Code tidy, add .luacheckrc
Improve callbacks
This commit is contained in:
parent
fde2b72a68
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11 changed files with 114 additions and 56 deletions
50
.luacheckrc
Normal file
50
.luacheckrc
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@ -0,0 +1,50 @@
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allow_defined_top = true
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read_globals = {
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"ItemStack",
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"vector",
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"VoxelArea",
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"VoxelManip",
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"PseudoRandom",
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string = {fields = {"split"}},
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table = {fields = {"copy"}},
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math = {fields = {"hypot"}},
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os = {fields = {"time"}},
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}
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globals = {
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"minetest",
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}
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files["shooter/init.lua"] = {
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globals = {"shooter"}
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}
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files["shooter_crossbow/init.lua"] = {
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globals = {"shooter", "SHOOTER_ARROW_TOOL_CAPS", "dye"}
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}
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files["shooter_flaregun/init.lua"] = {
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globals = {"shooter"}
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}
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files["shooter_grenade/init.lua"] = {
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globals = {"shooter"}
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}
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files["shooter_guns/init.lua"] = {
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globals = {"shooter"}
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}
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files["shooter_hook/init.lua"] = {
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globals = {"shooter"}
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}
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files["shooter_rocket/init.lua"] = {
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globals = {"shooter"}
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}
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files["shooter_turret/init.lua"] = {
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globals = {"shooter", "player_api"}
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}
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@ -67,3 +67,4 @@ API Documentation
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-----------------
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TODO
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@ -53,7 +53,6 @@ shooter.default_particles = {
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texture = "shooter_hit.png",
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}
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local rounds = {}
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local shots = {}
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local shooting = {}
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local config = shooter.config
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@ -78,16 +77,20 @@ shooter.register_weapon = function(name, def)
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minetest.register_tool(name.."_loaded", {
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description = def.description,
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inventory_image = def.inventory_image,
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on_use = function(itemstack, user)
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on_use = function(itemstack, user, pointed_thing)
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if type(def.on_use) == "function" then
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itemstack = def.on_use, pointed_thing)
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end
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local spec = table.copy(def.spec)
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if shooter.fire_weapon(user, itemstack, spec) then
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itemstack:add_wear(def.spec.wear)
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if itemstack:get_count() == 0 then
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itemstack = def.unloaded_item.name
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itemstack:replace(def.unloaded_item.name)
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end
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end
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return itemstack
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end,
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on_hit = def.on_hit,
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groups = {not_in_creative_inventory=1},
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})
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-- Register unloaded item tool
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@ -95,16 +98,16 @@ shooter.register_weapon = function(name, def)
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description = def.unloaded_item.description,
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inventory_image = def.unloaded_item.inventory_image,
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groups = def.unloaded_item.groups or {},
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on_use = function(itemstack, user, pointed_thing)
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on_use = function(itemstack, user)
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local inv = user:get_inventory()
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if inv then
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local stack = def.reload_item
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if inv:contains_item("main", stack) then
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minetest.sound_play((def.sounds.reload), {object=user})
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minetest.sound_play(def.sounds.reload, {object=user})
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inv:remove_item("main", stack)
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itemstack:replace(name.."_loaded 1 1")
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else
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minetest.sound_play((def.sounds.fail_shot), {object=user})
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minetest.sound_play(def.sounds.fail_shot, {object=user})
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end
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end
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return itemstack
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@ -188,11 +191,9 @@ shooter.is_valid_object = function(object)
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end
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local function process_hit(pointed_thing, spec, dir)
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if pointed_thing.type == "node" then
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if config.allow_nodes == true then
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local pos = minetest.get_pointed_thing_position(pointed_thing, false)
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shooter.punch_node(pos, spec)
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end
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if pointed_thing.type == "node" and config.allow_nodes == true then
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local pos = minetest.get_pointed_thing_position(pointed_thing, false)
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shooter.punch_node(pos, spec)
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elseif pointed_thing.type == "object" then
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local object = pointed_thing.ref
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if shooter.is_valid_object(object) == true then
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@ -200,12 +201,16 @@ local function process_hit(pointed_thing, spec, dir)
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if player then
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object:punch(player, nil, spec.tool_caps, dir)
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local pos = pointed_thing.intersection_point or object:get_pos()
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shooter.spawn_particles(pos, spec.particles)
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local groups = object:get_armor_groups() or {}
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if groups.fleshy then
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shooter.spawn_particles(pos, spec.particles)
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end
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end
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end
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end
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if type(spec.on_hit) == "function" then
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return spec.on_hit(pointed_thing, spec, dir)
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local def = minetest.registered_items[spec.name] or {}
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if type(def.on_hit) == "function" then
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return def.on_hit(pointed_thing, spec, dir)
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end
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end
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@ -222,8 +227,8 @@ local function process_round(round)
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return process_hit(pointed_thing, round.spec, round.dir)
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end
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round.pos = p2
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minetest.after(shooter.config.rounds_update_time, function(round)
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process_round(round)
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minetest.after(shooter.config.rounds_update_time, function(...)
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process_round(...)
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end, round)
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end
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@ -268,9 +273,10 @@ local function fire_weapon(player, itemstack, spec, extended)
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end
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local interval = spec.tool_caps.full_punch_interval
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shots[spec.user] = minetest.get_us_time() / 1000000 + interval
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minetest.after(interval, function(player, itemstack, spec)
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minetest.after(interval, function(...)
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if shooting[spec.user] then
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fire_weapon(player, itemstack, spec, true)
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local arg = {...}
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fire_weapon(arg[1], arg[2], arg[3], true)
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end
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end, player, itemstack, spec)
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end
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@ -289,6 +295,7 @@ shooter.fire_weapon = function(player, itemstack, spec)
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shooting[name] = true
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end
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spec.user = name
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spec.name = itemstack:get_name()
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fire_weapon(player, itemstack, spec)
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return true
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end
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@ -297,8 +304,8 @@ shooter.blast = function(pos, radius, fleshy, distance, user)
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if not user then
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return
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end
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pos = vector.round(pos)
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local name = user:get_player_name()
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local pos = vector.round(pos)
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local p1 = vector.subtract(pos, radius)
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local p2 = vector.add(pos, radius)
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minetest.sound_play("tnt_explode", {pos=pos, gain=1})
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@ -376,10 +383,13 @@ shooter.blast = function(pos, radius, fleshy, distance, user)
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vm:set_data(data)
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vm:update_liquids()
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vm:write_to_map()
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vm:update_map()
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end
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end
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shooter.get_shooting = function(name)
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return shooting[name]
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end
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shooter.set_shooting = function(name, is_shooting)
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shooting[name] = is_shooting and true or nil
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end
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@ -32,7 +32,7 @@ The API works with tools and items that represent a weapon,
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then you should register the weapon and another support items (like ammo).
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### Methods
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* `shooter.register_weapon(weapon_name, {Weapon Definitions})`: Register a weapon item
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* `shooter:register_weapon(weapon_name, {Weapon Definitions})`: Register a weapon item
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`weapon_name` is the itemstring for a tool to be registered
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Global Tables
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@ -42,7 +42,7 @@ Global Tables
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Definition tables
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-----------------
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### Weapon Definitions (`shooter.register_weapon`)
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### Weapon Definitions (`shooter:register_weapon`)
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{
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description = "Rifle", -- Weapon description name
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@ -35,13 +35,11 @@ local input = io.open(modpath.."/shooter.conf", "r")
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if input then
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dofile(modpath.."/shooter.conf")
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input:close()
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input = nil
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end
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input = io.open(worldpath.."/shooter.conf", "r")
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if input then
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dofile(worldpath.."/shooter.conf")
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input:close()
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input = nil
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end
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for name, _ in pairs(shooter.config) do
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local global = "SHOOTER_"..name:upper()
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@ -63,6 +61,7 @@ for name, config in pairs(shooter.config) do
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shooter.config[name] = setting
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end
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end
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shooter.default_particles.texture = shooter.config.explosion_texture
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-- Legacy Entity Support
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@ -77,7 +76,7 @@ minetest.register_entity("shooter:turret_entity", {
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-- Automatic Firing
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if shooter.config.automatic_weapons == true then
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function()
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for _,player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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if name then
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@ -78,7 +78,6 @@ local function strike(arrow, pointed_thing, name)
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if pointed_thing.type == "object" then
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local target = pointed_thing.ref
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if shooter.is_valid_object(target) then
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local puncher = minetest.get_player_by_name(name)
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if puncher and puncher ~= target then
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local groups = target:get_armor_groups() or {}
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if groups.fleshy then
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@ -201,7 +200,7 @@ minetest.register_entity("shooter_crossbow:arrow_entity", {
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self.timer = 0
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end
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end,
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get_staticdata = function(self)
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get_staticdata = function()
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return "expired"
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end,
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})
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@ -215,7 +214,7 @@ for _, color in pairs(dye_basecolors) do
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description = "Crossbow",
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inventory_image = get_texture("crossbow_loaded", color),
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groups = {not_in_creative_inventory=1},
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on_use = function(itemstack, user, pointed_thing)
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on_use = function(itemstack, user)
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minetest.sound_play("shooter_click", {object=user})
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if not minetest.setting_getbool("creative_mode") then
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itemstack:add_wear(65535 / config.crossbow_uses)
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@ -245,7 +244,7 @@ for _, color in pairs(dye_basecolors) do
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obj:set_animation({x=frame, y=frame}, 0)
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obj:set_velocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14})
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obj:set_acceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
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pointed_thing = get_pointed_thing(pos, dir, 5)
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local pointed_thing = get_pointed_thing(pos, dir, 5)
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if pointed_thing then
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strike(ent, pointed_thing, ent.user)
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end
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@ -259,7 +258,7 @@ end
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minetest.register_tool("shooter_crossbow:crossbow", {
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description = "Crossbow",
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inventory_image = "shooter_crossbow.png",
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on_use = function(itemstack, user, pointed_thing)
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on_use = function(itemstack, user)
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local inv = user:get_inventory()
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local stack = inv:get_stack("main", user:get_wield_index() + 1)
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local color = string.match(stack:get_name(), "shooter_crossbow:arrow_(%a+)")
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@ -270,13 +269,13 @@ minetest.register_tool("shooter_crossbow:crossbow", {
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end
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return "shooter_crossbow:crossbow_loaded_"..color.." 1 "..itemstack:get_wear()
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end
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for _, color in pairs(dye_basecolors) do
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if inv:contains_item("main", "shooter_crossbow:arrow_"..color) then
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for _, clr in pairs(dye_basecolors) do
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if inv:contains_item("main", "shooter_crossbow:arrow_"..clr) then
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minetest.sound_play("shooter_reload", {object=user})
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if not minetest.setting_getbool("creative_mode") then
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inv:remove_item("main", "shooter_crossbow:arrow_"..color.." 1")
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inv:remove_item("main", "shooter_crossbow:arrow_"..clr.." 1")
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end
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return "shooter_crossbow:crossbow_loaded_"..color.." 1 "..itemstack:get_wear()
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return "shooter_crossbow:crossbow_loaded_"..clr.." 1 "..itemstack:get_wear()
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end
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end
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minetest.sound_play("shooter_click", {object=user})
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@ -39,7 +39,7 @@ minetest.register_abm({
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nodenames = "shooter_flaregun:flare_light",
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interval = 5,
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chance = 1,
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action = function(pos, node)
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action = function(pos)
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local time = os.time()
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local meta = minetest.get_meta(pos)
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local init_time = meta:get_int("init_time") or 0
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@ -112,8 +112,8 @@ minetest.register_entity("shooter_flaregun:flare_entity", {
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loop = true,
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max_hear_distance = 8,
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})
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minetest.after(30, function(sound)
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minetest.sound_stop(sound)
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minetest.after(30, function(...)
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minetest.sound_stop(...)
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end, sound)
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end
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self.object:remove()
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@ -121,7 +121,7 @@ minetest.register_entity("shooter_flaregun:flare_entity", {
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self.timer = 0
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end
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end,
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get_staticdata = function(self)
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get_staticdata = function()
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return "expired"
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end,
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})
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@ -129,7 +129,7 @@ minetest.register_entity("shooter_flaregun:flare_entity", {
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minetest.register_tool("shooter_flaregun:flaregun", {
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description = "Flare Gun",
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inventory_image = "shooter_flaregun.png",
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on_use = function(itemstack, user, pointed_thing)
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on_use = function(itemstack, user)
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local inv = user:get_inventory()
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if not inv:contains_item("main", "shooter_flaregun:flare") then
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minetest.sound_play("shooter_click", {object=user})
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@ -54,7 +54,7 @@ minetest.register_entity("shooter_grenade:grenade_entity", {
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self.timer = 0
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end
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end,
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get_staticdata = function(self)
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get_staticdata = function()
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return "expired"
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end,
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})
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@ -18,7 +18,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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]]--
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local function throw_hook(itemstack, user, vel)
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local inv = user:get_inventory()
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local pos = user:get_pos()
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local dir = user:get_look_dir()
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local yaw = user:get_look_horizontal()
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@ -73,7 +72,7 @@ minetest.register_entity("shooter_hook:hook", {
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minetest.get_node(pos).name == "air" then
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local player = minetest.get_player_by_name(self.user)
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if player then
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player:moveto(pos)
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player:move_to(pos)
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end
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end
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if minetest.get_item_group(node.name, "lava") == 0 then
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@ -84,7 +83,7 @@ minetest.register_entity("shooter_hook:hook", {
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self.timer = 0
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end
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end,
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get_staticdata = function(self)
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get_staticdata = function()
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return "expired"
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end,
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})
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@ -104,7 +103,7 @@ minetest.register_tool("shooter_hook:grapple_hook", {
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minetest.register_tool("shooter_hook:grapple_gun", {
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description = "Grappling Gun",
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inventory_image = "shooter_hook_gun.png",
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on_use = function(itemstack, user, pointed_thing)
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on_use = function(itemstack, user)
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local inv = user:get_inventory()
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if inv:contains_item("main", "shooter_hook:grapple_hook") and
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inv:contains_item("main", "tnt:gunpowder") then
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@ -60,7 +60,7 @@ minetest.register_entity("shooter_rocket:rocket_entity", {
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self.timer = 0
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end
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end,
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get_staticdata = function(self)
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get_staticdata = function()
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return "expired"
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end,
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})
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@ -105,7 +105,7 @@ minetest.register_tool("shooter_rocket:rocket_gun_loaded", {
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minetest.register_tool("shooter_rocket:rocket_gun", {
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description = "Rocket Gun",
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inventory_image = "shooter_rocket_gun.png",
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on_use = function(itemstack, user, pointed_thing)
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on_use = function(itemstack, user)
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local inv = user:get_inventory()
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if inv:contains_item("main", "shooter_rocket:rocket") then
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minetest.sound_play("shooter_reload", {object=user})
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@ -52,7 +52,7 @@ minetest.register_entity("shooter_turret:turret_entity", {
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pitch = 40,
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yaw = 0,
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firing = false,
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on_activate = function(self, staticdata)
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on_activate = function(self)
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self.pos = self.object:get_pos()
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self.yaw = self.object:get_yaw()
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if minetest.get_node(self.pos).name ~= "shooter_turret:turret" then
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||||
|
@ -60,7 +60,7 @@ minetest.register_entity("shooter_turret:turret_entity", {
|
|||
return
|
||||
end
|
||||
self.object:set_animation({x=self.pitch, y=self.pitch}, 0)
|
||||
self.object:set_armor_groups({fleshy=0})
|
||||
self.object:set_armor_groups({immortal=1})
|
||||
-- Remove duplicates
|
||||
get_turret_entity(self.pos)
|
||||
end,
|
||||
|
@ -222,7 +222,7 @@ minetest.register_node("shooter_turret:turret", {
|
|||
local inv = meta:get_inventory()
|
||||
inv:set_size("main", 16)
|
||||
end,
|
||||
after_place_node = function(pos, placer)
|
||||
after_place_node = function(pos)
|
||||
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
|
||||
|
@ -230,12 +230,12 @@ minetest.register_node("shooter_turret:turret", {
|
|||
end
|
||||
end
|
||||
end,
|
||||
can_dig = function(pos, player)
|
||||
can_dig = function(pos)
|
||||
local meta = minetest.get_meta(pos);
|
||||
local inv = meta:get_inventory()
|
||||
return inv:is_empty("main")
|
||||
end,
|
||||
after_destruct = function(pos, oldnode)
|
||||
after_destruct = function(pos)
|
||||
local ent = get_turret_entity(pos)
|
||||
if ent then
|
||||
ent.object:remove()
|
||||
|
@ -243,7 +243,7 @@ minetest.register_node("shooter_turret:turret", {
|
|||
end,
|
||||
mesecons = {
|
||||
effector = {
|
||||
action_on = function(pos, node)
|
||||
action_on = function(pos)
|
||||
local ent = get_turret_entity(pos)
|
||||
if ent then
|
||||
if ent.firing == false then
|
||||
|
@ -252,7 +252,7 @@ minetest.register_node("shooter_turret:turret", {
|
|||
end
|
||||
end
|
||||
end,
|
||||
action_off = function(pos, node)
|
||||
action_off = function(pos)
|
||||
local ent = get_turret_entity(pos)
|
||||
if ent then
|
||||
ent.firing = false
|
||||
|
@ -266,7 +266,7 @@ minetest.register_abm({
|
|||
nodenames = {"shooter_turret:turret"},
|
||||
interval = 15,
|
||||
chance = 1,
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
action = function(pos)
|
||||
if not get_turret_entity(pos) then
|
||||
minetest.add_entity(pos, "shooter_turret:turret_entity")
|
||||
end
|
||||
|
|
Loading…
Reference in a new issue