capturetheflag/mods/ctf/ctf_map/base.lua

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function ctf_map.place_base(color, pos)
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-- Spawn base
for x = pos.x - 2, pos.x + 2 do
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for z = pos.z - 2, pos.z + 2 do
minetest.set_node({ x = x, y = pos.y - 1, z = z },
{ name = ctf_map.map.base_node or "ctf_map:cobble" })
end
end
-- Check for trees
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for y = pos.y, pos.y + 3 do
for x = pos.x - 3, pos.x + 3 do
for z = pos.z - 3, pos.z + 3 do
local pos2 = { x = x, y = y, z = z }
if minetest.get_node(pos2).name == "default:tree" then
minetest.set_node(pos2, { name = "air" })
end
end
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end
end
-- Spawn chest
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local chest = { name = "ctf_map:chest_" .. color }
local dz = 2
if pos.z < 0 then
dz = -2
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chest.param2 = minetest.dir_to_facedir({ x = 0, y = 0, z = -1 })
end
local pos3 = {
x = pos.x,
y = pos.y,
z = pos.z + dz
}
minetest.set_node(pos3, chest)
local inv = minetest.get_meta(pos3):get_inventory()
inv:add_item("main", ItemStack("default:cobble 99"))
inv:add_item("main", ItemStack("default:cobble 99"))
inv:add_item("main", ItemStack("default:cobble 99"))
inv:add_item("main", ItemStack("default:wood 99"))
inv:add_item("main", ItemStack("default:stick 30"))
inv:add_item("main", ItemStack("default:glass 5"))
inv:add_item("main", ItemStack("default:torch 10"))
end
-- Override ctf.get_spawn to implement random spawns
local old_spawn = ctf.get_spawn
function ctf.get_spawn(team)
local spawn = old_spawn(team)
if not spawn then
return
end
return vector.add(spawn, {
x = math.random(-1, 1),
y = 0,
z = math.random(-1, 1)
})
end