Dateien nach "/" hochladen

This commit is contained in:
2026-03-07 12:39:37 +00:00
parent 4ab1cb87e3
commit 822953dddf
3 changed files with 87 additions and 20 deletions

View File

@@ -14,12 +14,20 @@ dofile(modpath .. "/mecha_controller.lua")
local MECH_EXPLOSION_DAMAGE = tonumber(minetest.settings:get("assorted_mecha_explosion_damage")) or 100
local MECH_BULLET_DAMAGE = tonumber(minetest.settings:get("assorted_mecha_bullet_damage")) or 10
-- Spider (mech1) ammo config -- plasma cannon, 2 shots max
SPIDER_PLASMA_DAMAGE = tonumber(minetest.settings:get("assorted_mecha_spider_plasma_damage")) or 1000
SPIDER_AMMO_MAX = tonumber(minetest.settings:get("assorted_mecha_spider_ammo_max")) or 100
SPIDER_AMMO_REGEN = tonumber(minetest.settings:get("assorted_mecha_spider_ammo_regen")) or 2.0
SPIDER_AMMO_COST = tonumber(minetest.settings:get("assorted_mecha_spider_ammo_cost")) or 50
SPIDER_AMMO_MIN_TO_FIRE = SPIDER_AMMO_COST
-- Fang (mech2) ammo config -- rapidfire, 0.1% cost per bullet = 1000 rounds at full
FANG_AMMO_MAX = tonumber(minetest.settings:get("assorted_mecha_fang_ammo_max")) or 100
FANG_AMMO_REGEN = tonumber(minetest.settings:get("assorted_mecha_fang_ammo_regen")) or 2.0
FANG_AMMO_COST = tonumber(minetest.settings:get("assorted_mecha_fang_ammo_cost")) or 0.1
FANG_AMMO_MIN_TO_FIRE = 5.0 -- 5% minimum to fire
local function apply_mech_scope(player, mech)
if not player or not mech then return end
@@ -58,23 +66,22 @@ local function ammo_bar_string(ammo_pct)
return "[" .. bar .. "] " .. math.floor(ammo_pct) .. "%"
end
local function add_ammo_hud(player)
-- label: "PLASMA" for spider, "ROUNDS" for fang
local function add_ammo_hud(player, label)
if not player then return end
local meta = player:get_meta()
-- Label
local label_id = player:hud_add({
type = "text",
position = {x = 0.5, y = 0.88},
offset = {x = 0, y = -18},
text = "PLASMA",
text = label or "AMMO",
alignment = {x = 0, y = 0},
scale = {x = 200, y = 60},
number = 0x00FF99,
})
meta:set_int("ammo_hud_label", label_id)
-- Bar + percentage as text
local bar_id = player:hud_add({
type = "text",
position = {x = 0.5, y = 0.88},
@@ -99,12 +106,14 @@ local function remove_ammo_hud(player)
end
end
local function update_ammo_hud(player, ammo_pct)
-- min_to_fire: threshold below which the bar turns red
local function update_ammo_hud(player, ammo_pct, min_to_fire)
if not player then return end
local meta = player:get_meta()
local bar_id = meta:get_int("ammo_hud_bar")
if bar_id and bar_id > 0 then
local color = ammo_pct >= SPIDER_AMMO_MIN_TO_FIRE and 0x00FF99 or 0xFF4444
local threshold = min_to_fire or SPIDER_AMMO_MIN_TO_FIRE
local color = ammo_pct >= threshold and 0x00FF99 or 0xFF4444
player:hud_change(bar_id, "text", ammo_bar_string(ammo_pct))
player:hud_change(bar_id, "number", color)
end
@@ -288,9 +297,11 @@ local function register_mech(mech)
self._mech_stand_anim = mech.stand_animation
self._mech_head_name = mech.head_name
self._mech_name = mech.name
-- Initialize spider ammo (applies to all mechs using head_spider)
-- Initialize ammo for armed mechs
if mech.head_name == "assorted_mecha:head_spider" then
self._spider_ammo = self._spider_ammo or SPIDER_AMMO_MAX
elseif mech.head_name == "assorted_mecha:head_2" and mech.name == "mech2" then
self._fang_ammo = self._fang_ammo or FANG_AMMO_MAX
end
-- Initialize AI state (restore from staticdata if available)
assorted_mecha_ai_init(self)
@@ -344,7 +355,7 @@ local vel = self.object:get_velocity() or {x=0, y=0, z=0}
vel.y = vel.y - (dtime * 9.8)
self.object:set_velocity(vel)
-- Spider ammo: passive regen (all mechs using head_spider)
-- Spider ammo: passive regen
if mech.head_name == "assorted_mecha:head_spider" then
if (self._spider_ammo or SPIDER_AMMO_MAX) < SPIDER_AMMO_MAX then
self._spider_ammo = math.min(
@@ -352,9 +363,21 @@ self.object:set_velocity(vel)
(self._spider_ammo or 0) + SPIDER_AMMO_REGEN * dtime
)
end
-- Update HUD for the current driver
if self.driver then
update_ammo_hud(self.driver, self._spider_ammo or SPIDER_AMMO_MAX)
update_ammo_hud(self.driver, self._spider_ammo or SPIDER_AMMO_MAX, SPIDER_AMMO_MIN_TO_FIRE)
end
end
-- Fang ammo: passive regen
if mech.name == "mech2" then
if (self._fang_ammo or FANG_AMMO_MAX) < FANG_AMMO_MAX then
self._fang_ammo = math.min(
FANG_AMMO_MAX,
(self._fang_ammo or 0) + FANG_AMMO_REGEN * dtime
)
end
if self.driver then
update_ammo_hud(self.driver, self._fang_ammo or FANG_AMMO_MAX, FANG_AMMO_MIN_TO_FIRE)
end
end
@@ -505,8 +528,8 @@ clicker:set_properties({visual_size = {x=1, y=1, z=1}})
clicker:hud_set_flags({crosshair = true, wielditem = true})
clicker:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
clicker:get_meta():set_int("mech_third_person", 0)
-- Remove ammo HUD on dismount (spider only)
if mech.head_name == "assorted_mecha:head_spider" then
-- Remove ammo HUD on dismount
if mech.head_name == "assorted_mecha:head_spider" or mech.name == "mech2" then
remove_ammo_hud(clicker)
end
else
@@ -540,10 +563,13 @@ clicker:set_properties({visual_size = {x=1, y=1, z=1}})
-- Scope overlay replaces crosshair; hide ingame crosshair & wielditem
clicker:hud_set_flags({crosshair = false, wielditem = false})
clicker:get_meta():set_int("mech_third_person", 0)
-- Show ammo HUD on mount (spider only)
-- Show ammo HUD on mount
if mech.head_name == "assorted_mecha:head_spider" then
add_ammo_hud(clicker)
update_ammo_hud(clicker, self._spider_ammo or SPIDER_AMMO_MAX)
add_ammo_hud(clicker, "PLASMA")
update_ammo_hud(clicker, self._spider_ammo or SPIDER_AMMO_MAX, SPIDER_AMMO_MIN_TO_FIRE)
elseif mech.name == "mech2" then
add_ammo_hud(clicker, "ROUNDS")
update_ammo_hud(clicker, self._fang_ammo or FANG_AMMO_MAX, FANG_AMMO_MIN_TO_FIRE)
end
end
end,
@@ -742,11 +768,39 @@ minetest.register_entity("assorted_mecha:head_2", {
local control = target_player:get_player_control()
if control.aux1 and not self.is_firing then
self.is_firing = true
local function fire_loop()
if self.is_firing and target_player then
spawn_bullets(target_player)
minetest.after(0.1, fire_loop)
if not self.is_firing or not target_player then return end
-- Find the mech2 body to read/write fang ammo
local mech_ent = nil
local hpos = self.object:get_pos()
for _, obj in ipairs(minetest.get_objects_inside_radius(hpos, 6)) do
if not obj:is_player() then
local e = obj:get_luaentity()
if e and e.name == "assorted_mecha:mech2" then
mech_ent = e
break
end
end
end
local ammo = mech_ent and (mech_ent._fang_ammo or FANG_AMMO_MAX) or FANG_AMMO_MAX
if ammo < FANG_AMMO_MIN_TO_FIRE then
-- Dry fire: stop shooting
self.is_firing = false
return
end
spawn_bullets(target_player)
-- Consume ammo and update HUD
if mech_ent then
mech_ent._fang_ammo = math.max(0, ammo - FANG_AMMO_COST)
update_ammo_hud(target_player, mech_ent._fang_ammo, FANG_AMMO_MIN_TO_FIRE)
end
minetest.after(0.1, fire_loop)
end
fire_loop()
elseif not control.aux1 then