Deprecate global config variables

This commit is contained in:
stujones11 2018-01-05 20:02:18 +00:00
parent 347a8807bf
commit 83c60c85ff
11 changed files with 189 additions and 183 deletions

View file

@ -13,11 +13,48 @@ to produce an accurate and server-firendly method of hit detection.
By default this mod is configured to work only against other players in
multiplayer mode and against Simple Mobs [mobs] in singleplayer mode.
Default configuration can be customised by adding a shooter.conf file to
the mod's main directory, see shooter.conf.example for more details.
Configuration
=============
This is still very much a work in progress which I eventually plan to use
as the base for a 'Spades' style FPS game using the minetest engine.
Override the following default settings by adding them to your minetest.conf file.
-- Enable admin super weapons
-- This lets admins shoot guns automatically after 2 seconds without munition.
shooter_admin_weapons = false
-- Enable node destruction with explosives
shooter_enable_blasting = true
-- Enable Crafting
shooter_enable_crafting = true
-- Enable particle effects
shooter_enable_particle_fx = true
-- Enable protection mod support, requires a protection mod that utilizes
-- minetest.is_protected(), tested with TenPlus1's version of [protector]
shooter_enable_protection = false
-- Particle texture used when a player or entity is hit
shooter_explosion = "shooter_hit.png"
-- Allow node destruction
shooter_allow_nodes = true
-- Allow entities in multiplayer mode
shooter_allow_entities = false
-- Allow players in multiplayer mode
shooter_allow_players = true
-- How often objects are fully reloaded
shooter_object_reload_time = 1
-- How often object positions are updated
shooter_object_update_time = 0.25
-- How often rounds are processed
shooter_rounds_update_time = 0.4
Crafting
========

View file

@ -5,62 +5,28 @@ shooter = {
shots = {},
update_time = 0,
reload_time = 0,
player_offset = {x=0, y=1, z=0},
entity_offset = {x=0, y=0, z=0},
}
SHOOTER_ADMIN_WEAPONS = false
SHOOTER_ENABLE_BLASTING = false
SHOOTER_ENABLE_CROSSBOW = true
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_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_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
shooter.config = {
admin_weapons = false,
enable_blasting = false,
enable_particle_fx = true,
enable_protection = false,
enable_crafting = true,
explosion_texture = "shooter_hit.png",
allow_nodes = true,
allow_entities = false,
allow_players = true,
object_reload_time = 1,
object_update_time = 0.25,
rounds_update_time = 0.4,
}
local config = shooter.config
local singleplayer = minetest.is_singleplayer()
if singleplayer then
SHOOTER_ENABLE_BLASTING = true
SHOOTER_ALLOW_ENTITIES = true
SHOOTER_ALLOW_PLAYERS = false
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
@ -70,10 +36,14 @@ local function get_particle_pos(p, v, d)
return vector.add(p, vector.multiply(v, {x=d, y=d, z=d}))
end
function shooter:set_shootable_entity(name)
allowed_entities[name] = 1
end
function shooter:spawn_particles(pos, texture)
if SHOOTER_ENABLE_PARTICLE_FX == true then
if config.enable_particle_fx == true then
if type(texture) ~= "string" then
texture = SHOOTER_EXPLOSION_TEXTURE
texture = config.explosion_texture
end
local spread = {x=0.1, y=0.1, z=0.1}
minetest.add_particlespawner(15, 0.3,
@ -107,7 +77,7 @@ function shooter:punch_node(pos, def)
if not item then
return
end
if SHOOTER_ENABLE_PROTECTION then
if config.enable_protection then
if minetest.is_protected(pos, def.name) then
return
end
@ -132,9 +102,9 @@ end
function shooter:is_valid_object(object)
if object then
if object:is_player() == true then
return SHOOTER_ALLOW_PLAYERS
return config.allow_players
end
if SHOOTER_ALLOW_ENTITIES == true then
if config.allow_entities == true then
local luaentity = object:get_luaentity()
if luaentity then
if luaentity.name then
@ -190,14 +160,14 @@ function shooter:process_round(round)
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)
shooter:spawn_particles(target.pos, config.explosion_texture)
end
return 1
elseif pos and SHOOTER_ALLOW_NODES == true then
elseif pos and config.allow_nodes == true then
shooter:punch_node(pos, round.def)
return 1
end
elseif SHOOTER_ALLOW_NODES == true then
elseif config.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)
@ -267,7 +237,7 @@ function shooter:fire_weapon(user, pointed_thing, def)
{x=0, y=0, z=0}, 0.5, 0.25,
false, def.particle
)
if pointed_thing.type == "node" and SHOOTER_ALLOW_NODES == true then
if pointed_thing.type == "node" and config.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
@ -277,7 +247,7 @@ function shooter:fire_weapon(user, pointed_thing, def)
local p2 = object:getpos()
local pp = get_particle_pos(p1, v1, vector.distance(p1, p2))
pp.y = pp.y + 1.75
shooter:spawn_particles(pp, SHOOTER_EXPLOSION_TEXTURE)
shooter:spawn_particles(pp, config.explosion_texture)
end
else
shooter:update_objects()
@ -293,7 +263,7 @@ end
function shooter:load_objects()
local objects = {}
if SHOOTER_ALLOW_PLAYERS == true then
if config.allow_players == true then
local players = minetest.get_connected_players()
for _,player in ipairs(players) do
local pos = player:getpos()
@ -305,12 +275,12 @@ function shooter:load_objects()
object = player,
pos = pos,
collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25},
offset = SHOOTER_PLAYER_OFFSET,
offset = shooter.player_offset,
})
end
end
end
if SHOOTER_ALLOW_ENTITIES == true then
if config.allow_entities == true then
for _,ref in pairs(minetest.luaentities) do
if ref.object and ref.name then
if allowed_entities[ref.name] then
@ -323,7 +293,7 @@ function shooter:load_objects()
object = ref.object,
pos = pos,
collisionbox = def.collisionbox or {0,0,0, 0,0,0},
offset = SHOOTER_ENTITY_OFFSET,
offset = shooter.entity_offset,
})
end
end
@ -339,9 +309,9 @@ function shooter:load_objects()
end
function shooter:update_objects()
if shooter.time - shooter.reload_time > SHOOTER_OBJECT_RELOAD_TIME then
if shooter.time - shooter.reload_time > config.object_reload_time then
shooter:load_objects()
elseif shooter.time - shooter.update_time > SHOOTER_OBJECT_UPDATE_TIME then
elseif shooter.time - shooter.update_time > config.object_update_time then
for i, ref in ipairs(shooter.objects) do
if ref.object then
local pos = ref.object:getpos()
@ -365,8 +335,8 @@ function shooter:blast(pos, radius, fleshy, distance, user)
local p1 = vector.subtract(pos, radius)
local p2 = vector.add(pos, radius)
minetest.sound_play("tnt_explode", {pos=pos, gain=1})
if SHOOTER_ALLOW_NODES and SHOOTER_ENABLE_BLASTING then
if SHOOTER_ENABLE_PROTECTION then
if config.allow_nodes and config.enable_blasting then
if config.enable_protection then
if not minetest.is_protected(pos, name) then
minetest.set_node(pos, {name="tnt:boom"})
end
@ -374,7 +344,7 @@ function shooter:blast(pos, radius, fleshy, distance, user)
minetest.set_node(pos, {name="tnt:boom"})
end
end
if SHOOTER_ENABLE_PARTICLE_FX == true then
if config.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},
@ -383,8 +353,8 @@ function shooter:blast(pos, radius, fleshy, distance, user)
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
if (obj:is_player() and config.allow_players == true) or
(obj:get_luaentity() and config.allow_entities == true and
obj:get_luaentity().name ~= "__builtin:item") then
local obj_pos = obj:getpos()
local dist = vector.distance(obj_pos, pos)
@ -401,7 +371,7 @@ function shooter:blast(pos, radius, fleshy, distance, user)
end
end
end
if SHOOTER_ALLOW_NODES and SHOOTER_ENABLE_BLASTING then
if config.allow_nodes and config.enable_blasting then
local pr = PseudoRandom(os.time())
local vm = VoxelManip()
local min, max = vm:read_from_map(p1, p2)
@ -415,7 +385,7 @@ function shooter:blast(pos, radius, fleshy, distance, user)
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 config.enable_protection then
if not minetest.is_protected(vp, name) then
data[vi] = c_air
end
@ -434,7 +404,7 @@ function shooter:blast(pos, radius, fleshy, distance, user)
end
end
if not singleplayer and SHOOTER_ADMIN_WEAPONS then
if not singleplayer and config.admin_weapons then
local timer = 0
local shooting = false
minetest.register_globalstep(function(dtime)

View file

@ -1,7 +1,71 @@
local modpath = minetest.get_modpath(minetest.get_current_modname())
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local worldpath = minetest.get_worldpath()
dofile(modpath.."/api.lua")
if minetest.is_singleplayer() then
shooter.config.enable_blasting = true
shooter.config.allow_entities = true
shooter.config.allow_players = false
end
-- Legacy Config Support
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
for name, _ in pairs(shooter.config) do
local global = "SHOOTER_"..name:upper()
if minetest.global_exists(global) then
shooter.config[name] = _G[global]
end
end
if minetest.global_exists("SHOOTER_PLAYER_OFFSET") then
shooter.player_offset = SHOOTER_PLAYER_OFFSET
end
if minetest.global_exists("SHOOTER_ENTITY_OFFSET") then
shooter.entity_offset = SHOOTER_ENTITY_OFFSET
end
if minetest.global_exists("SHOOTER_ENTITIES") then
for _, name in pairs(SHOOTER_ENTITIES) do
shooter:set_shootable_entity(name)
end
end
-- Simple Mobs Support
for name, _ in pairs(minetest.registered_entities) do
if string.find(name, "^mobs") then
shooter:set_shootable_entity(name)
end
end
-- Load Configuration
for name, config in pairs(shooter.config) do
local setting = minetest.settings:get("shooter_"..name)
if type(config) == "number" then
setting = tonumber(setting)
elseif type(config) == "boolean" then
setting = minetest.settings:get_bool("shooter_"..name)
end
if setting ~= nil then
shooter.config[name] = setting
end
end
-- Legacy Entity Support
minetest.register_entity("shooter:turret_entity", {
visual = "sprite",
textures = {"blank.png"},

View file

@ -1,81 +0,0 @@
-- Simple Shooter config example
-- Global Constants (defaults)
-- Enable admin super weapons
-- This lets admins shoot guns automatically after 2 seconds without munition.
SHOOTER_ADMIN_WEAPONS = false
-- Enable node destruction with explosives
SHOOTER_ENABLE_BLASTING = true
-- Enable Crossbow
SHOOTER_ENABLE_CROSSBOW = true
-- 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
-- Enable protection mod support, requires a protection mod that utilizes
-- minetest.is_protected(), tested with TenPlus1's version of [protector]
SHOOTER_ENABLE_PROTECTION = false
-- Particle texture used when a player or entity is hit
SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png"
-- Allow node destruction
SHOOTER_ALLOW_NODES = true
-- Allow entities in multiplayer mode
SHOOTER_ALLOW_ENTITIES = false
-- Allow players in multiplayer mode
SHOOTER_ALLOW_PLAYERS = true
-- How often objects are fully reloaded
SHOOTER_OBJECT_RELOAD_TIME = 1
-- How often object positions are updated
SHOOTER_OBJECT_UPDATE_TIME = 0.25
-- How often rounds are processed
SHOOTER_ROUNDS_UPDATE_TIME = 0.4
-- Player collision box offset (may require adjustment for some games)
SHOOTER_PLAYER_OFFSET = {x=0, y=1, z=0}
-- Entity collision box offset (may require adjustment for other mobs)
SHOOTER_ENTITY_OFFSET = {x=0, y=0, z=0}
-- Shootable entities (default support for Simple Mobs)
SHOOTER_ENTITIES = {
"mobs:dirt_monster",
"mobs:stone_monster",
"mobs:sand_monster",
"mobs:tree_monster",
"mobs:sheep",
"mobs:rat",
"mobs:oerkki",
"mobs:dungeon_master",
}

View file

@ -1,12 +1,31 @@
SHOOTER_CROSSBOW_USES = 50
SHOOTER_ARROW_TOOL_CAPS = {damage_groups={fleshy=2}}
SHOOTER_ARROW_LIFETIME = 180 -- 3 minutes
local config = {
crossbow_uses = 50,
arrow_lifetime = 180,
}
-- Legacy Config Support
for name, _ in pairs(config) do
local global = "SHOOTER_"..name:upper()
if minetest.global_exists(global) then
config[name] = _G[global]
end
local setting = minetest.settings:get("shooter_"..name)
if type(setting) == "string" then
config[name] = tonumber(setting)
end
end
local arrow_tool_caps = {damage_groups={fleshy=2}}
if minetest.global_exists("SHOOTER_ARROW_TOOL_CAPS") then
arrow_tool_caps = table.copy(SHOOTER_ARROW_TOOL_CAPS)
end
minetest.register_alias("shooter_crossbow:arrow", "shooter_crossbow:arrow_white")
minetest.register_alias("shooter:crossbow_loaded", "shooter:crossbow_loaded_white")
local dye_basecolors = (dye and dye.basecolors) or
{"white", "grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta"}
{"white", "grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta"}
local function get_animation_frame(dir)
local angle = math.atan(dir.y)
@ -40,7 +59,7 @@ minetest.register_entity("shooter_crossbow:arrow_entity", {
},
color = "white",
timer = 0,
lifetime = SHOOTER_ARROW_LIFETIME,
lifetime = config.arrow_lifetime,
player = nil,
state = "init",
node_pos = nil,
@ -69,8 +88,8 @@ minetest.register_entity("shooter_crossbow:arrow_entity", {
local p1 = puncher:getpos()
local p2 = object:getpos()
local tpos = get_target_pos(p1, p2, dir, 0)
shooter:spawn_particles(tpos, SHOOTER_EXPLOSION_TEXTURE)
object:punch(puncher, nil, SHOOTER_ARROW_TOOL_CAPS, dir)
shooter:spawn_particles(tpos, shooter.config.explosion_texture)
object:punch(puncher, nil, arrow_tool_caps, dir)
end
end
self:stop(object:getpos())
@ -132,9 +151,9 @@ minetest.register_entity("shooter_crossbow:arrow_entity", {
for _,obj in ipairs(objects) do
if shooter:is_valid_object(obj) and obj ~= self.player then
local collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25}
local offset = SHOOTER_PLAYER_OFFSET
local offset = shooter.player_offset
if not obj:is_player() then
offset = SHOOTER_ENTITY_OFFSET
offset = shooter.entity_offset
local ent = obj:get_luaentity()
if ent then
local def = minetest.registered_entities[ent.name]
@ -180,7 +199,7 @@ for _, color in pairs(dye_basecolors) do
on_use = function(itemstack, user, pointed_thing)
minetest.sound_play("shooter_click", {object=user})
if not minetest.setting_getbool("creative_mode") then
itemstack:add_wear(65535/SHOOTER_CROSSBOW_USES)
itemstack:add_wear(65535/config.crossbow_uses)
end
itemstack = "shooter_crossbow:crossbow 1 "..itemstack:get_wear()
local pos = user:getpos()
@ -262,7 +281,7 @@ minetest.register_tool("shooter_crossbow:crossbow", {
end,
})
if SHOOTER_ENABLE_CRAFTING == true then
if shooter.config.enable_crafting == true then
minetest.register_craft({
output = "shooter_crossbow:crossbow",
recipe = {

View file

@ -129,7 +129,7 @@ minetest.register_tool("shooter_flaregun:flaregun", {
end,
})
if SHOOTER_ENABLE_CRAFTING == true then
if shooter.config.enable_crafting == true then
minetest.register_craft({
output = "shooter_flaregun:flare",
recipe = {
@ -145,7 +145,6 @@ if SHOOTER_ENABLE_CRAFTING == true then
})
end
--Backwards compatibility
minetest.register_alias("shooter:flaregun", "shooter_flaregun:flaregun")
minetest.register_alias("shooter:flare", "shooter_flaregun:flare")

View file

@ -69,7 +69,7 @@ minetest.register_tool("shooter_grenade:grenade", {
end,
})
if SHOOTER_ENABLE_CRAFTING == true then
if shooter.config.enable_crafting == true then
minetest.register_craft({
output = "shooter_grenade:grenade",
recipe = {
@ -78,6 +78,5 @@ if SHOOTER_ENABLE_CRAFTING == true then
})
end
--Backwards compatibility
minetest.register_alias("shooter:grenade", "shooter_grenade:grenade")

View file

@ -60,7 +60,7 @@ minetest.register_craftitem("shooter_guns:ammo", {
inventory_image = "shooter_ammo.png",
})
if SHOOTER_ENABLE_CRAFTING == true then
if shooter.config.enable_crafting == true then
minetest.register_craft({
output = "shooter_guns:pistol 1 65535",
recipe = {
@ -104,7 +104,7 @@ 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
if shooter.time - rounds_update_time > shooter.config.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)

View file

@ -112,7 +112,7 @@ minetest.register_tool("shooter_hook:grapple_gun_loaded", {
end,
})
if SHOOTER_ENABLE_CRAFTING == true then
if shooter.config.enable_crafting == true then
minetest.register_craft({
output = "shooter_hook:grapple_hook",
recipe = {

View file

@ -96,7 +96,7 @@ minetest.register_tool("shooter_rocket:rocket_gun", {
end,
})
if SHOOTER_ENABLE_CRAFTING == true then
if shooter.config.enable_crafting == true then
minetest.register_craft({
output = "shooter_rocket:rocket_gun",
recipe = {

View file

@ -171,7 +171,7 @@ minetest.register_entity("shooter_turret:turret_entity", {
obj:setacceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
end
end
if SHOOTER_ENABLE_PARTICLE_FX == true then
if shooter.config.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},
@ -264,7 +264,7 @@ minetest.register_abm({
end
})
if SHOOTER_ENABLE_CRAFTING == true then
if shooter.config.enable_crafting == true then
minetest.register_craft({
output = "shooter_turret:turret",
recipe = {
@ -275,7 +275,6 @@ if SHOOTER_ENABLE_CRAFTING == true then
})
end
--Backward compatibility
minetest.register_alias("shooter:turret", "shooter_turret:turret")