169 lines
4.4 KiB
Lua
169 lines
4.4 KiB
Lua
shooter = {}
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SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png"
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SHOOTER_ALLOW_ENTITIES = false
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SHOOTER_OBJECT_RANGE = 50
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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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if input then
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dofile(modpath.."/shooter.conf")
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input:close()
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input = nil
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end
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if minetest.is_singleplayer() == true then
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SHOOTER_ALLOW_ENTITIES = true
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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 pos = vector.add(p, vector.multiply(v, {x=d, y=d, z=d}))
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pos.y = pos.y + 0.75
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local spread = {x=0.1, y=0.1, z=0.1}
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minetest.add_particlespawner(15, 0.3,
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vector.subtract(pos, spread), vector.add(pos, spread),
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{x=-1, y=1, z=-1}, {x=1, y=2, z=1},
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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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)
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end
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local function is_valid_object(object)
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if object:is_player() == true then
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return true
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end
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if SHOOTER_ALLOW_ENTITIES == true then
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local luaentity = object:get_luaentity()
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if luaentity then
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if minetest.registered_entities[luaentity.name] then
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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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return false
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end
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function shooter:fire_weapon(user, pointed_thing, def)
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local name = user:get_player_name()
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if shots[name] then
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if timer < shots[name] then
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return
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end
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end
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shots[name] = timer + def.tool_caps.full_punch_interval
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minetest.sound_play(def.sound, {object=user})
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local v1 = user:get_look_dir()
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local p1 = user:getpos()
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minetest.add_particle({x=p1.x, y=p1.y + 1.6, z=p1.z},
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vector.multiply(v1, {x=30, y=30, z=30}),
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{x=0, y=0, z=0}, 0.5, 0.25,
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false, def.particle
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)
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if pointed_thing.type == "node" then
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local pos = minetest.get_pointed_thing_position(pointed_thing, false)
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local node = minetest.get_node(pos)
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if not node then
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return
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end
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local item = minetest.registered_items[node.name]
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if not item.groups then
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return
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end
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for k, v in pairs(def.groups) do
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local level = item.groups[k] or 0
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if level >= v then
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minetest.remove_node(pos)
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local sounds = item.sounds
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if sounds then
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local soundspec = sounds.dug
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if soundspec then
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soundspec.pos = pos
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minetest.sound_play(soundspec.name, soundspec)
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end
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end
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local tiles = item.tiles
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if tiles then
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if tiles[1] then
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spawn_particles({x=p1.x, y=p1.y + 0.75, z=p1.z},
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v1, vector.distance(p1, pos), tiles[1])
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end
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end
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break
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end
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end
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return
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elseif pointed_thing.type == "object" then
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local object = pointed_thing.ref
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if is_valid_object(object) == true then
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object:punch(user, nil, def.tool_caps, v1)
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local p2 = object:getpos()
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spawn_particles({x=p1.x, y=p1.y + 0.75, z=p1.z}, v1,
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vector.distance(p1, p2), SHOOTER_EXPLOSION_TEXTURE)
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return
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end
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end
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if def.range > 100 then
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def.range = 100
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end
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local target = {object=nil, distance=100}
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local objects = {}
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if SHOOTER_ALLOW_ENTITIES == true then
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local range = def.range
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if range > SHOOTER_OBJECT_RANGE then
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range = SHOOTER_OBJECT_RANGE
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end
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local r = math.ceil(range * 0.5)
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local p = vector.add(p1, vector.multiply(v1, {x=r, y=r, z=r}))
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objects = minetest.get_objects_inside_radius(p, r)
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else
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objects = minetest.get_connected_players()
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end
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for _,object in ipairs(objects) do
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if is_valid_object(object) == true then
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local p2 = object:getpos()
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if p1 and p2 then
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local x = vector.distance(p1, p2)
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p2.y = p2.y - 0.75
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if x > 0 and x < target.distance and x < def.range then
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local yx = 0
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if x > 50 then
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yx = 0.001 * (10 - x * 0.1)
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else
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yx = 0.000015 * (x * x) - 0.0015 * x + 0.042
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end
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local yy = yx * 3
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local v2 = vector.normalize(vector.direction(p1, p2))
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local vd = vector.subtract(v1, v2)
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if math.abs(vd.x) < yx and
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math.abs(vd.z) < yx and
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math.abs(vd.y) < yy then
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target = {
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object = object,
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distance = x,
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direction = v1,
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pos1 = {x=p1.x, z=p1.z, y=p1.y+1},
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pos2 = {x=p2.x, z=p2.z, y=p2.y+1.75},
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}
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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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if target.object then
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if minetest.line_of_sight(target.pos1, target.pos2, 1) then
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target.object:punch(user, nil, def.tool_caps, target.direction)
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spawn_particles(target.pos1, target.direction,
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target.distance, SHOOTER_EXPLOSION_TEXTURE)
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end
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end
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end
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minetest.register_on_joinplayer(function(player)
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player:hud_set_flags({crosshair = true})
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end)
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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end)
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