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No commits in common. "41d4b6c62ae67fda1c8a67b8ef6ad53faf4d2b9a" and "378c2c200ed5bd20675d6d6581d87510b45fd0d1" have entirely different histories.

3 changed files with 118 additions and 58 deletions

View file

@ -55,7 +55,9 @@ Adds simple hand grenades.
[mod] Rocket Launcher [shooter_rocket]
--------------------------------------
**Depends:** shooter, hud_events, physics
**Depends:** shooter
**Optional Depends:** physics (from capturetheflag)
<img align="left" width="32" height="32" src="https://raw.githubusercontent.com/stujones11/shooter/master/shooter_rocket/textures/shooter_rocket_gun_loaded.png">
Adds rocket missiles and launching gun.

View file

@ -17,13 +17,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
]]--
local plcooldown = {}
local COOLDOWN = 5
minetest.register_on_leaveplayer(function(player)
plcooldown[player:get_player_name()] = nil
end)
minetest.register_craftitem("shooter_rocket:rocket", {
description = "Rocket",
stack_max = 1,
@ -50,9 +43,7 @@ minetest.register_entity("shooter_rocket:rocket_entity", {
self.object:remove()
end
end,
on_step = function(self, dtime)
self.timer = self.timer + dtime
if self.timer > 0.2 then
on_step = function(self)
local pos = self.object:get_pos()
local above = {x=pos.x, y=pos.y + 1, z=pos.z}
if minetest.get_node(pos).name ~= "air" then
@ -64,26 +55,116 @@ minetest.register_entity("shooter_rocket:rocket_entity", {
end
self.object:remove()
end
self.timer = 0
end
end,
get_staticdata = function()
return "expired"
end,
})
--- Scope functions taken from sniper_rifles mod
------------------
-- Private data --
------------------
-- Keep track of players who are scoping in, and their wielded item
local scoped = {}
-- Timer for scope-check globalstep
local timer = 0.2
local physics_overrides = {
speed = 0.3,
jump = 0
}
-------------
-- Helpers --
-------------
local function show_scope(name, item_name)
local player = minetest.get_player_by_name(name)
if not player then
return
end
scoped[name] = item_name
player:set_fov(1.1, true)
physics.set(name, "shooter_rocket:scoping", physics_overrides)
player:hud_set_flags({ wielditem = false })
end
local function hide_scope(name)
local player = minetest.get_player_by_name(name)
if not player then
return
end
scoped[name] = nil
player:set_fov(0)
physics.remove(name, "shooter_rocket:scoping")
player:hud_set_flags({ wielditem = true })
end
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)
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", "")
show_scope(name, item_name)
end
end
------------------
-- Scope-check --
------------------
-- Hide scope if currently wielded item is not the same item
-- player wielded when scoping
local time = 0
if minetest.get_modpath("physics") then
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)
end
minetest.register_tool("shooter_rocket:rocket_gun_loaded", {
description = "Rocket Gun",
inventory_image = "shooter_rocket_gun_loaded.png",
groups = {not_in_creative_inventory=1},
on_place = on_rclick,
on_secondary_use = on_rclick,
on_use = function(itemstack, user, pointed_thing)
if plcooldown[user:get_player_name()] then
hud_event.new(user:get_player_name(), {
name = "shooter_rocket:cooldown",
color = "0xC1FF44",
value = "Your rocket has a cooldown!"
})
else
if not minetest.get_modpath("physics") then
scoped[user:get_player_name()] = true
end
if scoped[user:get_player_name()] then
if not minetest.setting_getbool("creative_mode") then
itemstack:add_wear(65535 / 50)
end
@ -98,7 +179,6 @@ minetest.register_tool("shooter_rocket:rocket_gun_loaded", {
local pos = user:get_pos()
local dir = user:get_look_dir()
local yaw = user:get_look_horizontal()
local username = user:get_player_name()
if pos and dir and yaw then
pos.y = pos.y + user:get_properties().eye_height
local obj = minetest.add_entity(pos, "shooter_rocket:rocket_entity")
@ -109,24 +189,20 @@ minetest.register_tool("shooter_rocket:rocket_gun_loaded", {
obj:set_yaw(yaw + math.pi / 2)
local ent = obj:get_luaentity()
if ent then
ent.user = username
ent.user = user:get_player_name()
end
end
end
plcooldown[username] = COOLDOWN
minetest.after(COOLDOWN, function(user)
if plcooldown[username] then
plcooldown[username] = nil
end
end, user)
end
return itemstack
end
end,
})
minetest.register_tool("shooter_rocket:rocket_gun", {
description = "Rocket Gun",
inventory_image = "shooter_rocket_gun.png",
on_place = on_rclick,
on_secondary_use = on_rclick,
on_use = function(itemstack, user)
local inv = user:get_inventory()
if inv:contains_item("main", "shooter_rocket:rocket") then
@ -157,28 +233,9 @@ if shooter.config.enable_crafting == true then
})
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 1 then
timer = 0
for _, player in ipairs(minetest.get_connected_players()) do
local name = player and player:get_player_name()
local wielditem = player:get_wielded_item()
if wielditem:get_name() == "shooter_rocket:rocket_gun_loaded" then
local wielditem = player:get_wielded_item()
physics.set(name, "shooter_rocket:physics", {
speed = 0.7
})
else
physics.remove(name, "shooter_rocket:physics")
end
end
end
end)
--Backwards compatibility
minetest.register_alias("shooter:rocket", "shooter_rocket:rocket")
minetest.register_alias("shooter:rocket_gun", "shooter_rocket:rocket_gun")
minetest.register_alias("shooter:rocket_gun_loaded", "shooter_rocket:rocket_gun_loaded")

View file

@ -1,3 +1,4 @@
name = shooter_rocket
description = Adds rocket missiles and launching gun
depends = shooter, hud_events, physics
depends = shooter
optional_depends = physics