mirror of
https://github.com/a-bad-dev/simple-shooter-game.git
synced 2026-06-09 04:16:30 +00:00
179 lines
4.9 KiB
Lua
179 lines
4.9 KiB
Lua
grenades = {
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grenade_deaccel = 8
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}
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local cooldown = ctf_core.init_cooldowns()
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function grenades.throw_grenade(name, startspeed, player)
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local dir = player:get_look_dir()
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local pos = player:get_pos()
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local obj = minetest.add_entity(vector.new(pos.x, pos.y + player:get_properties().eye_height, pos.z), name)
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if not obj then
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return
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end
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obj:set_velocity(vector.add(vector.multiply(dir, startspeed), player:get_velocity()))
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obj:set_acceleration({x = 0, y = -9.8, z = 0})
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obj:get_luaentity().thrower_name = player:get_player_name()
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return obj:get_luaentity()
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end
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function grenades.register_grenade(name, def)
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if not def.clock then
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def.clock = 4
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end
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local grenade_entity = {
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initial_properties = {
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physical = true,
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collide_with_objects = def.collide_with_objects or false,
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visual = "sprite",
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visual_size = {x = 0.5, y = 0.5, z = 0.5},
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textures = {def.image},
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collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.15, 0.2},
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pointable = false,
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static_save = false,
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},
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sliding = 1,
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particle = 0,
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timer = 0,
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on_step = function(self, dtime, moveresult)
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local obj = self.object
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local vel = obj:get_velocity()
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local pos = obj:get_pos()
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local norm_vel -- Normalized velocity
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self.timer = self.timer + dtime
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if not self.last_vel then
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self.last_vel = vel
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end
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-- Check for a collision on the x/y/z axis
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if moveresult.collides and moveresult.collisions then
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if self.thrower_name and moveresult.collisions[1] and (moveresult.collisions[1].type ~= "object" or
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moveresult.collisions[1].object ~= minetest.get_player_by_name(self.thrower_name)) then
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if def.on_collide then
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local c_result = def:on_collide(obj, self.thrower_name, moveresult)
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if c_result == true then
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if self.thrower_name then
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minetest.log("action", "[Grenades] A grenade thrown by " .. self.thrower_name ..
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" explodes at " .. minetest.pos_to_string(vector.round(pos)))
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def:on_explode(pos, self.thrower_name)
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end
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obj:remove()
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elseif c_result == "stop" then
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vel = vector.new()
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self.last_vel = vector.new()
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obj:set_velocity(vector.new())
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obj:set_acceleration(vector.new(0, 0, 0))
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end
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else
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if moveresult.collisions[1] and moveresult.collisions[1].axis then
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local axis = moveresult.collisions[1].axis
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vel[axis] = self.last_vel[axis] * -0.3
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end
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end
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obj:set_velocity(vel)
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end
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end
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self.last_vel = vel
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norm_vel = vector.normalize(vel)
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if not vector.equals(vel, vector.new()) then
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obj:set_acceleration({
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x = -norm_vel.x * grenades.grenade_deaccel * (moveresult.touching_ground and 2 or 1),
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y = -9.8,
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z = -norm_vel.z * grenades.grenade_deaccel * (moveresult.touching_ground and 2 or 1),
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})
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end
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if moveresult.touching_ground then -- Is the grenade sliding?
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-- If grenade is barely moving, make sure it stays that way
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if vector.distance(vector.new(), vel) <= 2 and not vector.equals(vel, vector.new()) then
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obj:set_velocity(vector.new())
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obj:set_acceleration(vector.new(0, -9.8, 0))
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end
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end
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-- Grenade Particles
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if def.particle and self.particle >= def.particle.interval then
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self.particle = 0
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minetest.add_particle({
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pos = obj:get_pos(),
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velocity = vector.divide(vel, 2),
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acceleration = vector.divide(obj:get_acceleration() or vector.new(1, 1, 1), -5),
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expirationtime = def.particle.life,
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size = def.particle.size,
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collisiondetection = false,
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collision_removal = false,
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vertical = false,
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texture = def.particle.image,
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glow = def.particle.glow
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})
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elseif def.particle and self.particle < def.particle.interval then
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self.particle = self.particle + dtime
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end
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-- Explode when clock is up
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if self.timer > def.clock or not self.thrower_name then
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if self.thrower_name then
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minetest.log("action", "[Grenades] A grenade thrown by " .. self.thrower_name ..
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" explodes at " .. minetest.pos_to_string(vector.round(pos)))
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def:on_explode(pos, self.thrower_name)
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end
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obj:remove()
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end
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end
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}
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minetest.register_entity(name, grenade_entity)
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local newdef = {grenade = def}
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newdef.description = def.description
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newdef.stack_max = def.stack_max or 1
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newdef.range = 0
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newdef.inventory_image = def.image
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local on_use = function(itemstack, user, pointed_thing)
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if pointed_thing.type ~= "node" then
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grenades.throw_grenade(name, 17, user)
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if not minetest.settings:get_bool("creative_mode") then
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itemstack:take_item(1)
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end
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end
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return itemstack
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end
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if def.throw_cooldown then
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newdef.on_use = function(itemstack, user, ...)
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if cooldown:get(user) then
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return
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else
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cooldown:set(user, def.throw_cooldown)
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end
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return on_use(itemstack, user, ...)
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end
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else
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newdef.on_use = on_use
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end
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minetest.register_craftitem(name, newdef)
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end
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dofile(minetest.get_modpath("grenades") .. "/grenades.lua")
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