shooter/shooter_turret/init.lua

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--[[
Shooter Turret Gun [shooter_turret]
Copyright (C) 2013-2019 stujones11, Stuart Jones
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
]]--
local use_player_api = minetest.get_modpath("player_api")
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local function get_turret_entity(pos)
local entity = nil
local objects = minetest.get_objects_inside_radius(pos, 1)
for _, obj in ipairs(objects) do
local ent = obj:get_luaentity()
if ent then
if ent.name == "shooter_turret:turret_entity" then
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-- Remove duplicates
if entity then
obj:remove()
else
entity = ent
end
end
end
end
return entity
end
minetest.register_entity("shooter_turret:turret_entity", {
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physical = true,
visual = "mesh",
mesh = "shooter_turret.b3d",
visual_size = {x=1, y=1},
collisionbox = {-0.3, 0.5,-0.3, 0.3,1,0.3},
textures = {
"shooter_turret_uv.png",
},
timer = 0,
user = nil,
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pitch = 40,
yaw = 0,
firing = false,
on_activate = function(self, staticdata)
self.pos = self.object:get_pos()
self.yaw = self.object:get_yaw()
if minetest.get_node(self.pos).name ~= "shooter_turret:turret" then
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self.object:remove()
return
end
self.object:set_animation({x=self.pitch, y=self.pitch}, 0)
self.object:set_armor_groups({fleshy=0})
-- Remove duplicates
get_turret_entity(self.pos)
end,
on_rightclick = function(self, clicker)
if self.user then
local player = minetest.get_player_by_name(self.user)
if player then
player:set_detach()
if use_player_api then
player_api.player_attached[self.user] = false
end
end
self.user = nil
else
clicker:set_attach(self.object, "", {x=0,y=-5,z=-8}, {x=0,y=0,z=0})
self.user = clicker:get_player_name()
if use_player_api then
player_api.player_attached[self.user] = true
end
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end
end,
on_step = function(self, dtime)
if not self.user then
return
end
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self.timer = self.timer + dtime
if self.timer < 0.2 then
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return
end
local player = minetest.get_player_by_name(self.user)
if player then
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local pitch = self.pitch
local yaw = self.object:get_yaw()
local ctrl = player:get_player_control()
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local step = 2
if ctrl then
if ctrl.sneak then
step = 1
if ctrl.jump then
if self.firing == false then
self:fire()
self.firing = true
end
else
self.firing = false
end
end
if ctrl.down then
pitch = pitch + 1 * step
elseif ctrl.up then
pitch = pitch - 1 * step
end
if ctrl.left then
yaw = yaw + 0.025 * step
elseif ctrl.right then
yaw = yaw - 0.025 * step
end
if pitch < 0 then
pitch = 0
elseif pitch > 90 then
pitch = 90
end
if self.pitch ~= pitch then
self.object:set_animation({x=pitch, y=pitch}, 0)
self.pitch = pitch
end
if self.yaw ~= yaw then
self.object:set_yaw(yaw)
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self.yaw = yaw
end
end
end
self.timer = 0
end,
fire = function(self)
if not self.user then
return
end
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local meta = minetest.get_meta(self.pos)
local inv = meta:get_inventory()
if not inv then
return
end
if not inv:contains_item("main", "shooter_rocket:rocket") then
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minetest.sound_play("shooter_click", {object=self.object})
return
end
inv:remove_item("main", "shooter_rocket:rocket")
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minetest.sound_play("shooter_shotgun", {object=self.object})
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local pitch = math.rad(self.pitch - 40)
local len = math.cos(pitch)
local dir = vector.normalize({
x = len * math.sin(-self.yaw),
y = math.sin(pitch),
z = len * math.cos(self.yaw),
})
local pos = {x=self.pos.x, y=self.pos.y + 0.87, z=self.pos.z}
pos = vector.add(pos, vector.multiply(dir, 1.5))
local obj = minetest.add_entity(pos, "shooter_rocket:rocket_entity")
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if obj then
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local ent = obj:get_luaentity()
if ent then
minetest.sound_play("shooter_rocket_fire", {object=obj})
ent.user = self.user
obj:set_yaw(self.yaw)
obj:set_velocity(vector.multiply(dir, 30))
obj:set_acceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
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end
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end
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if shooter.config.enable_particle_fx == true then
minetest.add_particlespawner({
amount = 10,
time = 0.1,
minpos = {x=pos.x - 1, y=pos.y - 1, z=pos.z - 1},
maxpos = {x=pos.x + 1, y=pos.y + 1, z=pos.z + 1},
minvel = {x=0, y=0, z=0},
maxvel = {x=0, y=0, z=0},
minacc = {x=-0.5, y=-0.5, z=-0.5},
maxacc = {x=0.5, y=0.5, z=0.5},
minexptime = 0.1,
maxexptime = 1,
minsize = 8,
maxsize = 15,
collisiondetection = false,
texture = "tnt_smoke.png",
})
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end
end
})
minetest.register_node("shooter_turret:turret", {
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description = "Turret Gun",
tiles = {"shooter_turret_base.png"},
inventory_image = "shooter_turret_gun.png",
wield_image = "shooter_turret_gun.png",
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=3},
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node_box = {
type = "fixed",
fixed = {
{-1/8, 1/8, -1/8, 1/8, 1/2, 1/8},
{-5/16, 0, -5/16, 5/16, 1/8, 5/16},
{-3/8, -1/2, -3/8, -1/4, 0, -1/4},
{1/4, -1/2, 1/4, 3/8, 0, 3/8},
{1/4, -1/2, -3/8, 3/8, 0, -1/4},
{-3/8, -1/2, 1/4, -1/4, 0, 3/8},
},
},
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", "size[8,9]"..
"list[current_name;main;2,0;4,4;]"..
"list[current_player;main;0,5;8,4;]"..
"listring[]"
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)
meta:set_string("infotext", "Turret Gun")
local inv = meta:get_inventory()
inv:set_size("main", 16)
end,
after_place_node = function(pos, placer)
local node = minetest.get_node({x=pos.x, y=pos.y + 1, z=pos.z})
if node.name == "air" then
if not get_turret_entity(pos) then
minetest.add_entity(pos, "shooter_turret:turret_entity")
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end
end
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main")
end,
after_destruct = function(pos, oldnode)
local ent = get_turret_entity(pos)
if ent then
ent.object:remove()
end
end,
mesecons = {
effector = {
action_on = function(pos, node)
local ent = get_turret_entity(pos)
if ent then
if ent.firing == false then
ent:fire()
ent.firing = true
end
end
end,
action_off = function(pos, node)
local ent = get_turret_entity(pos)
if ent then
ent.firing = false
end
end,
},
},
})
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minetest.register_abm({
nodenames = {"shooter_turret:turret"},
interval = 15,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
if not get_turret_entity(pos) then
minetest.add_entity(pos, "shooter_turret:turret_entity")
end
end
})
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if shooter.config.enable_crafting == true then
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minetest.register_craft({
output = "shooter_turret:turret",
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recipe = {
{"default:bronze_ingot", "default:bronze_ingot", "default:steel_ingot"},
{"", "default:bronze_ingot", "default:steel_ingot"},
{"", "default:diamond", ""},
},
})
end
--Backward compatibility
minetest.register_alias("shooter:turret", "shooter_turret:turret")