capturetheflag/mods/ctf_team_base/init.lua

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local chest_formspec =
"size[8,9]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[current_name;main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]" ..
default.get_hotbar_bg(0,4.85)
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local colors = {"red", "blue"}
for _, color in pairs(colors) do
minetest.register_node("ctf_team_base:chest_" .. color, {
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description = "Chest",
tiles = {
"default_chest_top_" .. color .. ".png",
"default_chest_top_" .. color .. ".png",
"default_chest_side_" .. color .. ".png",
"default_chest_side_" .. color .. ".png",
"default_chest_side_" .. color .. ".png",
"default_chest_front_" .. color .. ".png"},
paramtype2 = "facedir",
groups = {immortal = 1},
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legacy_facedir_simple = true,
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", chest_formspec)
meta:set_string("infotext", "Chest")
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
end,
can_dig = function(pos,player)
return false
end,
on_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
minetest.log("action", player:get_player_name() ..
" moves stuff in chest at " .. minetest.pos_to_string(pos))
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
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" moves " .. (stack:get_name() or "stuff") .. " " .. (stack:get_count() or 0) .. " to chest at " .. minetest.pos_to_string(pos))
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end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
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" takes " .. (stack:get_name() or "stuff") .. " " .. (stack:get_count() or 0) .. " from chest at " .. minetest.pos_to_string(pos))
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end
})
end
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minetest.register_on_generated(function(minp, maxp, seed)
for tname, team in pairs(ctf.teams) do
for _, flag in pairs(team.flags) do
if minp.x <= flag.x and maxp.x >= flag.x and
minp.y <= flag.y and maxp.y >= flag.y and
minp.z <= flag.z and maxp.z >= flag.z then
-- Spawn ind base
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for x = flag.x - 2, flag.x + 2 do
for z = flag.z - 2, flag.z + 2 do
minetest.set_node({ x = x, y = flag.y - 1, z = z},
{name = "default:cobble"})
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end
end
minetest.set_node({ x = flag.x, y = flag.y - 1, z = flag.z},
{name = "ctf_barrier:ind_stone"})
-- Check for trees
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for y = flag.y, flag.y + 3 do
for x = flag.x - 3, flag.x + 3 do
for z = flag.z - 3, flag.z + 3 do
local pos = {x=x, y=y, z=z}
if minetest.get_node(pos).name == "default:tree" then
minetest.set_node(pos, {name="air"})
end
end
end
end
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-- Spawn chest
local chest = {name = "ctf_team_base:chest_" .. team.data.color}
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local dz = 2
if flag.z < 0 then
dz = -2
chest.param2 = minetest.dir_to_facedir({x=0,y=0,z=-1})
end
local pos = {
x = flag.x,
y = flag.y,
z = flag.z + dz
}
minetest.set_node(pos, chest)
local inv = minetest.get_inventory({type = "node", pos=pos})
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inv:add_item("main", ItemStack("default:cobble 99"))
inv:add_item("main", ItemStack("default:cobble 99"))
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inv:add_item("main", ItemStack("default:wood 99"))
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inv:add_item("main", ItemStack("default:glass 10"))
inv:add_item("main", ItemStack("default:torch 10"))
end
end
end
end)