capturetheflag/mods/ctf/ctf_flag/init.lua

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-- Initialise
ctf.register_on_init(function()
ctf.log("flag", "Initialising...")
ctf._set("flag.allow_multiple", true)
ctf._set("flag.capture_take", false)
ctf._set("flag.names", true)
ctf._set("flag.waypoints", true)
ctf._set("flag.protect_distance", 25)
ctf._set("flag.nobuild_radius", 3)
ctf._set("flag.drop_time", 7*60)
ctf._set("flag.drop_warn_time", 60)
ctf._set("flag.crafting", false)
ctf._set("flag.alerts", true)
ctf._set("flag.alerts.neutral_alert", true)
end)
minetest.register_privilege("ctf_place_flag", {
description = "can place flag"
})
dofile(minetest.get_modpath("ctf_flag") .. "/hud.lua")
dofile(minetest.get_modpath("ctf_flag") .. "/flag_func.lua")
dofile(minetest.get_modpath("ctf_flag") .. "/api.lua")
dofile(minetest.get_modpath("ctf_flag") .. "/flags.lua")
ctf.register_on_new_team(function(team)
team.flags = {}
end)
function ctf_flag.get_nearest(pos)
local closest = nil
local closest_distSQ = 1000000
local pd = ctf.setting("flag.protect_distance")
local pdSQ = pd * pd
for tname, team in pairs(ctf.teams) do
for i = 1, #team.flags do
local distSQ = vector.distanceSQ(pos, team.flags[i])
if distSQ < pdSQ and distSQ < closest_distSQ then
closest = team.flags[i]
closest_distSQ = distSQ
end
end
end
return closest, closest_distSQ
end
function ctf_flag.get_nearest_team_dist(pos)
local flag, distSQ = ctf_flag.get_nearest(pos)
if flag then
return flag.team, distSQ
end
end
ctf.register_on_territory_query(ctf_flag.get_nearest_team_dist)
function ctf.get_spawn(team)
if not ctf.team(team) then
return nil
end
if ctf.team(team).spawn then
return ctf.team(team).spawn
end
-- Get spawn from first flag
ctf_flag.assert_flags(team)
if #ctf.team(team).flags > 0 then
return ctf.team(team).flags[1]
else
return nil
end
end
-- Add minimum build range
local old_is_protected = minetest.is_protected
local r = ctf.setting("flag.nobuild_radius")
local rs = r * r
function minetest.is_protected(pos, name, ...)
if r <= 0 or rs == 0 then
return old_is_protected(pos, name, ...)
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 = "ctf_bandages:team",
color = "warning",
value = "Too close to the flag to build (< " .. r .. " nodes) !",
})
return true
else
return old_is_protected(pos, name, ...)
end
end
-- Play sound
ctf_flag.register_on_pick_up(function(attname, flag)
local vteam = ctf.team(flag.team)
for name, player in pairs(vteam.players) do
minetest.sound_play({name="trumpet_lose"}, {
to_player = name,
gain = 1.0, -- default
})
end
local ateam = ctf.team(ctf.player(attname).team)
for name, player in pairs(ateam.players) do
minetest.sound_play({name="trumpet_win"}, {
to_player = name,
gain = 1.0, -- default
})
end
end)
-- Drop after time
local pickup_times = {}
ctf_flag.register_on_pick_up(function(attname, flag)
pickup_times[attname] = minetest.get_gametime()
end)
ctf_flag.register_on_drop(function(attname, flag)
pickup_times[attname] = nil
end)
ctf_flag.register_on_capture(function(attname, flag)
pickup_times[attname] = nil
end)
ctf.register_on_new_game(function()
pickup_times = {}
end)
local function update_flag_drops()
local time = minetest.get_gametime()
local drop_time = ctf.setting("flag.drop_time")
for name, start in pairs(pickup_times) do
local remaining = drop_time - time + start
if remaining < 0 then
ctf_flag.player_drop_flag(name)
minetest.chat_send_player(name, "You took too long to capture the flag, so it returned!")
elseif remaining < ctf.setting("flag.drop_warn_time") then
minetest.chat_send_player(name, "You have " .. remaining ..
" seconds to capture the flag before it returns.")
end
end
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ctf_flag.assert_flags()
minetest.after(5, update_flag_drops)
end
minetest.after(5, update_flag_drops)