capturetheflag/mods/pvp/shooter/shooter.lua
2020-03-14 20:00:32 +00:00

493 lines
13 KiB
Lua

shooter = {
time = 0,
objects = {},
rounds = {},
shots = {},
update_time = 0,
reload_time = 0,
}
SHOOTER_ADMIN_WEAPONS = false
SHOOTER_ENABLE_BLASTING = false
SHOOTER_ENABLE_CROSSBOW = true
SHOOTER_ENABLE_GUNS = true
SHOOTER_ENABLE_FLARES = false
SHOOTER_ENABLE_HOOK = true
SHOOTER_ENABLE_GRENADES = true
SHOOTER_ENABLE_ROCKETS = true
SHOOTER_ENABLE_TURRETS = true
SHOOTER_ENABLE_CRAFTING = false
SHOOTER_ENABLE_PARTICLE_FX = true
SHOOTER_ENABLE_PROTECTION = false
SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png"
SHOOTER_ALLOW_NODES = true
SHOOTER_ALLOW_ENTITIES = false
SHOOTER_ALLOW_PLAYERS = true
SHOOTER_OBJECT_RELOAD_TIME = 1
SHOOTER_OBJECT_UPDATE_TIME = 0.25
SHOOTER_ROUNDS_UPDATE_TIME = 0.4
SHOOTER_EYE_HEIGHT = 1.47
SHOOTER_PLAYER_OFFSET = {x=0, y=1, z=0}
SHOOTER_ENTITY_OFFSET = {x=0, y=0, z=0}
SHOOTER_ENTITIES = {}
for k, v in pairs(minetest.registered_entities) do
if string.find(k, "^mobs") then
table.insert(SHOOTER_ENTITIES, k)
end
end
local singleplayer = minetest.is_singleplayer()
if singleplayer then
SHOOTER_ENABLE_BLASTING = true
SHOOTER_ALLOW_ENTITIES = true
SHOOTER_ALLOW_PLAYERS = false
end
if minetest.global_exists("ctf_match") then
ctf_match.register_on_build_time_start(function()
SHOOTER_ALLOW_PLAYERS = false
end)
ctf_match.register_on_build_time_end(function()
SHOOTER_ALLOW_PLAYERS = true
end)
end
local modpath = minetest.get_modpath(minetest.get_current_modname())
local worldpath = minetest.get_worldpath()
local input = io.open(modpath.."/shooter.conf", "r")
if input then
dofile(modpath.."/shooter.conf")
input:close()
input = nil
end
input = io.open(worldpath.."/shooter.conf", "r")
if input then
dofile(worldpath.."/shooter.conf")
input:close()
input = nil
end
local allowed_entities = {}
for _,v in ipairs(SHOOTER_ENTITIES) do
allowed_entities[v] = 1
end
local function get_dot_product(v1, v2)
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z
end
local function get_particle_pos(p, v, d)
return vector.add(p, vector.multiply(v, {x=d, y=d, z=d}))
end
function shooter:spawn_particles(pos, texture)
if SHOOTER_ENABLE_PARTICLE_FX == true then
if type(texture) ~= "string" then
texture = SHOOTER_EXPLOSION_TEXTURE
end
local spread = {x=0.1, y=0.1, z=0.1}
minetest.add_particlespawner(15, 0.3,
vector.subtract(pos, spread), vector.add(pos, spread),
{x=-1, y=1, z=-1}, {x=1, y=2, z=1},
{x=-2, y=-2, z=-2}, {x=2, y=-2, z=2},
0.1, 0.75, 1, 2, false, texture
)
end
end
function shooter:play_node_sound(node, pos)
local item = minetest.registered_items[node.name]
if item then
if item.sounds then
local spec = item.sounds.dug
if spec then
spec.pos = pos
minetest.sound_play(spec.name, spec)
end
end
end
end
function shooter:punch_node(pos, def)
local node = minetest.get_node(pos)
if not node then
return
end
local item = minetest.registered_items[node.name]
if not item then
return
end
if SHOOTER_ENABLE_PROTECTION then
if minetest.is_protected(pos, def.name) then
return
end
end
if item.groups then
for k, v in pairs(def.groups) do
local level = item.groups[k] or 0
if level >= v then
minetest.remove_node(pos)
shooter:play_node_sound(node, pos)
if item.tiles then
if item.tiles[1] then
shooter:spawn_particles(pos, item.tiles[1])
end
end
break
end
end
end
end
function shooter:is_valid_object(object)
if object then
if object:is_player() == true then
return SHOOTER_ALLOW_PLAYERS
end
if SHOOTER_ALLOW_ENTITIES == true then
local luaentity = object:get_luaentity()
if luaentity then
if luaentity.name then
if allowed_entities[luaentity.name] then
return true
end
end
end
end
end
end
function shooter:get_intersect_pos(ray, plane, collisionbox)
local v = vector.subtract(ray.pos, plane.pos)
local r1 = get_dot_product(v, plane.normal)
local r2 = get_dot_product(ray.dir, plane.normal)
if r2 ~= 0 then
local t = -(r1 / r2)
local td = vector.multiply(ray.dir, {x=t, y=t, z=t})
local pt = vector.add(ray.pos, td)
local pd = vector.subtract(pt, plane.pos)
if math.abs(pd.x) < collisionbox[4] and
math.abs(pd.y) < collisionbox[5] and
math.abs(pd.z) < collisionbox[6] then
return pt
end
end
end
function shooter:process_round(round)
local target = {object=nil, distance=10000}
local p1 = round.pos
local v1 = round.ray
for _,ref in ipairs(shooter.objects) do
local p2 = vector.add(ref.pos, ref.offset)
if p1 and p2 and ref.name ~= round.name then
local d = vector.distance(p1, p2)
if d < round.def.step and d < target.distance then
local ray = {pos=p1, dir=v1}
local plane = {pos=p2, normal={x=-1, y=0, z=-1}}
local pos = shooter:get_intersect_pos(ray, plane, ref.collisionbox)
if pos then
target.object = ref.object
target.pos = pos
target.distance = d
end
end
end
end
if target.object and target.pos then
local success, pos = minetest.line_of_sight(p1, target.pos, 1)
if success then
local user = minetest.get_player_by_name(round.name)
if user then
target.object:punch(user, nil, round.def.tool_caps, v1)
shooter:spawn_particles(target.pos, SHOOTER_EXPLOSION_TEXTURE)
end
return 1
elseif pos and SHOOTER_ALLOW_NODES == true then
shooter:punch_node(pos, round.def)
return 1
end
elseif SHOOTER_ALLOW_NODES == true then
local d = round.def.step
local p2 = vector.add(p1, vector.multiply(v1, {x=d, y=d, z=d}))
local success, pos = minetest.line_of_sight(p1, p2, 1)
if pos then
shooter:punch_node(pos, round.def)
return 1
end
end
end
shooter.registered_weapons = shooter.registered_weapons or {}
function shooter:register_weapon(name, def)
shooter.registered_weapons[name] = def
local shots = def.shots or 1
local wear = math.ceil(65534 / def.rounds)
local max_wear = (def.rounds - 1) * wear
minetest.register_tool(name, {
description = def.description,
inventory_image = def.inventory_image,
on_use = function(itemstack, user, pointed_thing)
if itemstack:get_wear() < max_wear then
local spec = shooter:get_weapon_spec(user, name)
if spec then
if shots > 1 then
local step = spec.tool_caps.full_punch_interval
for i = 0, step * shots, step do
minetest.after(i, function()
shooter:fire_weapon(user, pointed_thing, spec)
end)
end
else
shooter:fire_weapon(user, pointed_thing, spec)
end
itemstack:add_wear(wear)
end
else
local inv = user:get_inventory()
if inv then
local stack = "shooter:ammo 1"
if inv:contains_item("main", stack) then
minetest.sound_play("shooter_reload", {object=user})
inv:remove_item("main", stack)
itemstack:replace(name.." 1 1")
else
minetest.sound_play("shooter_click", {object=user})
end
end
end
return itemstack
end,
})
end
function shooter:get_weapon_spec(user, name)
local spec = shooter.registered_weapons[name]
if not spec then
return nil
end
spec = spec.spec
spec.name = user:get_player_name()
return spec
end
function shooter:fire_weapon(user, pointed_thing, def)
if shooter.shots[def.name] then
if shooter.time < shooter.shots[def.name] then
return
end
end
shooter.shots[def.name] = shooter.time + def.tool_caps.full_punch_interval
minetest.sound_play(def.sound, {object=user})
local v1 = user:get_look_dir()
local p1 = user:getpos()
if not v1 or not p1 then
return
end
minetest.add_particle({x=p1.x, y=p1.y + SHOOTER_EYE_HEIGHT, z=p1.z},
vector.multiply(v1, {x=30, y=30, z=30}),
{x=0, y=0, z=0}, 0.5, 0.25,
false, def.particle
)
if pointed_thing.type == "node" and SHOOTER_ALLOW_NODES == true then
local pos = minetest.get_pointed_thing_position(pointed_thing, false)
shooter:punch_node(pos, def)
elseif pointed_thing.type == "object" then
local object = pointed_thing.ref
if shooter:is_valid_object(object) == true then
object:punch(user, nil, def.tool_caps, v1)
local p2 = object:getpos()
local pp = get_particle_pos(p1, v1, vector.distance(p1, p2))
pp.y = pp.y + SHOOTER_EYE_HEIGHT
shooter:spawn_particles(pp, SHOOTER_EXPLOSION_TEXTURE)
end
else
shooter:update_objects()
table.insert(shooter.rounds, {
name = def.name,
pos = vector.add(p1, {x=0, y=SHOOTER_EYE_HEIGHT, z=0}),
ray = v1,
dist = 0,
def = def,
})
end
end
function shooter:load_objects()
local objects = {}
if SHOOTER_ALLOW_PLAYERS == true then
local players = minetest.get_connected_players()
for _,player in ipairs(players) do
local pos = player:getpos()
local name = player:get_player_name()
local hp = player:get_hp() or 0
if pos and name and hp > 0 then
table.insert(objects, {
name = name,
object = player,
pos = pos,
collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25},
offset = SHOOTER_PLAYER_OFFSET,
})
end
end
end
if SHOOTER_ALLOW_ENTITIES == true then
for _,ref in pairs(minetest.luaentities) do
if ref.object and ref.name then
if allowed_entities[ref.name] then
local pos = ref.object:getpos()
local hp = ref.object:get_hp() or 0
if pos and hp > 0 then
local def = minetest.registered_entities[ref.name]
table.insert(objects, {
name = ref.name,
object = ref.object,
pos = pos,
collisionbox = def.collisionbox or {0,0,0, 0,0,0},
offset = SHOOTER_ENTITY_OFFSET,
})
end
end
end
end
end
shooter.reload_time = shooter.time
shooter.update_time = shooter.time
shooter.objects = {}
for _,v in ipairs(objects) do
table.insert(shooter.objects, v)
end
end
function shooter:update_objects()
if shooter.time - shooter.reload_time > SHOOTER_OBJECT_RELOAD_TIME then
shooter:load_objects()
elseif shooter.time - shooter.update_time > SHOOTER_OBJECT_UPDATE_TIME then
for i, ref in ipairs(shooter.objects) do
if ref.object then
local pos = ref.object:getpos()
if pos then
shooter.objects[i].pos = pos
end
else
table.remove(shooter.objects, i)
end
end
shooter.update_time = shooter.time
end
end
function shooter:blast(pos, radius, fleshy, distance, user)
if not user then
return
end
local name = user:get_player_name()
local pos = vector.round(pos)
local p1 = vector.subtract(pos, radius)
local p2 = vector.add(pos, radius)
minetest.sound_play("shooter_explode", {pos=pos, gain=1})
if SHOOTER_ALLOW_NODES and SHOOTER_ENABLE_BLASTING then
if SHOOTER_ENABLE_PROTECTION then
if not minetest.is_protected(pos, name) then
minetest.set_node(pos, {name="tnt:boom"})
end
else
minetest.set_node(pos, {name="tnt:boom"})
end
end
-- Explosion particles
if SHOOTER_ENABLE_PARTICLE_FX == true then
minetest.add_particlespawner(50, 0.1,
p1, p2, {x=-0, y=-0, z=-0}, {x=0, y=0, z=0},
{x=-0.5, y=5, z=-0.5}, {x=0.5, y=5, z=0.5},
0.1, 1, 8, 15, false, "tnt_smoke.png"
)
end
-- Damage to objects within range
local objects = minetest.get_objects_inside_radius(pos, distance)
for _,obj in ipairs(objects) do
if (obj:is_player() and SHOOTER_ALLOW_PLAYERS == true) or
(obj:get_luaentity() and SHOOTER_ALLOW_ENTITIES == true and
obj:get_luaentity().name ~= "__builtin:item") then
local obj_pos = obj:getpos()
local dist = vector.distance(obj_pos, pos)
local damage = fleshy * (0.707106 ^ dist) * 3
if dist ~= 0 then
obj_pos.y = obj_pos.y + SHOOTER_EYE_HEIGHT
blast_pos = {x=pos.x, y=pos.y + 4, z=pos.z}
if minetest.line_of_sight(obj_pos, blast_pos, 1) then
obj:punch(user or obj, 2.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy=damage, grenade=damage},
})
end
end
end
end
-- Node blasting using LVM
if SHOOTER_ALLOW_NODES and SHOOTER_ENABLE_BLASTING then
local pr = PseudoRandom(os.time())
local vm = VoxelManip()
local min, max = vm:read_from_map(p1, p2)
local area = VoxelArea:new({MinEdge=min, MaxEdge=max})
local data = vm:get_data()
local c_air = minetest.get_content_id("air")
for z = -radius, radius do
for y = -radius, radius do
local vp = {x=pos.x - radius, y=pos.y + y, z=pos.z + z}
local vi = area:index(vp.x, vp.y, vp.z)
for x = -radius, radius do
if (x * x) + (y * y) + (z * z) <=
(radius * radius) + pr:next(-radius, radius) then
if SHOOTER_ENABLE_PROTECTION then
if not minetest.is_protected(vp, name) then
data[vi] = c_air
end
else
data[vi] = c_air
end
end
vi = vi + 1
end
end
end
vm:set_data(data)
vm:update_liquids()
vm:write_to_map()
vm:update_map()
end
end
if not singleplayer and SHOOTER_ADMIN_WEAPONS then
local timer = 0
local shooting = false
minetest.register_globalstep(function(dtime)
if not shooting then
timer = timer+dtime
if timer < 2 then
return
end
timer = 0
end
shooting = false
for _,player in pairs(minetest.get_connected_players()) do
if player:get_player_control().LMB then
local name = player:get_player_name()
if minetest.check_player_privs(name, {server=true}) then
local spec = shooter:get_weapon_spec(player, player:get_wielded_item():get_name())
if spec then
shooter.shots[name] = false
spec.name = name
shooter:fire_weapon(player, {}, spec)
shooting = true
end
end
end
end
end)
end