mirror of
https://github.com/a-bad-dev/simple-shooter-game.git
synced 2026-06-09 04:16:30 +00:00
* Refactor some of the code, multiple bug fixes * Fix something stupid * More bug fixes * LOTS OF STUFF * Make the sniper alot stronger and other changes * Prevent Players from respawning in the middle of a match * Fix stupid mistake * Small update * More updates * Remove minimap access.. and downgrade the sniper class
203 lines
5.2 KiB
Lua
203 lines
5.2 KiB
Lua
local function remove_flora(pos, radius)
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local pos1 = vector.subtract(pos, radius)
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local pos2 = vector.add(pos, radius)
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for _, p in ipairs(minetest.find_nodes_in_area(pos1, pos2, "group:flora")) do
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if vector.distance(pos, p) <= radius then
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minetest.remove_node(p)
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end
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end
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end
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local function check_hit(pos1, pos2, obj)
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local ray = minetest.raycast(pos1, pos2, true, false)
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local hit = ray:next()
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while hit and hit.type == "node" and vector.distance(pos1, hit.under) <= 1.6 do
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hit = ray:next()
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end
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if hit and hit.type == "object" and hit.ref == obj then
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return true
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end
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end
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local fragdef = {
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description = "Frag grenade (Kills anyone near blast)",
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image = "grenades_frag.png",
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explode_radius = 10,
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explode_damage = 26,
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on_collide = function(def, obj)
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return true
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end,
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on_explode = function(def, pos, name)
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if not name or not pos then return end
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local player = minetest.get_player_by_name(name)
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if not player then return end
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local radius = def.explode_radius
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minetest.add_particlespawner({
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amount = 20,
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time = 0.5,
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minpos = vector.subtract(pos, radius),
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maxpos = vector.add(pos, radius),
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minvel = {x = 0, y = 5, z = 0},
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maxvel = {x = 0, y = 7, z = 0},
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minacc = {x = 0, y = 1, z = 0},
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maxacc = {x = 0, y = 1, z = 0},
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minexptime = 0.3,
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maxexptime = 0.6,
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minsize = 7,
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maxsize = 10,
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collisiondetection = true,
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collision_removal = false,
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vertical = false,
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texture = "grenades_smoke.png",
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})
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minetest.add_particle({
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pos = pos,
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velocity = {x=0, y=0, z=0},
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acceleration = {x=0, y=0, z=0},
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expirationtime = 0.3,
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size = 15,
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collisiondetection = false,
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collision_removal = false,
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object_collision = false,
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vertical = false,
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texture = "grenades_boom.png",
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glow = 10
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})
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minetest.sound_play("grenades_explode", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 64,
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})
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remove_flora(pos, radius/2)
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for _, v in pairs(minetest.get_objects_inside_radius(pos, radius)) do
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if v.punch ~= nil and v:get_hp() > 0 then
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local footpos = vector.offset(v:get_pos(), 0, 0.1, 0)
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local e_height = 0
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if v:get_properties().eye_height ~= nil then
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e_height = v:get_properties().eye_height
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else
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e_height = 1
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end
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local headpos = vector.offset(v:get_pos(), 0, e_height, 0)
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local footdist = vector.distance(pos, footpos)
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local headdist = vector.distance(pos, headpos)
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local target_head = false
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if footdist >= headdist then
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target_head = true
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end
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local hit_pos1 = check_hit(pos, target_head and headpos or footpos, v)
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-- Check the closest distance, but if that fails try targeting the farther one
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if hit_pos1 or check_hit(pos, target_head and footpos or headpos, v) then
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v:punch(player, 1, {
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punch_interval = 1,
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damage_groups = {
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grenade = 1,
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fleshy = def.explode_damage - ( (radius/3) * (target_head and headdist or footdist) )
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}
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}, nil)
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end
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end
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end
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end,
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}
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grenades.register_grenade("grenades:frag", fragdef)
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local fragdef_sticky = table.copy(fragdef)
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fragdef_sticky.description = "Sticky Frag grenade (Sticks to surfaces)"
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fragdef_sticky.image = "grenades_frag_sticky.png"
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fragdef_sticky.on_collide = function() return false end
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grenades.register_grenade("grenades:frag_sticky", fragdef_sticky)
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-- Smoke Grenade
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local sounds = {}
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local SMOKE_GRENADE_TIME = 30
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grenades.register_grenade("grenades:smoke", {
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description = "Smoke grenade (Generates smoke around blast site)",
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image = "grenades_smoke_grenade.png",
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on_collide = function()
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return true
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end,
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on_explode = function(def, pos, pname)
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local player = minetest.get_player_by_name(pname)
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if not player or not pos then return end
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local pteam = ctf_teams.get(pname)
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if pteam then
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local fpos = ctf_map.current_map.teams[pteam].flag_pos
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if not fpos then return end
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if vector.distance(pos, fpos) <= 15 then
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minetest.chat_send_player(pname, "You can't explode smoke grenades so close to your flag!")
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player:get_inventory():add_item("main", "grenades:smoke")
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return
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end
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end
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minetest.sound_play("grenades_glasslike_break", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 32,
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})
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local hiss = minetest.sound_play("grenades_hiss", {
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pos = pos,
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gain = 1.0,
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loop = true,
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max_hear_distance = 32,
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})
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sounds[hiss] = true
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minetest.after(SMOKE_GRENADE_TIME, function()
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sounds[hiss] = nil
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minetest.sound_stop(hiss)
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end)
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for i = 0, 5, 1 do
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minetest.add_particlespawner({
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amount = 40,
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time = SMOKE_GRENADE_TIME + 3,
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minpos = vector.subtract(pos, 2),
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maxpos = vector.add(pos, 2),
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minvel = {x = 0, y = 2, z = 0},
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maxvel = {x = 0, y = 3, z = 0},
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minacc = {x = 1, y = 0.2, z = 1},
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maxacc = {x = 1, y = 0.2, z = 1},
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minexptime = 1,
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maxexptime = 1,
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minsize = 125,
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maxsize = 140,
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collisiondetection = false,
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collision_removal = false,
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vertical = false,
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texture = "grenades_smoke.png",
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})
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end
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end,
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particle = {
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image = "grenades_smoke.png",
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life = 1,
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size = 4,
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glow = 0,
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interval = 0.3,
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}
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})
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