2017-12-23 16:33:05 +00:00
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# CTF Map
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2019-02-24 05:11:16 +00:00
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This mod handles creating and loading maps.
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2017-12-27 17:36:45 +00:00
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2019-03-17 14:43:31 +00:00
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## Attributions
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- Indestructible nodes adapted from various mods in `minetest_game`.
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2019-02-24 05:11:16 +00:00
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## Creating a new map
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2019-02-24 05:11:16 +00:00
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### 1. Dependencies
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2017-12-27 17:36:45 +00:00
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* Minetest 0.4.16 or later.
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* Mods
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* ctf_map (by copying the folder from this game to `minetest/mods`)
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* worldedit and worldedit_commands.
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2017-12-27 17:36:45 +00:00
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2019-02-24 05:11:16 +00:00
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### 2. Find an area
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* Can use Minetest Game and any mapgen.
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* It must be a cube, and the barrier will be in the exact center.
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* It should be around 230x230 in surface area, but this can vary.
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* Feel free to modify the area to your needs.
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### 3. Select the area
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2017-12-27 17:36:45 +00:00
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There are multiple ways do this, this is the simplist in most cases.
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* If you haven't modified the map at all, do the following to speed up barrier placement:
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* Stop Minetest.
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* Open up the world's world.mt
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* Set backend to "dummy".
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* Save.
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* Using worldedit, select the area.
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* Type /gui, and click "From WE" then "To WE".
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* Check that the center location is the right place for the barrier to go.
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* Check that the bounds extend far enough.
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### 4. Place barriers
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* Set the middle barrier direction. The barrier is a plane defined by a co-ordinate = 0.
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If the barrier is X=0, then it will placed with every node of the barrier having X=0.
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If the barrier is Z=0, then it will placed with every node of the barrier having Z=0.
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* Click "place barrier". Note that this command does not have an undo.
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2019-02-24 05:11:16 +00:00
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### 5. Meta data
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2017-12-27 17:36:45 +00:00
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* Set the meta data
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2019-02-24 05:11:16 +00:00
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### 6. Export
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2017-12-27 17:36:45 +00:00
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* Click export, and wait until completion.
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* Copy the two files from `worlddir/schems/` to `ctf_map/maps/`.
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* Rename the files so the two prefixed numbers are consistent to existing maps.
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* Profit!
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## Documentation
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### Map meta
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Each map's metadata is stored in an accompanying .conf file containing the following data:
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* `name`: Name of map.
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* `author`: Author of the map.
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* `hint`: [Optional] Helpful hint or tip for unique maps, to help players understand the map.
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* `rotation`: Rotation of the schem. [`x`|`z`]
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* `screenshot`: File name of screenshot of the map; should include file extension.
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* `license`: Name of the license of the map.
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* `other`: [Optional] Misc. information about the map. This is displayed in the maps catalog.
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* `base_node`: [Optional] Technical name of node to be used for the team base.
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* `schematic`: Name of the map's schematic.
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* `initial_stuff`: [Optional] Comma-separated list of itemstacks to be given to the player
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on join and on respawn.
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* `treasures`: [Optional] List of treasures to be registered for the map, in a serialized
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format. Refer to the `treasures` sub-section for more details.
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2019-10-17 05:18:06 +00:00
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* `start_time`: [Optional] Time at start of match. Defaults to `0.4` [`0` - `1`].
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* `time_speed`: [Optional] Time speed multiplier. Accepts any valid number. Defaults to 1.
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* `r`: Radius of the map.
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* `h`: Height of the map.
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* `team.i`: Name of team `i`.
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* `team.i.color`: Color of team `i`.
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* `team.i.pos`: Position of team `i`'s flag, relative to center of schem.
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* `chests.i.from`, `chests.i.to`: [Optional] Positions of diagonal corners of custom chest
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zone `i`, relative to the center of the schem.
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* `chests.i.n`: [Optional] Number of chests to place in custom chest zone `i`.
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#### `treasures`
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`treasures` is a list of treasures to be registered for this map in serialized format.
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An example `treasures` value that registers steel pick, shotgun, and grenade:
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```lua
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treasures = default:pick_steel,0.5,5,1,10;shooter:shotgun,0.04,2,1;shooter:grenade,0.08,2,1
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```
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(See [here](../../other/treasurer/README.md) to understand the magic numbers)
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## Indestructible nodes
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- `ctf_map` provides indestructible nodes for most nodes from default, and all nodes from
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stairs.
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- All indestructible nodes have the same item name with the mod prefix being `ctf_map:`
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instead of their original prefixes (e.g. `default:stone` -> `ctf_map:stone` and
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`stairs:stair_stone` -> `ctf_map:stair_stone`) with the exception of wool, whose
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indestructible nodes have slightly different names from the original node names -
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`ctf_map:wool_<color>`. This is because the original nomenclature becomes meaningless
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if the modname prefix is changed.
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