capturetheflag/mods/pvp/sniper_rifles/init.lua

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------------------
-- Private data --
------------------
-- Locally cache rifle defs for fast and easy access
local rifles = {}
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-- Keep track of players who are scoping in, and their wielded item
local scoped = {}
-- Timer for scope-check globalstep
local timer = 0.2
-- List of IDs for players scoped, for use in hide_scope(). NOTE: for HUD overlay
local scoped_hud_id = {}
-- Scale constant, for crosshair. This is to ensure the crosshair will be centered.
local scale_const = 6
local default_physics_overrides = {
speed = 0.1,
jump = 0
}
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-------------
-- Helpers --
-------------
local function show_scope(name, item_name, fov_mult)
local player = minetest.get_player_by_name(name)
if not player then
return
end
scoped[name] = item_name
scoped_hud_id[name] = player:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
offset = {x = (-65*scale_const)/2, y = (-65*scale_const)/2},
text = "rifle_crosshair.png",
scale = {x = scale_const, y = scale_const},
alignment = {x = 1, y = 1},
})
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-- e.g. if fov_mult == 8, then FOV = 1/8 * current_FOV, a.k.a 8x zoom
player:set_fov(1 / fov_mult, true)
physics.set(name, "sniper_rifles:scoping", rifles[item_name].physics_overrides)
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player:hud_set_flags({ wielditem = false })
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end
local function hide_scope(name)
local player = minetest.get_player_by_name(name)
if not player then
return
end
scoped[name] = nil
player:hud_remove(scoped_hud_id[name])
scoped_hud_id[name] = nil
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player:set_fov(0)
physics.remove(name, "sniper_rifles:scoping")
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player:hud_set_flags({ wielditem = true })
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end
-- Be absolutely certain crosshair HUD gets removed on death
minetest.register_on_dieplayer(function(player)
if scoped_hud_id[player:get_player_name()] then
hide_scope(player:get_player_name())
end
end)
local function on_use(stack, user, pointed)
if scoped[user:get_player_name()] then
-- shooter checks for the return value of def.on_use, and executes
-- the rest of the code only if this function returns non-nil
return stack
end
end
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local function on_rclick(item, placer, pointed_thing)
local name = placer:get_player_name()
-- Prioritize on "un-scoping", if player is using the scope
if not scoped[name] and pointed_thing.type == "node" then
return minetest.item_place(item, placer, pointed_thing)
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end
if scoped[name] then
hide_scope(name)
else
-- Remove _loaded suffix added to item name by shooter
local item_name = item:get_name():gsub("_loaded", "")
local fov_mult = shooter.registered_weapons[item_name].fov_mult
show_scope(name, item_name, fov_mult)
end
end
------------------
-- Scope-check --
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------------------
-- Hide scope if currently wielded item is not the same item
-- player wielded when scoping
local time = 0
minetest.register_globalstep(function(dtime)
time = time + dtime
if time < timer then
return
end
time = 0
for name, original_item in pairs(scoped) do
local player = minetest.get_player_by_name(name)
if not player then
scoped[name] = nil
else
local wielded_item = player:get_wielded_item():get_name():gsub("_loaded", "")
if wielded_item ~= original_item then
hide_scope(name)
end
end
end
end)
----------------------------
-- Rifle registration API --
----------------------------
sniper_rifles = {}
function sniper_rifles.register_rifle(name, def)
assert(def.fov_mult, "Rifle definition must contain FOV multiplier (fov_mult)!")
-- Override on_use to allow firing weapon only when using the scope
def.on_use = on_use
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shooter.register_weapon(name, def)
-- Manually add extra fields to itemdef that shooter doesn't allow
-- Also modify the _loaded variant
local overrides = {
on_place = on_rclick,
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on_secondary_use = on_rclick,
wield_scale = vector.new(2, 2, 1.5)
}
minetest.override_item(name, overrides)
minetest.override_item(name .. "_loaded", overrides)
def.physics_overrides = def.physics_overrides or default_physics_overrides
rifles[name] = table.copy(def)
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end
local old_is_protected = minetest.is_protected
local r = ctf.setting("flag.nobuild_radius") + 5
local rs = r * r
function minetest.is_protected(pos, name, info, ...)
if r <= 0 or rs == 0 or not info or not info.is_gun then
return old_is_protected(pos, name, info, ...)
end
local flag, distSQ = ctf_flag.get_nearest(pos)
if flag and pos.y >= flag.y - 1 and distSQ < rs then
hud_event.new(name, {
name = "sniper_rifles:hit_base",
color = "warning",
value = "You can't shoot blocks within " .. r .. " nodes of a flag!",
})
return true
else
return old_is_protected(pos, name, info, ...)
end
end
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dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/rifles.lua")