2019-08-28 15:50:33 +00:00
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-- Awaiting core support.
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local function __genOrderedIndex( t )
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local orderedIndex = {}
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for key in pairs(t) do
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table.insert( orderedIndex, key )
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end
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table.sort( orderedIndex )
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return orderedIndex
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end
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local function orderedNext(t, state)
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-- Equivalent of the next function, but returns the keys in the alphabetic
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-- order. We use a temporary ordered key table that is stored in the
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-- table being iterated.
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local key = nil
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if state == nil then
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t.__orderedIndex = __genOrderedIndex( t )
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key = t.__orderedIndex[1]
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else
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for i = 1,table.getn(t.__orderedIndex) do
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if t.__orderedIndex[i] == state then
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key = t.__orderedIndex[i+1]
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end
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end
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end
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if key then
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return key, t[key]
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end
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-- no more value to return, cleanup
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t.__orderedIndex = nil
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return
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end
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function orderedPairs(t)
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-- Equivalent of the pairs() function on tables. Allows to iterate
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-- in order
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return orderedNext, t, nil
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end
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-- Registered
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ctf.registered_on_load = {}
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function ctf.register_on_load(func)
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if ctf._mt_loaded then
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error("You can't register callbacks at game time!")
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end
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table.insert(ctf.registered_on_load, func)
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if ctf._loaddata then
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func(ctf._loaddata)
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end
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end
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ctf.registered_on_init = {}
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function ctf.register_on_init(func)
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if ctf._mt_loaded then
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error("You can't register callbacks at game time!")
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end
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table.insert(ctf.registered_on_init, func)
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if ctf._inited then
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func()
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end
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end
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ctf.registered_on_new_team = {}
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function ctf.register_on_new_team(func)
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if ctf._mt_loaded then
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error("You can't register callbacks at game time!")
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end
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table.insert(ctf.registered_on_new_team, func)
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end
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ctf.registered_on_territory_query = {}
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function ctf.register_on_territory_query(func)
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if ctf._mt_loaded then
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error("You can't register callbacks at game time!")
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end
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table.insert(ctf.registered_on_territory_query, func)
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end
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ctf.registered_on_new_game = {}
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function ctf.register_on_new_game(func)
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if ctf._mt_loaded then
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error("You can't register callbacks at game time!")
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end
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table.insert(ctf.registered_on_new_game, func)
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if ctf._new_game then
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func()
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end
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end
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function vector.distanceSQ(p1, p2)
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local x = p1.x - p2.x
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local y = p1.y - p2.y
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local z = p1.z - p2.z
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return x*x + y*y + z*z
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end
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-- Debug helpers
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function ctf.error(area, msg)
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minetest.log("error", "CTF::" .. area .. " - " ..msg)
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end
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function ctf.log(area, msg)
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if area and area ~= "" then
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print("[CaptureTheFlag] (" .. area .. ") " .. msg)
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else
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print("[CaptureTheFlag] " .. msg)
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end
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end
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function ctf.action(area, msg)
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if area and area ~= "" then
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minetest.log("action", "[CaptureTheFlag] (" .. area .. ") " .. msg)
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else
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minetest.log("action", "[CaptureTheFlag] " .. msg)
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end
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end
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function ctf.warning(area, msg)
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print("WARNING: [CaptureTheFlag] (" .. area .. ") " .. msg)
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end
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function ctf.init()
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ctf._inited = true
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ctf.log("init", "Initialising!")
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-- Set up structures
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ctf._defsettings = {}
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ctf.teams = {}
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ctf.players = {}
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-- See minetest.conf.example in the root of this subgame
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ctf.log("init", "Creating Default Settings")
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ctf._set("diplomacy", true)
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ctf._set("players_can_change_team", true)
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ctf._set("allocate_mode", 0)
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ctf._set("maximum_in_team", -1)
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ctf._set("default_diplo_state", "war")
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ctf._set("hud", true)
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ctf._set("autoalloc_on_joinplayer", true)
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ctf._set("friendly_fire", true)
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ctf._set("spawn_offset", "0,0,0")
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for i = 1, #ctf.registered_on_init do
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ctf.registered_on_init[i]()
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end
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ctf.load()
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end
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function ctf.reset()
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ctf.log("io", "Deleting CTF save data...")
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os.remove(minetest.get_worldpath().."/ctf.txt")
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ctf.player_last_team = {}
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ctf.init()
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end
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-- Set default setting value
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function ctf._set(setting, default)
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if ctf._defsettings[setting] then
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ctf.warning("settings", "Setting " .. dump(setting) .. " redeclared!")
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ctf.warning("settings", debug.traceback())
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end
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ctf._defsettings[setting] = default
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if minetest.settings:get("ctf."..setting) then
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ctf.log("settings", "- " .. setting .. ": " .. minetest.settings:get("ctf."..setting))
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elseif minetest.settings:get("ctf_"..setting) then
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ctf.log("settings", "- " .. setting .. ": " .. minetest.settings:get("ctf_"..setting))
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ctf.warning("settings", "deprecated setting ctf_"..setting..
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" used, use ctf."..setting.." instead.")
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end
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end
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function ctf.setting(name)
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local set = minetest.settings:get("ctf."..name) or
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minetest.settings:get("ctf_"..name)
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local dset = ctf._defsettings[name]
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if dset == nil then
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ctf.error("setting", "No such setting - " .. name)
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return nil
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end
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if set ~= nil then
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if type(dset) == "number" then
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return tonumber(set)
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elseif type(dset) == "boolean" then
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return minetest.is_yes(set)
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else
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return set
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end
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else
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return dset
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end
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end
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function ctf.load()
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2019-08-28 16:05:59 +00:00
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ctf._new_game = true
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for i = 1, #ctf.registered_on_new_game do
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ctf.registered_on_new_game[i]()
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2019-08-28 15:50:33 +00:00
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end
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end
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