capturetheflag/mods/ctf_pvp_engine/ctf/core.lua

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-- Awaiting core support.
local function __genOrderedIndex( t )
local orderedIndex = {}
for key in pairs(t) do
table.insert( orderedIndex, key )
end
table.sort( orderedIndex )
return orderedIndex
end
local function orderedNext(t, state)
-- Equivalent of the next function, but returns the keys in the alphabetic
-- order. We use a temporary ordered key table that is stored in the
-- table being iterated.
local key = nil
if state == nil then
t.__orderedIndex = __genOrderedIndex( t )
key = t.__orderedIndex[1]
else
for i = 1,table.getn(t.__orderedIndex) do
if t.__orderedIndex[i] == state then
key = t.__orderedIndex[i+1]
end
end
end
if key then
return key, t[key]
end
-- no more value to return, cleanup
t.__orderedIndex = nil
return
end
function orderedPairs(t)
-- Equivalent of the pairs() function on tables. Allows to iterate
-- in order
return orderedNext, t, nil
end
-- Registered
ctf.registered_on_load = {}
function ctf.register_on_load(func)
if ctf._mt_loaded then
error("You can't register callbacks at game time!")
end
table.insert(ctf.registered_on_load, func)
if ctf._loaddata then
func(ctf._loaddata)
end
end
ctf.registered_on_init = {}
function ctf.register_on_init(func)
if ctf._mt_loaded then
error("You can't register callbacks at game time!")
end
table.insert(ctf.registered_on_init, func)
if ctf._inited then
func()
end
end
ctf.registered_on_new_team = {}
function ctf.register_on_new_team(func)
if ctf._mt_loaded then
error("You can't register callbacks at game time!")
end
table.insert(ctf.registered_on_new_team, func)
end
ctf.registered_on_territory_query = {}
function ctf.register_on_territory_query(func)
if ctf._mt_loaded then
error("You can't register callbacks at game time!")
end
table.insert(ctf.registered_on_territory_query, func)
end
ctf.registered_on_new_game = {}
function ctf.register_on_new_game(func)
if ctf._mt_loaded then
error("You can't register callbacks at game time!")
end
table.insert(ctf.registered_on_new_game, func)
if ctf._new_game then
func()
end
end
function vector.distanceSQ(p1, p2)
local x = p1.x - p2.x
local y = p1.y - p2.y
local z = p1.z - p2.z
return x*x + y*y + z*z
end
-- Debug helpers
function ctf.error(area, msg)
minetest.log("error", "CTF::" .. area .. " - " ..msg)
end
function ctf.log(area, msg)
if area and area ~= "" then
print("[CaptureTheFlag] (" .. area .. ") " .. msg)
else
print("[CaptureTheFlag] " .. msg)
end
end
function ctf.action(area, msg)
if area and area ~= "" then
minetest.log("action", "[CaptureTheFlag] (" .. area .. ") " .. msg)
else
minetest.log("action", "[CaptureTheFlag] " .. msg)
end
end
function ctf.warning(area, msg)
print("WARNING: [CaptureTheFlag] (" .. area .. ") " .. msg)
end
function ctf.init()
ctf._inited = true
ctf.log("init", "Initialising!")
-- Set up structures
ctf._defsettings = {}
ctf.teams = {}
ctf.players = {}
-- See minetest.conf.example in the root of this subgame
ctf.log("init", "Creating Default Settings")
ctf._set("diplomacy", true)
ctf._set("players_can_change_team", true)
ctf._set("allocate_mode", 0)
ctf._set("maximum_in_team", -1)
ctf._set("default_diplo_state", "war")
ctf._set("hud", true)
ctf._set("autoalloc_on_joinplayer", true)
ctf._set("friendly_fire", true)
ctf._set("spawn_offset", "0,0,0")
for i = 1, #ctf.registered_on_init do
ctf.registered_on_init[i]()
end
ctf.load()
end
function ctf.reset()
ctf.log("io", "Deleting CTF save data...")
os.remove(minetest.get_worldpath().."/ctf.txt")
ctf.player_last_team = {}
ctf.init()
end
-- Set default setting value
function ctf._set(setting, default)
if ctf._defsettings[setting] then
ctf.warning("settings", "Setting " .. dump(setting) .. " redeclared!")
ctf.warning("settings", debug.traceback())
end
ctf._defsettings[setting] = default
if minetest.settings:get("ctf."..setting) then
ctf.log("settings", "- " .. setting .. ": " .. minetest.settings:get("ctf."..setting))
elseif minetest.settings:get("ctf_"..setting) then
ctf.log("settings", "- " .. setting .. ": " .. minetest.settings:get("ctf_"..setting))
ctf.warning("settings", "deprecated setting ctf_"..setting..
" used, use ctf."..setting.." instead.")
end
end
function ctf.setting(name)
local set = minetest.settings:get("ctf."..name) or
minetest.settings:get("ctf_"..name)
local dset = ctf._defsettings[name]
if dset == nil then
ctf.error("setting", "No such setting - " .. name)
return nil
end
if set ~= nil then
if type(dset) == "number" then
return tonumber(set)
elseif type(dset) == "boolean" then
return minetest.is_yes(set)
else
return set
end
else
return dset
end
end
function ctf.load()
2019-08-28 16:05:59 +00:00
ctf._new_game = true
for i = 1, #ctf.registered_on_new_game do
ctf.registered_on_new_game[i]()
end
end