Version 0.5.0 - Lots of new stuff

This commit is contained in:
stujones11 2014-07-26 21:18:10 +01:00
parent 63e523e9ef
commit 72e87d3b2a
36 changed files with 1062 additions and 140 deletions

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@ -1,15 +1,17 @@
Minetest Mod - Simple Shooter [shooter]
=======================================
License Source: 2013 Stuart Jones - LGPL
License Source Code: 2013 Stuart Jones - LGPL v2.1
License Textures: Stuart Jones - WTFPL
Licence Models: Stuart Jones - CC-BY-SA 3.0
License Sounds: freesound.org
flobert1_20070728.wav by Nonoo - Attribution 3.0 Unported (CC BY 3.0)
shot.wav by Sergenious - Attribution 3.0 Unported (CC BY 3.0)
shot.wav by Sergenious - Attribution 3.0 Unported (CC BY 3.0)
GUNSHOT.WAV by erkanozan - CC0 1.0 Universal (CC0 1.0)
@ -17,3 +19,9 @@ License Sounds: freesound.org
trigger-with-hammer-fall.wav by Nanashi - CC0 1.0 Universal (CC0 1.0)
woosh.wav by ReadeOnly - CC0 1.0 Universal (CC0 1.0)
AGM-114 Hellfire Rocket Missile Launch.flac by qubodup - CC0 1.0 Universal (CC0 1.0)
Sparkler.aif by Ned Bouhalassa - CC0 1.0 Universal (CC0 1.0)

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@ -1,10 +1,12 @@
Minetest Mod - Simple Shooter [shooter]
=======================================
Mod Version: 0.4.1
Mod Version: 0.5.0
Minetest Version: 0.4.9
Depends: default, wool, tnt
An experimental first person shooter mod that uses simple vector mathematics
to produce an accurate and server-firendly method of hit detection.
@ -23,6 +25,8 @@ Crafting
S = Steel Ingot [default:steel_ingot]
B = Bronze Ingot [default:bronze_ingot]
M = Mese Crystal [default:mese_crysytal]
D = Diamond [default:diamond]
R = Red Wool [wool:red]
G = Gun Powder [tnt:gunpowder]
Pistol: [shooter:pistol]
@ -69,3 +73,65 @@ Ammo Pack: [shooter:ammo]
| G | B |
+---+---+
Grappling Hook: [shooter:grapple_hook]
+---+---+---+
| S | S | D |
+---+---+---+
| S | S | |
+---+---+---+
| D | | S |
+---+---+---+
Grappling Hook Gun: [shooter:grapple_gun]
+---+---+
| S | S |
+---+---+
| | D |
+---+---+
Flare: [shooter:flare]
+---+---+
| G | R |
+---+---+
Flare Gun: [shooter:flaregun]
+---+---+---+
| R | R | R |
+---+---+---+
| | | S |
+---+---+---+
Grenade: [shooter:grenade]
+---+---+
| G | S |
+---+---+
Flare Gun: [shooter:rocket_gun]
+---+---+---+
| B | S | S |
+---+---+---+
| | | D |
+---+---+---+
Rocket: [shooter:rocket]
+---+---+---+
| B | G | B |
+---+---+---+
Turret: [shooter:turret]
+---+---+---+
| B | B | S |
+---+---+---+
| | B | S |
+---+---+---+
| | D | |
+---+---+---+

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@ -1,2 +1,3 @@
default
wool
tnt

147
flaregun.lua Normal file
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minetest.register_craftitem("shooter:flare", {
description = "Flare",
inventory_image = "shooter_flare_inv.png",
})
minetest.register_node("shooter:flare_light", {
drawtype = "glasslike",
tiles = {"shooter_flare_light.png"},
paramtype = "light",
groups = {not_in_creative_inventory=1},
drop = "",
walkable = false,
buildable_to = true,
sunlight_propagates = true,
light_source = LIGHT_MAX,
pointable = false,
})
minetest.register_abm({
nodenames = "shooter:flare_light",
interval = 5,
chance = 1,
action = function(pos, node)
local time = os.time()
local meta = minetest.get_meta(pos)
local init_time = meta:get_int("init_time") or 0
if time > init_time + 30 then
local id = meta:get_int("particle_id")
if id then
minetest.delete_particlespawner(id)
end
minetest.remove_node(pos)
end
end,
})
minetest.register_entity("shooter:flare_entity", {
physical = true,
timer = 0,
visual = "cube",
visual_size = {x=1/8, y=1/8},
textures = {
"shooter_flare.png",
"shooter_flare.png",
"shooter_flare.png",
"shooter_flare.png",
"shooter_flare.png",
"shooter_flare.png",
},
player = nil,
collisionbox = {-1/16,-1/16,-1/16, 1/16,1/16,1/16},
on_activate = function(self, staticdata)
if staticdata == "expired" then
self.object:remove()
end
end,
on_step = function(self, dtime)
self.timer = self.timer + dtime
if self.timer > 0.2 then
local pos = self.object:getpos()
local below = {x=pos.x, y=pos.y - 1, z=pos.z}
local node = minetest.get_node(below)
if node.name ~= "air" then
self.object:setvelocity({x=0, y=-10, z=0})
self.object:setacceleration({x=0, y=0, z=0})
if minetest.get_node(pos).name == "air" and
node.name ~= "default:water_source" and
node.name ~= "default:water_flowing" then
minetest.place_node(pos, {name="shooter:flare_light"})
local meta = minetest.get_meta(pos)
meta:set_int("particle_id", id)
meta:set_int("init_time", os.time())
pos.y = pos.y - 0.1
local id = minetest.add_particlespawner(
1000, 30, pos, pos,
{x=-1, y=1, z=-1}, {x=1, y=1, z=1},
{x=2, y=-2, z=-2}, {x=2, y=-2, z=2},
0.1, 0.75, 1, 8, false, "shooter_flare_particle.png"
)
local sound = minetest.sound_play("shooter_flare_burn", {
object = self.player,
loop = true,
})
minetest.after(30, function(sound)
minetest.sound_stop(sound)
end, sound)
end
self.object:remove()
end
self.timer = 0
end
end,
get_staticdata = function(self)
return "expired"
end,
})
minetest.register_tool("shooter:flaregun", {
description = "Flare Gun",
inventory_image = "shooter_flaregun.png",
on_use = function(itemstack, user, pointed_thing)
local inv = user:get_inventory()
if not inv:contains_item("main", "shooter:flare") then
minetest.sound_play("shooter_click", {object=user})
return itemstack
end
if not minetest.setting_getbool("creative_mode") then
inv:remove_item("main", "shooter:flare 1")
itemstack:add_wear(65535/100)
end
local pos = user:getpos()
local dir = user:get_look_dir()
local yaw = user:get_look_yaw()
if pos and dir and yaw then
pos.y = pos.y + 1.5
local obj = minetest.add_entity(pos, "shooter:flare_entity")
if obj then
minetest.sound_play("shooter_flare_fire", {object=obj})
obj:setvelocity({x=dir.x * 16, y=dir.y * 16, z=dir.z * 16})
obj:setacceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
obj:setyaw(yaw + math.pi)
local ent = obj:get_luaentity()
if ent then
ent.player = ent.player or user
end
end
end
return itemstack
end,
})
if SHOOTER_ENABLE_CRAFTING == true then
minetest.register_craft({
output = "shooter:flare",
recipe = {
{"tnt:gunpowder", "wool:red"},
},
})
minetest.register_craft({
output = "shooter:flaregun",
recipe = {
{"wool:red", "wool:red", "wool:red"},
{"", "", "default:steel_ingot"}
},
})
end

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grapple.lua Normal file
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local function throw_hook(itemstack, user, vel)
local inv = user:get_inventory()
local pos = user:getpos()
local dir = user:get_look_dir()
local yaw = user:get_look_yaw()
if pos and dir and yaw then
if not minetest.setting_getbool("creative_mode") then
itemstack:add_wear(65535/100)
end
pos.y = pos.y + 1.5
local obj = minetest.add_entity(pos, "shooter:hook")
if obj then
minetest.sound_play("shooter_throw", {object=obj})
obj:setvelocity({x=dir.x * vel, y=dir.y * vel, z=dir.z * vel})
obj:setacceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
obj:setyaw(yaw + math.pi)
local ent = obj:get_luaentity()
if ent then
ent.player = ent.player or user
ent.itemstack = itemstack
end
end
end
end
minetest.register_entity("shooter:hook", {
physical = true,
timer = 0,
visual = "wielditem",
visual_size = {x=1/2, y=1/2},
textures = {"shooter:grapple_hook"},
player = nil,
itemstack = "",
collisionbox = {-1/4,-1/4,-1/4, 1/4,1/4,1/4},
on_activate = function(self, staticdata)
self.object:set_armor_groups({fleshy=0})
if staticdata == "expired" then
self.object:remove()
end
end,
on_step = function(self, dtime)
if not self.player then
return
end
self.timer = self.timer + dtime
if self.timer > 0.25 then
local pos = self.object:getpos()
local below = {x=pos.x, y=pos.y - 1, z=pos.z}
local node = minetest.get_node(below)
if node.name ~= "air" then
self.object:setvelocity({x=0, y=-10, z=0})
self.object:setacceleration({x=0, y=0, z=0})
if minetest.get_item_group(node.name, "liquid") == 0 and
minetest.get_node(pos).name == "air" then
self.player:setpos(pos)
end
if minetest.get_item_group(node.name, "lava") == 0 then
minetest.add_item(pos, self.itemstack)
end
self.object:remove()
end
self.timer = 0
end
end,
get_staticdata = function(self)
return "expired"
end,
})
minetest.register_tool("shooter:grapple_hook", {
description = "Grappling Hook",
inventory_image = "shooter_hook.png",
on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type ~= "nothing" then
return itemstack
end
throw_hook(itemstack, user, 14)
return ""
end,
})
minetest.register_tool("shooter:grapple_gun", {
description = "Grappling Gun",
inventory_image = "shooter_hook_gun.png",
on_use = function(itemstack, user, pointed_thing)
local inv = user:get_inventory()
if inv:contains_item("main", "shooter:grapple_hook") and
inv:contains_item("main", "tnt:gunpowder") then
inv:remove_item("main", "tnt:gunpowder")
minetest.sound_play("shooter_reload", {object=user})
local stack = inv:remove_item("main", "shooter:grapple_hook")
itemstack = "shooter:grapple_gun_loaded 1 "..stack:get_wear()
else
minetest.sound_play("shooter_click", {object=user})
end
return itemstack
end,
})
minetest.register_tool("shooter:grapple_gun_loaded", {
description = "Grappling Gun",
inventory_image = "shooter_hook_gun_loaded.png",
groups = {not_in_creative_inventory=1},
on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type ~= "nothing" then
return itemstack
end
minetest.sound_play("shooter_pistol", {object=user})
itemstack = ItemStack("shooter:grapple_hook 1 "..itemstack:get_wear())
throw_hook(itemstack, user, 20)
return "shooter:grapple_gun"
end,
})
if SHOOTER_ENABLE_CRAFTING == true then
minetest.register_craft({
output = "shooter:grapple_hook",
recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:diamond"},
{"default:steel_ingot", "default:steel_ingot", ""},
{"default:diamond", "", "default:steel_ingot"},
},
})
minetest.register_craft({
output = "shooter:grapple_gun",
recipe = {
{"", "default:steel_ingot", "default:steel_ingot"},
{"", "", "default:diamond"},
},
})
end

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grenade.lua Normal file
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minetest.register_entity("shooter:grenade_entity", {
physical = false,
timer = 0,
visual = "cube",
visual_size = {x=1/8, y=1/8},
textures = {
"shooter_grenade.png",
"shooter_grenade.png",
"shooter_grenade.png",
"shooter_grenade.png",
"shooter_grenade.png",
"shooter_grenade.png",
},
player = nil,
collisionbox = {0,0,0, 0,0,0},
on_activate = function(self, staticdata)
if staticdata == "expired" then
self.object:remove()
end
end,
on_step = function(self, dtime)
self.timer = self.timer + dtime
if self.timer > 0.2 then
local pos = self.object:getpos()
local below = {x=pos.x, y=pos.y - 1, z=pos.z}
if minetest.get_node(below).name ~= "air" then
self.object:remove()
shooter:blast(pos, 1, 25, 5)
end
self.timer = 0
end
end,
get_staticdata = function(self)
return "expired"
end,
})
minetest.register_tool("shooter:grenade", {
description = "Grenade",
inventory_image = "shooter_hand_grenade.png",
on_use = function(itemstack, user, pointed_thing)
if not minetest.setting_getbool("creative_mode") then
itemstack = ""
end
if pointed_thing.type ~= "nothing" then
local pointed = minetest.get_pointed_thing_position(pointed_thing)
if vector.distance(user:getpos(), pointed) < 8 then
shooter:blast(pointed, 1, 25, 5)
return
end
end
local pos = user:getpos()
local dir = user:get_look_dir()
local yaw = user:get_look_yaw()
if pos and dir then
pos.y = pos.y + 1.5
local obj = minetest.add_entity(pos, "shooter:grenade_entity")
if obj then
obj:setvelocity({x=dir.x * 15, y=dir.y * 15, z=dir.z * 15})
obj:setacceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
obj:setyaw(yaw + math.pi)
local ent = obj:get_luaentity()
if ent then
ent.player = ent.player or user
end
end
end
return itemstack
end,
})
if SHOOTER_ENABLE_CRAFTING == true then
minetest.register_craft({
output = "shooter:grenade",
recipe = {
{"tnt:gunpowder", "default:steel_ingot"},
},
})
end

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guns.lua Normal file
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shooter:register_weapon("shooter:pistol", {
description = "Pistol",
inventory_image = "shooter_pistol.png",
rounds = 200,
spec = {
range = 100,
step = 20,
tool_caps = {full_punch_interval=0.5, damage_groups={fleshy=2}},
groups = {snappy=3, fleshy=3, oddly_breakable_by_hand=3},
sound = "shooter_pistol",
particle = "shooter_cap.png",
},
})
shooter:register_weapon("shooter:rifle", {
description = "Rifle",
inventory_image = "shooter_rifle.png",
rounds = 100,
spec = {
range = 200,
step = 30,
tool_caps = {full_punch_interval=1.0, damage_groups={fleshy=3}},
groups = {snappy=3, crumbly=3, choppy=3, fleshy=2, oddly_breakable_by_hand=2},
sound = "shooter_rifle",
particle = "shooter_bullet.png",
},
})
shooter:register_weapon("shooter:shotgun", {
description = "Shotgun",
inventory_image = "shooter_shotgun.png",
rounds = 50,
spec = {
range = 50,
step = 15,
tool_caps = {full_punch_interval=1.5, damage_groups={fleshy=4}},
groups = {cracky=3, snappy=2, crumbly=2, choppy=2, fleshy=1, oddly_breakable_by_hand=1},
sound = "shooter_shotgun",
particle = "smoke_puff.png",
},
})
shooter:register_weapon("shooter:machine_gun", {
description = "Sub Machine Gun",
inventory_image = "shooter_smgun.png",
rounds = 50,
shots = 4,
spec = {
range = 100,
step = 20,
tool_caps = {full_punch_interval=0.125, damage_groups={fleshy=2}},
groups = {snappy=3, fleshy=3, oddly_breakable_by_hand=3},
sound = "shooter_pistol",
particle = "shooter_cap.png",
},
})
minetest.register_craftitem("shooter:ammo", {
description = "Ammo pack",
inventory_image = "shooter_ammo.png",
})
if SHOOTER_ENABLE_CRAFTING == true then
minetest.register_craft({
output = "shooter:pistol 1 65535",
recipe = {
{"default:steel_ingot", "default:steel_ingot"},
{"", "default:mese_crystal"},
},
})
minetest.register_craft({
output = "shooter:rifle 1 65535",
recipe = {
{"default:steel_ingot", "", ""},
{"", "default:bronze_ingot", ""},
{"", "default:mese_crystal", "default:bronze_ingot"},
},
})
minetest.register_craft({
output = "shooter:shotgun 1 65535",
recipe = {
{"default:steel_ingot", "", ""},
{"", "default:steel_ingot", ""},
{"", "default:mese_crystal", "default:bronze_ingot"},
},
})
minetest.register_craft({
output = "shooter:machine_gun 1 65535",
recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"", "default:bronze_ingot", "default:mese_crystal"},
{"", "default:bronze_ingot", ""},
},
})
minetest.register_craft({
output = "shooter:ammo",
recipe = {
{"tnt:gunpowder", "default:bronze_ingot"},
},
})
end
local rounds_update_time = 0
minetest.register_globalstep(function(dtime)
shooter.time = shooter.time + dtime
if shooter.time - rounds_update_time > SHOOTER_ROUNDS_UPDATE_TIME then
for i, round in ipairs(shooter.rounds) do
if shooter:process_round(round) or round.dist > round.def.range then
table.remove(shooter.rounds, i)
else
local v = vector.multiply(round.ray, round.def.step)
shooter.rounds[i].pos = vector.add(round.pos, v)
shooter.rounds[i].dist = round.dist + round.def.step
end
end
rounds_update_time = shooter.time
end
if shooter.time > 100000 then
shooter.shots = {}
rounds_update_time = 0
shooter.reload_time = 0
shooter.update_time = 0
shooter.time = 0
end
end)

124
init.lua
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@ -1,107 +1,23 @@
dofile(minetest.get_modpath(minetest.get_current_modname()).."/shooter.lua")
local modpath = minetest.get_modpath(minetest.get_current_modname())
shooter:register_weapon("shooter:pistol", {
description = "Pistol",
inventory_image = "shooter_pistol.png",
rounds = 200,
spec = {
range = 100,
step = 20,
tool_caps = {full_punch_interval=0.5, damage_groups={fleshy=2}},
groups = {snappy=3, fleshy=3, oddly_breakable_by_hand=3},
sound = "shooter_pistol",
particle = "shooter_cap.png",
},
})
dofile(modpath.."/shooter.lua")
shooter:register_weapon("shooter:rifle", {
description = "Rifle",
inventory_image = "shooter_rifle.png",
rounds = 100,
spec = {
range = 200,
step = 30,
tool_caps = {full_punch_interval=1.0, damage_groups={fleshy=3}},
groups = {snappy=3, crumbly=3, choppy=3, fleshy=2, oddly_breakable_by_hand=2},
sound = "shooter_rifle",
particle = "shooter_bullet.png",
},
})
shooter:register_weapon("shooter:shotgun", {
description = "Shotgun",
inventory_image = "shooter_shotgun.png",
rounds = 50,
spec = {
range = 50,
step = 15,
tool_caps = {full_punch_interval=1.5, damage_groups={fleshy=4}},
groups = {cracky=3, snappy=2, crumbly=2, choppy=2, fleshy=1, oddly_breakable_by_hand=1},
sound = "shooter_shotgun",
particle = "smoke_puff.png",
},
})
shooter:register_weapon("shooter:machine_gun", {
description = "Sub Machine Gun",
inventory_image = "shooter_smgun.png",
rounds = 50,
shots = 4,
spec = {
range = 100,
step = 20,
tool_caps = {full_punch_interval=0.125, damage_groups={fleshy=2}},
groups = {snappy=3, fleshy=3, oddly_breakable_by_hand=3},
sound = "shooter_pistol",
particle = "shooter_cap.png",
},
})
minetest.register_craftitem("shooter:ammo", {
description = "Ammo pack",
inventory_image = "shooter_ammo.png",
})
minetest.register_craft({
output = "shooter:pistol 1 65535",
recipe = {
{"default:steel_ingot", "default:steel_ingot"},
{"", "default:mese_crystal"},
},
})
minetest.register_craft({
output = "shooter:rifle 1 65535",
recipe = {
{"default:steel_ingot", "", ""},
{"", "default:bronze_ingot", ""},
{"", "default:mese_crystal", "default:bronze_ingot"},
},
})
minetest.register_craft({
output = "shooter:shotgun 1 65535",
recipe = {
{"default:steel_ingot", "", ""},
{"", "default:steel_ingot", ""},
{"", "default:mese_crystal", "default:bronze_ingot"},
},
})
minetest.register_craft({
output = "shooter:machine_gun 1 65535",
recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"", "default:bronze_ingot", "default:mese_crystal"},
{"", "default:bronze_ingot", ""},
},
})
minetest.register_craft({
output = "shooter:ammo",
recipe = {
{"tnt:gunpowder", "default:bronze_ingot"},
},
})
if SHOOTER_ENABLE_GUNS == true then
dofile(modpath.."/guns.lua")
end
if SHOOTER_ENABLE_FLARES == true then
dofile(modpath.."/flaregun.lua")
end
if SHOOTER_ENABLE_HOOK == true then
dofile(modpath.."/grapple.lua")
end
if SHOOTER_ENABLE_GRENADES == true then
dofile(modpath.."/grenade.lua")
end
if SHOOTER_ENABLE_ROCKETS == true then
dofile(modpath.."/rocket.lua")
end
if SHOOTER_ENABLE_TURRETS == true then
dofile(modpath.."/turret.lua")
end

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minetest.register_craftitem("shooter:rocket", {
description = "Rocket",
stack_max = 1,
inventory_image = "shooter_rocket_inv.png",
})
minetest.register_entity("shooter:rocket_entity", {
physical = false,
timer = 0,
visual = "cube",
visual_size = {x=1/8, y=1/8},
textures = {
"shooter_bullet.png",
"shooter_bullet.png",
"shooter_bullet.png",
"shooter_bullet.png",
"shooter_bullet.png",
"shooter_bullet.png",
},
player = nil,
collisionbox = {0,0,0, 0,0,0},
on_activate = function(self, staticdata)
if staticdata == "expired" then
self.object:remove()
end
end,
on_step = function(self, dtime)
self.timer = self.timer + dtime
if self.timer > 0.2 then
local pos = self.object:getpos()
if minetest.get_node(pos).name ~= "air" then
self.object:remove()
shooter:blast(pos, 2, 50, 7)
end
self.timer = 0
end
end,
get_staticdata = function(self)
return "expired"
end,
})
minetest.register_tool("shooter:rocket_gun_loaded", {
description = "Rocket Gun",
inventory_image = "shooter_rocket_gun_loaded.png",
groups = {not_in_creative_inventory=1},
on_use = function(itemstack, user, pointed_thing)
if not minetest.setting_getbool("creative_mode") then
itemstack:add_wear(65535/50)
end
itemstack = "shooter:rocket_gun 1 "..itemstack:get_wear()
if pointed_thing.type ~= "nothing" then
local pointed = minetest.get_pointed_thing_position(pointed_thing)
if vector.distance(user:getpos(), pointed) < 8 then
shooter:blast(pointed, 2, 50, 7)
return itemstack
end
end
local pos = user:getpos()
local dir = user:get_look_dir()
local yaw = user:get_look_yaw()
if pos and dir and yaw then
pos.y = pos.y + 1.5
local obj = minetest.add_entity(pos, "shooter:rocket_entity")
if obj then
minetest.sound_play("shooter_rocket_fire", {object=obj})
obj:setvelocity({x=dir.x * 20, y=dir.y * 20, z=dir.z * 20})
obj:setacceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
obj:setyaw(yaw + math.pi)
local ent = obj:get_luaentity()
if ent then
ent.player = ent.player or user
end
end
end
return itemstack
end,
})
minetest.register_tool("shooter:rocket_gun", {
description = "Rocket Gun",
inventory_image = "shooter_rocket_gun.png",
on_use = function(itemstack, user, pointed_thing)
local inv = user:get_inventory()
if inv:contains_item("main", "shooter:rocket") then
minetest.sound_play("shooter_reload", {object=user})
if not minetest.setting_getbool("creative_mode") then
inv:remove_item("main", "shooter:rocket 1")
end
itemstack = "shooter:rocket_gun_loaded 1 "..itemstack:get_wear()
else
minetest.sound_play("shooter_click", {object=user})
end
return itemstack
end,
})
if SHOOTER_ENABLE_CRAFTING == true then
minetest.register_craft({
output = "shooter:rocket_gun",
recipe = {
{"default:bronze_ingot", "default:steel_ingot", "default:steel_ingot"},
{"", "", "default:diamond"},
},
})
minetest.register_craft({
output = "shooter:rocket",
recipe = {
{"default:bronze_ingot", "tnt:gunpowder", "default:bronze_ingot"},
},
})
end

View file

@ -2,6 +2,27 @@
-- Global Constants (defaults)
-- Enable basic guns (Pistol, Rifle, Shotgun, Machine Gun)
SHOOTER_ENABLE_GUNS = true
-- Enable Flare Gun
SHOOTER_ENABLE_FLARES = true
-- Enable Grappling Hook
SHOOTER_ENABLE_HOOK = true
-- Enable Grenades
SHOOTER_ENABLE_GRENADES = true
-- Enable Rocket Gun
SHOOTER_ENABLE_ROCKETS = true
-- Enable Turrret Gun
SHOOTER_ENABLE_TURRETS = true
-- Enable Crafting
SHOOTER_ENABLE_CRAFTING = true
-- Enable particle effects
SHOOTER_ENABLE_PARTICLE_FX = true

View file

@ -3,8 +3,17 @@ shooter = {
objects = {},
rounds = {},
shots = {},
update_time = 0,
reload_time = 0,
}
SHOOTER_ENABLE_GUNS = true
SHOOTER_ENABLE_FLARES = true
SHOOTER_ENABLE_HOOK = true
SHOOTER_ENABLE_GRENADES = true
SHOOTER_ENABLE_ROCKETS = true
SHOOTER_ENABLE_TURRETS = true
SHOOTER_ENABLE_CRAFTING = true
SHOOTER_ENABLE_PARTICLE_FX = true
SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png"
SHOOTER_ALLOW_NODES = true
@ -44,10 +53,6 @@ if input then
input = nil
end
local rounds_update_time = 0
local object_update_time = 0
local object_reload_time = 0
local function get_dot_product(v1, v2)
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z
end
@ -121,7 +126,7 @@ local function punch_node(pos, def)
end
end
local function process_round(round)
function shooter:process_round(round)
local target = {object=nil, distance=10000}
local p1 = round.pos
local v1 = round.ray
@ -307,8 +312,8 @@ function shooter:load_objects()
end
end
end
object_reload_time = shooter.time
object_update_time = shooter.time
shooter.reload_time = shooter.time
shooter.update_time = shooter.time
shooter.objects = {}
for _,v in ipairs(objects) do
table.insert(shooter.objects, v)
@ -316,9 +321,9 @@ function shooter:load_objects()
end
function shooter:update_objects()
if shooter.time - object_reload_time > SHOOTER_OBJECT_RELOAD_TIME then
if shooter.time - shooter.reload_time > SHOOTER_OBJECT_RELOAD_TIME then
shooter:load_objects()
elseif shooter.time - object_update_time > SHOOTER_OBJECT_UPDATE_TIME then
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()
@ -329,34 +334,68 @@ function shooter:update_objects()
table.remove(shooter.objects, i)
end
end
object_update_time = shooter.time
shooter.update_time = shooter.time
end
end
function shooter:blast(pos, radius, fleshy, distance)
local pos = vector.round(pos)
local p1 = vector.subtract(pos, radius)
local p2 = vector.add(pos, radius)
minetest.sound_play("tnt_explode", {pos=pos, gain=1})
minetest.set_node(pos, {name="tnt:boom"})
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
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 * 0.5 ^ dist) * 2
if dist ~= 0 then
obj_pos.y = obj_pos.y + 1.7
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(obj, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy=damage},
})
end
end
end
end
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 vi = area:index(pos.x - radius, pos.y + y, pos.z + z)
for x = -radius, radius do
if (x * x) + (y * y) + (z * z) <=
(radius * radius) + pr:next(-radius, radius) then
data[vi] = c_air
end
vi = vi + 1
end
end
end
vm:set_data(data)
vm:update_liquids()
vm:write_to_map()
vm:update_map()
end
minetest.register_on_joinplayer(function(player)
player:hud_set_flags({crosshair = true})
end)
minetest.register_globalstep(function(dtime)
shooter.time = shooter.time + dtime
if shooter.time - rounds_update_time > SHOOTER_ROUNDS_UPDATE_TIME then
for i, round in ipairs(shooter.rounds) do
if process_round(round) or round.dist > round.def.range then
table.remove(shooter.rounds, i)
else
local v = vector.multiply(round.ray, round.def.step)
shooter.rounds[i].pos = vector.add(round.pos, v)
shooter.rounds[i].dist = round.dist + round.def.step
end
end
rounds_update_time = shooter.time
end
if shooter.time > 100000 then
shooter.shots = {}
rounds_update_time = 0
object_reload_time = 0
object_update_time = 0
shooter.time = 0
end
end)

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turret.lua Normal file
View file

@ -0,0 +1,272 @@
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_entity" then
-- Remove duplicates
if entity then
obj:remove()
else
entity = ent
end
end
end
end
return entity
end
minetest.register_entity("shooter:tnt_entity", {
physical = false,
timer = 0,
visual = "cube",
visual_size = {x=1/4, y=1/4},
textures = {
"tnt_top.png",
"tnt_bottom.png",
"tnt_side.png",
"tnt_side.png",
"tnt_side.png",
"tnt_side.png",
},
player = nil,
collisionbox = {0,0,0, 0,0,0},
on_activate = function(self, staticdata)
if staticdata == "expired" then
self.object:remove()
end
end,
on_step = function(self, dtime)
self.timer = self.timer + dtime
if self.timer > 0.2 then
local pos = self.object:getpos()
if minetest.get_node(pos).name ~= "air" then
self.object:remove()
shooter:blast(pos, 4, 80, 10)
end
self.timer = 0
end
end,
get_staticdata = function(self)
return "expired"
end,
})
minetest.register_entity("shooter:turret_entity", {
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,
player = nil,
pitch = 40,
yaw = 0,
firing = false,
on_activate = function(self, staticdata)
self.pos = self.object:getpos()
self.yaw = self.object:getyaw()
if minetest.get_node(self.pos).name ~= "shooter:turret" then
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.player == nil then
clicker:set_attach(self.object, "", {x=0,y=5,z=-8}, {x=0,y=0,z=0})
self.player = clicker
else
self.player:set_detach()
local yaw = self.yaw + math.pi / 2
local dir = vector.normalize({
x = math.cos(yaw),
y = 0,
z = math.sin(yaw),
})
local pos = vector.subtract(self.player:getpos(), dir)
minetest.after(0.2, function(player)
player:setpos(pos)
end, self.player)
self.player = nil
end
end,
on_step = function(self, dtime)
self.timer = self.timer + dtime
if self.timer < 0.1 then
return
end
if self.player then
local pitch = self.pitch
local yaw = self.object:getyaw()
local ctrl = self.player:get_player_control()
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:setyaw(yaw)
self.yaw = yaw
end
end
end
self.timer = 0
end,
fire = function(self)
local meta = minetest.get_meta(self.pos)
local inv = meta:get_inventory()
if not inv then
return
end
if not inv:contains_item("main", "tnt:tnt") then
minetest.sound_play("shooter_click", {object=self.object})
return
end
minetest.sound_play("shooter_shotgun", {object=self.object})
if not minetest.setting_getbool("creative_mode") then
inv:remove_item("main", "tnt:tnt")
end
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, {x=dir.x * 1.5, y=dir.y * 1.5, z=dir.z * 1.5})
local obj = minetest.add_entity(pos, "shooter:tnt_entity")
if obj then
minetest.sound_play("shooter_rocket_fire", {object=obj})
obj:setyaw(self.yaw)
obj:setvelocity({x=dir.x * 20, y=dir.y * 20, z=dir.z * 20})
obj:setacceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
end
if SHOOTER_ENABLE_PARTICLE_FX == true then
minetest.add_particlespawner(10, 0.1,
{x=pos.x - 1, y=pos.y - 1, z=pos.z - 1},
{x=pos.x + 1, y=pos.y + 1, z=pos.z + 1},
{x=0, y=0, z=0}, {x=0, y=0, z=0},
{x=-0.5, y=-0.5, z=-0.5}, {x=0.5, y=0.5, z=0.5},
0.1, 1, 8, 15, false, "tnt_smoke.png"
)
end
end
})
minetest.register_node("shooter:turret", {
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},
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;]"
)
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_entity")
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,
},
},
})
if SHOOTER_ENABLE_CRAFTING == true then
minetest.register_craft({
output = "shooter:turret",
recipe = {
{"default:bronze_ingot", "default:bronze_ingot", "default:steel_ingot"},
{"", "default:bronze_ingot", "default:steel_ingot"},
{"", "default:diamond", ""},
},
})
end