2020-09-16 15:30:58 +00:00
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-- Capture The Flag mod: anticoward
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2020-09-19 21:35:32 +00:00
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local potential_cowards = {}
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local TIMER_UPDATE_INTERVAL = 2
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local COMBAT_TIMEOUT_TIME = 10
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-- Prevent fall damage from killing players
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2020-09-16 15:30:58 +00:00
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minetest.register_on_player_hpchange(function(player, hp_change, reason)
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if reason.type == "fall" and player:get_hp() + hp_change <= 0 then
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return (-player:get_hp()) + 1
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end
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return hp_change
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end, true)
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2020-09-19 21:35:32 +00:00
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--
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--- Make suicides and combat logs award last puncher with kill
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--
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minetest.register_on_punchplayer(function(player, hitter,
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time_from_last_punch, tool_capabilities, dir, damage)
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if player and hitter then
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local pname = player:get_player_name()
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local hname = hitter:get_player_name()
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local to = ctf.player(pname)
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local from = ctf.player(hname)
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if to.team == from.team and to.team ~= "" and
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to.team ~= nil and to.name ~= from.name then
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return
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end
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if ctf_respawn_immunity.is_immune(player) then
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return
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end
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local hp = player:get_hp() - damage
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if hp <= 0 then
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if potential_cowards[pname] then
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player:hud_remove(potential_cowards[pname].hud or 0)
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potential_cowards[pname] = nil
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end
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return false
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end
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if not potential_cowards[pname] then
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potential_cowards[pname] = {
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hud = player:hud_add({
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hud_elem_type = "text",
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position = {x=1, y=0.3},
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name = "combat_hud",
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scale = {x = 2, y = 2},
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text = "You are in combat. If you leave/suicide your attacker will get the kill",
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number = 0xff0000,
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direction = 0,
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alignment = {x=-1, y=1},
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size = {x=1},
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z_index = 100,
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})
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}
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potential_cowards[pname].player = pname
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end
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potential_cowards[pname].timer = 0
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potential_cowards[pname].puncher = hname
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potential_cowards[pname].toolcaps = tool_capabilities
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end
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end)
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minetest.register_on_dieplayer(function(player, reason)
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local pname = player:get_player_name()
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if reason.type == "node_damage" then
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if potential_cowards[pname] then
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local last_attacker = minetest.get_player_by_name(potential_cowards[pname].puncher)
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if not last_attacker then return end
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potential_cowards[pname].toolcaps.damage_groups.suicide = 1
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for i = 1, #ctf.registered_on_killedplayer do
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ctf.registered_on_killedplayer[i](
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pname,
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potential_cowards[pname].puncher,
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last_attacker:get_wielded_item(),
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potential_cowards[pname].toolcaps
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)
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end
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player:hud_remove(potential_cowards[pname].hud or 0)
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potential_cowards[pname] = nil
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end
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elseif reason.type ~= "punch" then
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if potential_cowards[pname] then
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player:hud_remove(potential_cowards[pname].hud or 0)
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potential_cowards[pname] = nil
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end
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end
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end)
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minetest.register_on_leaveplayer(function(player)
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local pname = player:get_player_name()
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if potential_cowards[pname] then
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local last_attacker = minetest.get_player_by_name(potential_cowards[pname].puncher)
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if not last_attacker then return end
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potential_cowards[pname].toolcaps.damage_groups.combat_log = 1
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for i = 1, #ctf.registered_on_killedplayer do
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ctf.registered_on_killedplayer[i](
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pname,
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potential_cowards[pname].puncher,
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last_attacker:get_wielded_item(),
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potential_cowards[pname].toolcaps
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)
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end
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potential_cowards[pname] = nil
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end
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end)
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local globtimer = 0
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minetest.register_globalstep(function(dtime)
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globtimer = globtimer + dtime
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if globtimer >= TIMER_UPDATE_INTERVAL then
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for k in pairs(potential_cowards) do
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potential_cowards[k].timer = potential_cowards[k].timer + globtimer
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if potential_cowards[k].timer >= COMBAT_TIMEOUT_TIME then
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local player = minetest.get_player_by_name(potential_cowards[k].player)
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if player then
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player:hud_remove(potential_cowards[k].hud or 0)
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end
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potential_cowards[k] = nil
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end
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end
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globtimer = 0
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end
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end)
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