minetest-quake/_weapons/weapons.lua

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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"},
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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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if def.is_hitscan then
local target_pointed_thing = get_pointed_players(pos_head, dir, range, username)
if not target_pointed_thing then return end
for i = 2,(target_pointed_thing[1])+1 do
if target_pointed_thing[i] then
quake.shoot(target_pointed_thing[1], user:get_player_name(), target_pointed_thing[i].ref, def.weap_damage, has_knockback)
end
end
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else
local has_knockback = def.knockback
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local bullet = def.bullet
--i parametri potrebbero essere inutili ma non ne sono sicuro. Lasciamo così finchè va.
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quake.shoot_bullet(user, pointed_thing, bullet, pos_head, dir)
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end
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
--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)
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if objs then
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local n_players = get_number_players_in_objs(objs)
for _, obj in ipairs(objs) do
--check da aggiungere
if (obj:get_entity_name() ~= self.initial_properties.name and obj:is_player()) then
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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)
if (obj:get_player_name() ~= self.p_name) then
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quake.shoot(n_players, self.p_name, obj, damage, false)
else
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quake.shoot(n_players, self.p_name, obj, (damage/5), false)
end
end
end
end
end
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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
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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
arena_lib.send_message_players_in_arena(arena, "[Quake] " .. minetest.colorize("#eea160", p_name) .. " ha ucciso " .. shooted_players.. " giocatori in un colpo!")
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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