Improve shooter_rocket

This commit is contained in:
philipmi 2021-02-15 14:11:08 +01:00
parent 0bf4ba1219
commit 378c2c200e
3 changed files with 138 additions and 37 deletions

View file

@ -57,6 +57,8 @@ Adds simple hand grenades.
**Depends:** shooter
**Optional Depends:** physics (from capturetheflag)
<img align="left" width="32" height="32" src="https://raw.githubusercontent.com/stujones11/shooter/master/shooter_rocket/textures/shooter_rocket_gun_loaded.png">
Adds rocket missiles and launching gun.

View file

@ -43,9 +43,7 @@ minetest.register_entity("shooter_rocket:rocket_entity", {
self.object:remove()
end
end,
on_step = function(self, dtime)
self.timer = self.timer + dtime
if self.timer > 0.2 then
on_step = function(self)
local pos = self.object:get_pos()
local above = {x=pos.x, y=pos.y + 1, z=pos.z}
if minetest.get_node(pos).name ~= "air" then
@ -57,19 +55,116 @@ minetest.register_entity("shooter_rocket:rocket_entity", {
end
self.object:remove()
end
self.timer = 0
end
end,
get_staticdata = function()
return "expired"
end,
})
--- Scope functions taken from sniper_rifles mod
------------------
-- Private data --
------------------
-- Keep track of players who are scoping in, and their wielded item
local scoped = {}
-- Timer for scope-check globalstep
local timer = 0.2
local physics_overrides = {
speed = 0.3,
jump = 0
}
-------------
-- Helpers --
-------------
local function show_scope(name, item_name)
local player = minetest.get_player_by_name(name)
if not player then
return
end
scoped[name] = item_name
player:set_fov(1.1, true)
physics.set(name, "shooter_rocket:scoping", physics_overrides)
player:hud_set_flags({ wielditem = false })
end
local function hide_scope(name)
local player = minetest.get_player_by_name(name)
if not player then
return
end
scoped[name] = nil
player:set_fov(0)
physics.remove(name, "shooter_rocket:scoping")
player:hud_set_flags({ wielditem = true })
end
local function on_rclick(item, placer, pointed_thing)
local name = placer:get_player_name()
-- Prioritize on "un-scoping", if player is using the scope
if not scoped[name] and pointed_thing.type == "node" then
return minetest.item_place(item, placer, pointed_thing)
end
if scoped[name] then
hide_scope(name)
else
-- Remove _loaded suffix added to item name by shooter
local item_name = item:get_name():gsub("_loaded", "")
show_scope(name, item_name)
end
end
------------------
-- Scope-check --
------------------
-- Hide scope if currently wielded item is not the same item
-- player wielded when scoping
local time = 0
if minetest.get_modpath("physics") then
minetest.register_globalstep(function(dtime)
time = time + dtime
if time < timer then
return
end
time = 0
for name, original_item in pairs(scoped) do
local player = minetest.get_player_by_name(name)
if not player then
scoped[name] = nil
else
local wielded_item = player:get_wielded_item():get_name():gsub("_loaded", "")
if wielded_item ~= original_item then
hide_scope(name)
end
end
end
end)
end
minetest.register_tool("shooter_rocket:rocket_gun_loaded", {
description = "Rocket Gun",
inventory_image = "shooter_rocket_gun_loaded.png",
groups = {not_in_creative_inventory=1},
on_place = on_rclick,
on_secondary_use = on_rclick,
on_use = function(itemstack, user, pointed_thing)
if not minetest.get_modpath("physics") then
scoped[user:get_player_name()] = true
end
if scoped[user:get_player_name()] then
if not minetest.setting_getbool("creative_mode") then
itemstack:add_wear(65535 / 50)
end
@ -99,12 +194,15 @@ minetest.register_tool("shooter_rocket:rocket_gun_loaded", {
end
end
return itemstack
end
end,
})
minetest.register_tool("shooter_rocket:rocket_gun", {
description = "Rocket Gun",
inventory_image = "shooter_rocket_gun.png",
on_place = on_rclick,
on_secondary_use = on_rclick,
on_use = function(itemstack, user)
local inv = user:get_inventory()
if inv:contains_item("main", "shooter_rocket:rocket") then

View file

@ -1,3 +1,4 @@
name = shooter_rocket
description = Adds rocket missiles and launching gun
depends = shooter
optional_depends = physics