1 ] ) + 1 do
if target_pointed_thing [ i ] then
2020-05-23 06:04:34 -07:00
quake.shoot ( target_pointed_thing [ 1 ] , user : get_player_name ( ) , target_pointed_thing [ i ] . ref , def.weap_damage , has_knockback )
2020-05-11 13:43:59 -07:00
end
end
2020-04-20 04:53:23 -07:00
else
2020-05-11 13:43:59 -07:00
local has_knockback = def.knockback
2020-05-25 16:30:52 -07:00
local bullet = def.bullet
2020-05-11 13:43:59 -07:00
--i parametri potrebbero essere inutili ma non ne sono sicuro. Lasciamo così finchè va.
2020-05-25 16:30:52 -07:00
quake.shoot_bullet ( user , pointed_thing , bullet , pos_head , dir )
2020-04-20 04:53:23 -07:00
end
end ,
} )
2020-04-09 05:21:35 -07:00
2020-04-20 04:53:23 -07:00
end
2020-03-27 12:46:48 -07:00
2020-05-15 12:02:33 -07:00
2020-04-20 03:58:28 -07:00
-- 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 )
2020-04-10 08:20:48 -07:00
local p1 = vector.add ( head_pos , vector.divide ( dir , 4 ) )
2020-04-01 03:23:28 -07:00
local p2 = vector.add ( head_pos , vector.multiply ( dir , dist ) )
2020-04-01 14:04:08 -07:00
local ray = minetest.raycast ( p1 , p2 , true , true )
2020-04-20 03:58:28 -07:00
2020-04-01 03:23:28 -07:00
minetest.add_particlespawner ( {
2020-04-10 08:20:48 -07:00
amount = 20 ,
time = 0.3 ,
2020-04-01 14:04:08 -07:00
minpos = p1 ,
maxpos = p1 ,
2020-04-10 08:20:48 -07:00
minvel = vector.multiply ( dir , 120 ) ,
maxvel = vector.multiply ( dir , 120 ) ,
2020-04-01 14:04:08 -07:00
minexptime = 0.2 ,
maxexptime = 0.2 ,
size = 2 ,
collisiondetection = false ,
vertical = false ,
2020-04-10 08:20:48 -07:00
texture = " quake_railgun_trail.png "
2020-04-01 03:23:28 -07:00
} )
2020-04-20 03:58:28 -07:00
2020-04-19 13:04:21 -07:00
local array = { } --inizializzo array con numero di giocatori a 0
array [ 1 ] = 0
local i = 2
2020-04-20 03:58:28 -07:00
-- 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
2020-04-19 13:04:21 -07:00
array [ i ] = hit
2020-04-20 03:58:28 -07:00
array [ 1 ] = i - 1 --incrementa il numero di giocatori
2020-04-19 13:04:21 -07:00
i = i + 1
2020-04-10 09:55:02 -07:00
end
2020-04-10 09:42:20 -07:00
end
2020-04-20 03:58:28 -07:00
2020-04-19 13:04:21 -07:00
else
2020-04-20 03:58:28 -07:00
-- 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
2020-04-19 13:04:21 -07:00
return array
2020-04-19 13:27:21 -07:00
else
return nil
2020-04-10 09:42:20 -07:00
end
end
2020-04-20 03:58:28 -07:00
end
2020-04-01 03:23:28 -07:00
end
2020-04-20 03:58:28 -07:00
-- se ho sparato a qualcuno puntando in aria (quindi senza incrociare blocchi)
if array [ 1 ] > 0 then
2020-04-19 13:04:21 -07:00
return array
end
2020-04-20 03:58:28 -07:00
2020-03-27 12:46:48 -07:00
end
2020-05-22 09:05:01 -07:00
--funzione che usa quando esplode il proiettile. Posso piazzarla dove cazzo mi pare come file ma per ora va bene così.
--funziona. E fa danno in base alla distanza.
quake.explode = function ( self )
local explosion_range = self.initial_properties . explosion_range
local explosion_damage = self.initial_properties . explosion_damage
local p1 = self.object : getpos ( )
local objs = minetest.env : get_objects_inside_radius ( p1 , explosion_range )
2020-05-23 12:29:15 -07:00
2020-05-22 09:05:01 -07:00
if objs then
2020-05-23 12:29:15 -07:00
local n_players = get_number_players_in_objs ( objs )
2020-05-22 09:05:01 -07:00
for _ , obj in ipairs ( objs ) do
--check da aggiungere
if ( obj : get_entity_name ( ) ~= self.initial_properties . name and obj : is_player ( ) ) then
2020-05-23 12:29:15 -07:00
local p2 = obj : getpos ( )
local lenx = math.abs ( p2.x - p1.x )
local leny = math.abs ( p2.y - p1.y )
local lenz = math.abs ( p2.z - p1.z )
local hypot = math.sqrt ( ( lenx * lenx ) + ( lenz * lenz ) )
local dist = math.sqrt ( ( hypot * hypot ) + ( leny * leny ) )
local damage = explosion_damage - ( explosion_damage * dist / explosion_range )
2020-05-22 09:05:01 -07:00
if ( obj : get_player_name ( ) ~= self.p_name ) then
2020-05-23 12:29:15 -07:00
quake.shoot ( n_players , self.p_name , obj , damage , false )
2020-05-22 09:05:01 -07:00
else
2020-05-23 12:29:15 -07:00
quake.shoot ( n_players , self.p_name , obj , ( damage / 5 ) , false )
2020-05-22 09:05:01 -07:00
end
end
end
end
end
2020-05-23 03:39:10 -07:00
2020-05-23 12:29:15 -07:00
function get_number_players_in_objs ( objs )
local counter = 0
for _ , obj in ipairs ( objs ) do
if obj : is_player ( ) then
counter = counter + 1
end
end
return counter
end
2020-05-23 03:39:10 -07:00
local shooted_players = 0
local number_players = 0
local counter = 0
function quake . shoot ( number_of_players , p_name , pointed_thing , damage , has_knockback )
counter = counter + 1
local pos = minetest.get_pointed_thing_position ( pointed_thing )
local target = pointed_thing
local arena = arena_lib.get_arena_by_player ( p_name )
if not arena then return end -- uno potrebbe sparare nel decimo di secondo di sostituzione arma a fine match e far crashare
if target : get_hp ( ) <= 0 or arena.in_celebration then return end
-- 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
-- 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
local t_name = target : get_player_name ( )
local remaining_HP = target : get_hp ( ) - damage
-- controllo se è shutdown PRIMA di ucciderlo, sennò si resetta killstreak
if remaining_HP <= 0 and arena.players [ t_name ] . killstreak >= 3 then
quake.add_achievement ( p_name , 4 )
quake.show_achievement ( p_name , 4 )
arena_lib.send_message_players_in_arena ( arena , " [Quake] " .. minetest.colorize ( " #eea160 " , p_name ) .. " ha fermato " .. minetest.colorize ( " #eea160 " , t_name ) )
end
-- applico il danno
target : set_hp ( remaining_HP )
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 ,
} )
-- informo dell'uccisione
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 ) )
--achievement doppia kill
--viene fatto qua cosicchè appare dopo il messaggio "hai ucciso"
if number_players ~= number_of_players or number_of_players == 1 or counter == number_of_players then
number_players = number_of_players
shooted_players = 0
counter = 0
end
shooted_players = shooted_players + 1
if shooted_players > 1 then
if shooted_players == 2 then
quake.add_achievement ( p_name , 6 )
quake.show_achievement ( p_name , 6 )
elseif shooted_players >= 3 then
quake.add_achievement ( p_name , 7 )
quake.show_achievement ( p_name , 7 )
end
2020-05-23 06:04:34 -07:00
arena_lib.send_message_players_in_arena ( arena , " [Quake] " .. minetest.colorize ( " #eea160 " , p_name ) .. " ha ucciso " .. shooted_players .. " giocatori in un colpo! " )
2020-05-23 03:39:10 -07:00
end
-- 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 )
--eventuale first blood
if arena.first_blood == " " then
arena.first_blood = p_name
quake.add_achievement ( p_name , 5 )
quake.show_achievement ( p_name , 5 )
arena_lib.send_message_players_in_arena ( arena , " [Quake] " .. minetest.colorize ( " #eea160 " , p_name ) .. " ha versato il primo sangue " )
end
-- 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
-- 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 " ) .. " ! " )
quake.add_xp ( p_name , 10 )
quake.add_achievement ( p_name , 1 )
quake.show_achievement ( p_name , 1 )
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 " ) .. " ! " )
quake.add_xp ( p_name , 25 )
quake.add_achievement ( p_name , 2 )
quake.show_achievement ( p_name , 2 )
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 " ) .. " ! " )
quake.add_xp ( p_name , 50 )
quake.add_achievement ( p_name , 3 )
quake.show_achievement ( p_name , 3 )
end
-- aggiorno HUD
quake.update_HUD ( arena , p_name , " KLS_data " , p_stats.kills )
quake.update_stats ( arena )
-- aggiungo XP
quake.add_xp ( p_name , 5 )
-- 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 )
end
end