Version 0.4.0 (rework)
This commit is contained in:
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8 changed files with 325 additions and 141 deletions
37
README.txt
37
README.txt
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@ -1,28 +1,21 @@
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Minetest Mod - Simple Shooter [shooter]
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Minetest Mod - Simple Shooter [shooter]
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=======================================
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=======================================
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Mod Version: 0.3.0
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Mod Version: 0.4.0
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Minetest Version: 0.4.8-dev d9ef072305
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Minetest Version: 0.4.9
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Depends: default
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An experimental first person shooter mod that uses simple vector mathematics
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to produce an accurate and server-firendly method of hit detection.
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An experimental first person shooter mod using simple vector mathematics
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in an effort to find a more server-firendly method of hit detection from
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that which is currently being used by the firearms mod.
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For the most part I think I have achieved this for straight pvp, however,
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the jury is still out as to whether it is any faster against entities (mobs)
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By default this mod is configured to work only against other players in
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By default this mod is configured to work only against other players in
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multiplayer (server) mode. This is overridden in singleplayer mode to work
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multiplayer mode and against Simple Mobs [mobs] in singleplayer mode.
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against all registered entities instead.
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Default configuration can be customised by adding a shooter.conf file to the
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Default configuration can be customised by adding a shooter.conf file to
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mod's main directory, see shooter.conf.example for more details.
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the mod's main directory, see shooter.conf.example for more details.
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This is still very much a work in progress which I plan to eventually use as
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This is still very much a work in progress which I eventually plan to use
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the base for a 'Spades' style FPS game using the minetest engine.
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as the base for a 'Spades' style FPS game using the minetest engine.
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Crafting
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Crafting
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========
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========
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@ -34,7 +27,7 @@ M = Mese Crystal [default:mese_crysytal]
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Pistol: [shooter:pistol]
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Pistol: [shooter:pistol]
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+---+---+
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+---+---+
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| S | B |
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| S | S |
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+---+---+
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+---+---+
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| | M |
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| | M |
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+---+---+
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+---+---+
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@ -59,3 +52,13 @@ Shotgun: [shooter:shotgun]
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| | M | B |
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| | M | B |
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+---+---+---+
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+---+---+---+
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Sub Machine Gun: [shooter:machine_gun]
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+---+---+---+
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| S | S | S |
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+---+---+---+
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| | B | M |
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+---+---+---+
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| | B | |
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+---+---+---+
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@ -1,2 +0,0 @@
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default
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57
init.lua
57
init.lua
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@ -4,12 +4,15 @@ minetest.register_tool("shooter:pistol", {
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description = "Pistol",
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description = "Pistol",
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inventory_image = "shooter_pistol.png",
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inventory_image = "shooter_pistol.png",
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on_use = function(itemstack, user, pointed_thing)
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on_use = function(itemstack, user, pointed_thing)
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local name = user:get_player_name()
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shooter:fire_weapon(user, pointed_thing, {
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shooter:fire_weapon(user, pointed_thing, {
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range = 30,
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name = name,
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tool_caps = {full_punch_interval=0.5, damage_groups={fleshy=1}},
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range = 100,
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step = 20,
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tool_caps = {full_punch_interval=0.5, damage_groups={fleshy=2}},
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groups = {snappy=3, fleshy=3, oddly_breakable_by_hand=3},
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groups = {snappy=3, fleshy=3, oddly_breakable_by_hand=3},
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sound = "shooter_pistol",
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sound = "shooter_pistol",
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particle = "default_obsidian.png",
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particle = "shooter_cap.png",
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})
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})
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itemstack:add_wear(328) -- 200 Rounds
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itemstack:add_wear(328) -- 200 Rounds
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return itemstack
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return itemstack
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@ -20,12 +23,15 @@ minetest.register_tool("shooter:riffle", {
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description = "Riffle",
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description = "Riffle",
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inventory_image = "shooter_riffle.png",
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inventory_image = "shooter_riffle.png",
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on_use = function(itemstack, user, pointed_thing)
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on_use = function(itemstack, user, pointed_thing)
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local name = user:get_player_name()
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shooter:fire_weapon(user, pointed_thing, {
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shooter:fire_weapon(user, pointed_thing, {
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range = 80,
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name = name,
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tool_caps = {full_punch_interval=1.0, damage_groups={fleshy=2}},
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range = 200,
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step = 30,
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tool_caps = {full_punch_interval=1.0, damage_groups={fleshy=3}},
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groups = {snappy=3, crumbly=3, choppy=3, fleshy=2, oddly_breakable_by_hand=2},
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groups = {snappy=3, crumbly=3, choppy=3, fleshy=2, oddly_breakable_by_hand=2},
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sound = "shooter_riffle",
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sound = "shooter_riffle",
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particle = "default_gold_block.png",
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particle = "shooter_bullet.png",
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})
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})
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itemstack:add_wear(656) -- 100 Rounds
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itemstack:add_wear(656) -- 100 Rounds
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return itemstack
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return itemstack
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@ -36,8 +42,11 @@ minetest.register_tool("shooter:shotgun", {
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description = "Shotgun",
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description = "Shotgun",
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inventory_image = "shooter_shotgun.png",
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inventory_image = "shooter_shotgun.png",
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on_use = function(itemstack, user, pointed_thing)
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on_use = function(itemstack, user, pointed_thing)
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local name = user:get_player_name()
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shooter:fire_weapon(user, pointed_thing, {
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shooter:fire_weapon(user, pointed_thing, {
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range = 15,
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name = name,
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range = 50,
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step = 15,
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tool_caps = {full_punch_interval=1.5, damage_groups={fleshy=4}},
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tool_caps = {full_punch_interval=1.5, damage_groups={fleshy=4}},
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groups = {cracky=3, snappy=2, crumbly=2, choppy=2, fleshy=1, oddly_breakable_by_hand=1},
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groups = {cracky=3, snappy=2, crumbly=2, choppy=2, fleshy=1, oddly_breakable_by_hand=1},
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sound = "shooter_shotgun",
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sound = "shooter_shotgun",
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@ -48,10 +57,33 @@ minetest.register_tool("shooter:shotgun", {
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end,
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end,
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})
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})
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minetest.register_tool("shooter:machine_gun", {
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description = "Sub Machine Gun",
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inventory_image = "shooter_smgun.png",
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on_use = function(itemstack, user, pointed_thing)
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local name = user:get_player_name()
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for i = 0, 0.45, 0.15 do
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minetest.after(i, function()
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shooter:fire_weapon(user, pointed_thing, {
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name = name,
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range = 100,
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step = 20,
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tool_caps = {full_punch_interval=0.1, damage_groups={fleshy=2}},
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groups = {snappy=3, fleshy=3, oddly_breakable_by_hand=3},
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sound = "shooter_pistol",
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particle = "shooter_cap.png",
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})
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end)
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end
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itemstack:add_wear(328) -- 4 x 200 Rounds
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return itemstack
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end,
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})
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minetest.register_craft({
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minetest.register_craft({
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output = "shooter:pistol",
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output = "shooter:pistol",
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recipe = {
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recipe = {
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{"default:steel_ingot", "default:bronze_ingot"},
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{"default:steel_ingot", "default:steel_ingot"},
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{"", "default:mese_crystal"},
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{"", "default:mese_crystal"},
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},
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},
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})
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})
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@ -74,3 +106,12 @@ minetest.register_craft({
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},
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},
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})
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})
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minetest.register_craft({
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output = "shooter:machine_gun",
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recipe = {
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{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
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{"", "default:bronze_ingot", "default:mese_crystal"},
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{"", "default:bronze_ingot", ""},
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},
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})
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@ -2,18 +2,42 @@
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-- Global Constants (defaults)
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-- Global Constants (defaults)
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-- Particle texture used when target it hit
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-- Particle texture used when a player or entity it hit
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SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png"
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SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png"
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-- Allow node destruction
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-- Allow node destruction
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SHOOTER_ALLOW_NODES = true
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SHOOTER_ALLOW_NODES = true
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-- Maximum node rage, applies only if nodes are allowed
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SHOOTER_NODE_RANGE = 50
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-- Allow entities in multiplayer mode
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-- Allow entities in multiplayer mode
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SHOOTER_ALLOW_ENTITIES = false
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SHOOTER_ALLOW_ENTITIES = false
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-- Maximum object range, applies only if entities are allowed
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-- Allow players in multiplayer mode
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SHOOTER_OBJECT_RANGE = 50
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SHOOTER_ALLOW_PLAYERS = true
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-- How often objects are fully reloaded
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SHOOTER_OBJECT_RELOAD_TIME = 1
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-- How often object positions are updated
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SHOOTER_OBJECT_UPDATE_TIME = 0.25
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-- How often rounds are processed
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SHOOTER_ROUNDS_UPDATE_TIME = 0.4
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-- Player collision box offset (may require adjustment for some games)
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SHOOTER_PLAYER_OFFSET = {x=0, y=1, z=0}
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-- Entity collision box offset (may require adjustment for other mobs)
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SHOOTER_ENTITY_OFFSET = {x=0, y=0, z=0}
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-- Shootable entities (default support for Simple Mobs)
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SHOOTER_ENTITIES = {
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"mobs:dirt_monster",
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"mobs:stone_monster",
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"mobs:sand_monster",
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"mobs:tree_monster",
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"mobs:sheep",
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"mobs:rat",
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"mobs:oerkki",
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"mobs:dungeon_master",
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}
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288
shooter.lua
288
shooter.lua
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@ -1,10 +1,39 @@
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shooter = {}
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shooter = {
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time = 0,
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objects = {},
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rounds = {},
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shots = {},
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}
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SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png"
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SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png"
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SHOOTER_ALLOW_NODES = true
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SHOOTER_ALLOW_NODES = true
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SHOOTER_ALLOW_ENTITIES = false
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SHOOTER_ALLOW_ENTITIES = false
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SHOOTER_NODE_RANGE = 50
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SHOOTER_ALLOW_PLAYERS = true
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SHOOTER_OBJECT_RANGE = 50
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SHOOTER_OBJECT_RELOAD_TIME = 1
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SHOOTER_OBJECT_UPDATE_TIME = 0.25
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SHOOTER_ROUNDS_UPDATE_TIME = 0.4
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SHOOTER_PLAYER_OFFSET = {x=0, y=1, z=0}
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SHOOTER_ENTITY_OFFSET = {x=0, y=0, z=0}
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SHOOTER_ENTITIES = {
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"mobs:dirt_monster",
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"mobs:stone_monster",
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"mobs:sand_monster",
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"mobs:tree_monster",
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"mobs:sheep",
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"mobs:rat",
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"mobs:oerkki",
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"mobs:dungeon_master",
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}
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if minetest.is_singleplayer() == true then
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SHOOTER_ALLOW_ENTITIES = true
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SHOOTER_ALLOW_PLAYERS = false
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end
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local allowed_entities = {}
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for _,v in ipairs(SHOOTER_ENTITIES) do
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allowed_entities[v] = 1
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end
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local modpath = minetest.get_modpath(minetest.get_current_modname())
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local modpath = minetest.get_modpath(minetest.get_current_modname())
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local input = io.open(modpath.."/shooter.conf", "r")
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local input = io.open(modpath.."/shooter.conf", "r")
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input:close()
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input:close()
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input = nil
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input = nil
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end
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end
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if minetest.is_singleplayer() == true then
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SHOOTER_ALLOW_ENTITIES = true
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local rounds_update_time = 0
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local object_update_time = 0
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local object_reload_time = 0
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local function get_dot_product(v1, v2)
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return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z
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end
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end
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local timer = 0
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local shots = {}
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local function spawn_particles(p, v, d, texture)
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local function spawn_particles(p, v, d, texture)
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if p and v and d then
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if type(texture) ~= "string" then
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if type(texture) ~= "string" then
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texture = SHOOTER_EXPLOSION_TEXTURE
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texture = SHOOTER_EXPLOSION_TEXTURE
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end
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end
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{x=-2, y=-2, z=-2}, {x=2, y=-2, z=2},
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{x=-2, y=-2, z=-2}, {x=2, y=-2, z=2},
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0.1, 0.75, 1, 2, false, texture
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0.1, 0.75, 1, 2, false, texture
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)
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)
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end
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end
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end
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local function is_valid_object(object)
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local function is_valid_object(object)
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if object then
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if object:is_player() == true then
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if object:is_player() == true then
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return true
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return true
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end
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end
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if SHOOTER_ALLOW_ENTITIES == true then
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if SHOOTER_ALLOW_ENTITIES == true then
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local luaentity = object:get_luaentity()
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local luaentity = object:get_luaentity()
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if luaentity then
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if luaentity then
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if minetest.registered_entities[luaentity.name] then
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if luaentity.name then
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if allowed_entities[luaentity.name] then
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return true
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return true
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end
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end
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end
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end
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end
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end
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end
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end
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return false
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return false
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end
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end
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@ -64,16 +102,15 @@ local function punch_node(pos, def)
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if level >= v then
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if level >= v then
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minetest.remove_node(pos)
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minetest.remove_node(pos)
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local sounds = item.sounds
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local sounds = item.sounds
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if sounds then
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if item.sounds then
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local soundspec = sounds.dug
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local spec = item.sounds.dug
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if soundspec then
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if spec then
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soundspec.pos = pos
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spec.pos = pos
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minetest.sound_play(soundspec.name, soundspec)
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minetest.sound_play(spec.name, spec)
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end
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end
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end
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end
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local tiles = item.tiles
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if item.tiles then
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if tiles then
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return item.tiles[1]
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return tiles[1]
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end
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end
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break
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break
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end
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end
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@ -81,17 +118,81 @@ local function punch_node(pos, def)
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end
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end
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end
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end
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local function process_round(round)
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local target = {object=nil, distance=10000}
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local p1 = round.pos
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local v1 = round.ray
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for _,ref in ipairs(shooter.objects) do
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local p2 = vector.add(ref.pos, ref.offset)
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if p1 and p2 and ref.name ~= round.name then
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local x = vector.distance(p1, p2)
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if x < round.def.step then
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local n = vector.multiply(v1, {x=-1, y=0, z=-1})
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local v2 = vector.subtract(p1, p2)
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local r1 = get_dot_product(n, v2)
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local r2 = get_dot_product(n, v1)
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||||||
|
if r2 ~= 0 then
|
||||||
|
local t = -(r1 / r2)
|
||||||
|
local td = vector.multiply(v1, {x=t, y=t, z=t})
|
||||||
|
local pt = vector.add(p1, td)
|
||||||
|
local pd = vector.subtract(pt, p2)
|
||||||
|
if math.abs(pd.x) < ref.collisionbox[4] and
|
||||||
|
math.abs(pd.y) < ref.collisionbox[5] and
|
||||||
|
math.abs(pd.z) < ref.collisionbox[6] then
|
||||||
|
target.object = ref.object
|
||||||
|
target.pos = pt
|
||||||
|
target.distance = x
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if target.object and target.pos then
|
||||||
|
local success, pos = minetest.line_of_sight(p1, target.pos, 1)
|
||||||
|
if success then
|
||||||
|
local user = minetest.get_player_by_name(round.name)
|
||||||
|
if user then
|
||||||
|
target.object:punch(user, nil, round.def.tool_caps, v1)
|
||||||
|
spawn_particles({x=p1.x, y=p1.y - 1, z=p1.z}, v1,
|
||||||
|
target.distance, SHOOTER_EXPLOSION_TEXTURE)
|
||||||
|
end
|
||||||
|
return 1
|
||||||
|
elseif pos and SHOOTER_ALLOW_NODES == true then
|
||||||
|
local texture = punch_node(pos, round.def)
|
||||||
|
if texture then
|
||||||
|
spawn_particles({x=p1.x, y=p1.y - 1, z=p1.z},
|
||||||
|
v1, vector.distance(p1, pos), texture)
|
||||||
|
end
|
||||||
|
return 1
|
||||||
|
end
|
||||||
|
elseif SHOOTER_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)
|
||||||
|
if pos then
|
||||||
|
local texture = punch_node(pos, round.def)
|
||||||
|
if texture then
|
||||||
|
spawn_particles({x=p1.x, y=p1.y - 1, z=p1.z},
|
||||||
|
v1, vector.distance(p1, pos), texture)
|
||||||
|
end
|
||||||
|
return 1
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
function shooter:fire_weapon(user, pointed_thing, def)
|
function shooter:fire_weapon(user, pointed_thing, def)
|
||||||
local name = user:get_player_name()
|
if shooter.shots[def.name] then
|
||||||
if shots[name] then
|
if shooter.time < shooter.shots[def.name] then
|
||||||
if timer < shots[name] then
|
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
shots[name] = timer + def.tool_caps.full_punch_interval
|
shooter.shots[def.name] = shooter.time + def.tool_caps.full_punch_interval
|
||||||
minetest.sound_play(def.sound, {object=user})
|
minetest.sound_play(def.sound, {object=user})
|
||||||
local v1 = user:get_look_dir()
|
local v1 = user:get_look_dir()
|
||||||
local p1 = user:getpos()
|
local p1 = user:getpos()
|
||||||
|
if not v1 or not p1 then
|
||||||
|
return
|
||||||
|
end
|
||||||
minetest.add_particle({x=p1.x, y=p1.y + 1.6, z=p1.z},
|
minetest.add_particle({x=p1.x, y=p1.y + 1.6, z=p1.z},
|
||||||
vector.multiply(v1, {x=30, y=30, z=30}),
|
vector.multiply(v1, {x=30, y=30, z=30}),
|
||||||
{x=0, y=0, z=0}, 0.5, 0.25,
|
{x=0, y=0, z=0}, 0.5, 0.25,
|
||||||
|
@ -104,7 +205,6 @@ function shooter:fire_weapon(user, pointed_thing, def)
|
||||||
spawn_particles({x=p1.x, y=p1.y + 0.75, z=p1.z},
|
spawn_particles({x=p1.x, y=p1.y + 0.75, z=p1.z},
|
||||||
v1, vector.distance(p1, pos), texture)
|
v1, vector.distance(p1, pos), texture)
|
||||||
end
|
end
|
||||||
return
|
|
||||||
elseif pointed_thing.type == "object" then
|
elseif pointed_thing.type == "object" then
|
||||||
local object = pointed_thing.ref
|
local object = pointed_thing.ref
|
||||||
if is_valid_object(object) == true then
|
if is_valid_object(object) == true then
|
||||||
|
@ -112,82 +212,81 @@ function shooter:fire_weapon(user, pointed_thing, def)
|
||||||
local p2 = object:getpos()
|
local p2 = object:getpos()
|
||||||
spawn_particles({x=p1.x, y=p1.y + 0.75, z=p1.z}, v1,
|
spawn_particles({x=p1.x, y=p1.y + 0.75, z=p1.z}, v1,
|
||||||
vector.distance(p1, p2), SHOOTER_EXPLOSION_TEXTURE)
|
vector.distance(p1, p2), SHOOTER_EXPLOSION_TEXTURE)
|
||||||
return
|
|
||||||
end
|
end
|
||||||
|
else
|
||||||
|
shooter:update_objects()
|
||||||
|
table.insert(shooter.rounds, {
|
||||||
|
name = def.name,
|
||||||
|
pos = vector.add(p1, {x=0, y=1.75, z=0}),
|
||||||
|
ray = v1,
|
||||||
|
dist = 0,
|
||||||
|
def = def,
|
||||||
|
})
|
||||||
end
|
end
|
||||||
if def.range > 100 then
|
end
|
||||||
def.range = 100
|
|
||||||
end
|
function shooter:load_objects()
|
||||||
local target = {object=nil, distance=100}
|
|
||||||
local objects = {}
|
local objects = {}
|
||||||
|
if SHOOTER_ALLOW_PLAYERS == true then
|
||||||
|
local players = minetest.get_connected_players()
|
||||||
|
for _,player in ipairs(players) do
|
||||||
|
local pos = player:getpos()
|
||||||
|
local name = player:get_player_name()
|
||||||
|
local hp = player:get_hp() or 0
|
||||||
|
if pos and name and hp > 0 then
|
||||||
|
table.insert(objects, {
|
||||||
|
name = name,
|
||||||
|
object = player,
|
||||||
|
pos = pos,
|
||||||
|
collisionbox = {-0.25,-1.0,-0.25, 0.25, 0.8, 0.25},
|
||||||
|
offset = SHOOTER_PLAYER_OFFSET,
|
||||||
|
})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
if SHOOTER_ALLOW_ENTITIES == true then
|
if SHOOTER_ALLOW_ENTITIES == true then
|
||||||
local range = def.range
|
for _,ref in pairs(minetest.luaentities) do
|
||||||
if range > SHOOTER_OBJECT_RANGE then
|
if ref.object and ref.name then
|
||||||
range = SHOOTER_OBJECT_RANGE
|
if allowed_entities[ref.name] then
|
||||||
end
|
local pos = ref.object:getpos()
|
||||||
local r = math.ceil(range * 0.5)
|
local hp = ref.object:get_hp() or 0
|
||||||
local p = vector.add(p1, vector.multiply(v1, {x=r, y=r, z=r}))
|
if pos and hp > 0 then
|
||||||
objects = minetest.get_objects_inside_radius(p, r)
|
local def = minetest.registered_entities[ref.name]
|
||||||
else
|
table.insert(objects, {
|
||||||
objects = minetest.get_connected_players()
|
name = ref.name,
|
||||||
end
|
object = ref.object,
|
||||||
for _,object in ipairs(objects) do
|
pos = pos,
|
||||||
if is_valid_object(object) == true then
|
collisionbox = def.collisionbox,
|
||||||
local p2 = object:getpos()
|
offset = SHOOTER_ENTITY_OFFSET,
|
||||||
if p1 and p2 then
|
})
|
||||||
local x = vector.distance(p1, p2)
|
|
||||||
p2.y = p2.y - 0.75
|
|
||||||
if x > 0 and x < target.distance and x < def.range then
|
|
||||||
local yx = 0
|
|
||||||
if x > 30 then
|
|
||||||
yx = 0.001 * (10 - x * 0.1)
|
|
||||||
else
|
|
||||||
yx = 0.00002 * (x * x) - 0.002 * x + 0.05
|
|
||||||
end
|
|
||||||
local yy = yx * 3
|
|
||||||
local v2 = vector.normalize(vector.direction(p1, p2))
|
|
||||||
local vd = vector.subtract(v1, v2)
|
|
||||||
if math.abs(vd.x) < yx and
|
|
||||||
math.abs(vd.z) < yx and
|
|
||||||
math.abs(vd.y) < yy then
|
|
||||||
target = {
|
|
||||||
object = object,
|
|
||||||
distance = x,
|
|
||||||
pos = {x=p2.x, z=p2.z, y=p2.y+1.75},
|
|
||||||
}
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
local view_pos = {x=p1.x, y=p1.y + 1.75, z=p1.z}
|
object_reload_time = shooter.time
|
||||||
if target.object then
|
object_update_time = shooter.time
|
||||||
local success, pos = minetest.line_of_sight(view_pos, target.pos, 1)
|
shooter.objects = {}
|
||||||
if success then
|
for _,v in ipairs(objects) do
|
||||||
target.object:punch(user, nil, def.tool_caps, v1)
|
table.insert(shooter.objects, v)
|
||||||
spawn_particles({x=p1.x, y=p1.y + 0.75, z=p1.z}, v1,
|
|
||||||
target.distance, SHOOTER_EXPLOSION_TEXTURE)
|
|
||||||
elseif pos and SHOOTER_ALLOW_NODES == true then
|
|
||||||
local texture = punch_node(pos, def)
|
|
||||||
if texture then
|
|
||||||
spawn_particles({x=p1.x, y=p1.y + 0.75, z=p1.z},
|
|
||||||
v1, vector.distance(p1, pos), texture)
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
elseif SHOOTER_ALLOW_NODES == true then
|
|
||||||
local d = def.range
|
function shooter:update_objects()
|
||||||
if d > SHOOTER_NODE_RANGE then
|
if shooter.time - object_reload_time > SHOOTER_OBJECT_RELOAD_TIME then
|
||||||
d = SHOOTER_NODE_RANGE
|
shooter:load_objects()
|
||||||
end
|
elseif shooter.time - object_update_time > SHOOTER_OBJECT_UPDATE_TIME then
|
||||||
local p2 = vector.add(view_pos, vector.multiply(v1, {x=d, y=d, z=d}))
|
for i, ref in ipairs(shooter.objects) do
|
||||||
local success, pos = minetest.line_of_sight(view_pos, p2, 1)
|
if ref.object then
|
||||||
|
local pos = ref.object:getpos()
|
||||||
if pos then
|
if pos then
|
||||||
local texture = punch_node(pos, def)
|
shooter.objects[i].pos = pos
|
||||||
if texture then
|
end
|
||||||
spawn_particles({x=p1.x, y=p1.y + 0.75, z=p1.z},
|
else
|
||||||
v1, vector.distance(p1, pos), texture)
|
table.remove(shooter.objects, i)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
object_update_time = shooter.time
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -196,6 +295,25 @@ minetest.register_on_joinplayer(function(player)
|
||||||
end)
|
end)
|
||||||
|
|
||||||
minetest.register_globalstep(function(dtime)
|
minetest.register_globalstep(function(dtime)
|
||||||
timer = timer + 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)
|
end)
|
||||||
|
|
||||||
|
|
BIN
textures/shooter_bullet.png
Normal file
BIN
textures/shooter_bullet.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 178 B |
BIN
textures/shooter_cap.png
Normal file
BIN
textures/shooter_cap.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 157 B |
BIN
textures/shooter_smgun.png
Normal file
BIN
textures/shooter_smgun.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 289 B |
Loading…
Reference in a new issue