Merge branch 'master' of github.com:MT-CTF/capturetheflag into dev5.0

This commit is contained in:
rubenwardy 2019-03-05 11:09:48 +00:00
commit 0095c18678
9 changed files with 127 additions and 64 deletions

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@ -6,7 +6,7 @@ barrier = 106
regen_interval = 6 regen_interval = 6
regen_amount = 1 regen_amount = 1
random_messages_interval = 60 random_messages_interval = 60
sprint_stamina = 5 sprint_stamina = 10
enable_lavacooling = false enable_lavacooling = false
# #

View file

@ -46,20 +46,11 @@ crafting.register_recipe({
level = 1, level = 1,
}) })
-- Furnace <== Cobble x8 -- Furnace <== group:stone x8
crafting.register_recipe({ crafting.register_recipe({
type = "inv", type = "inv",
output = "default:furnace", output = "default:furnace",
items = { "default:cobble 8" }, items = { "group:stone 8" },
always_known = true,
level = 1,
})
-- Furnace <== Desert cobble x8
crafting.register_recipe({
type = "inv",
output = "default:furnace",
items = { "default:desert_cobble 8" },
always_known = true, always_known = true,
level = 1, level = 1,
}) })

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@ -1,51 +1,84 @@
# CTF Map # CTF Map
This mod handles multiple maps. This mod handles creating and loading maps.
# Creating a new map ## Creating a new map
## 1. Dependencies ### 1. Dependencies
* Minetest 0.4.16 or later. * Minetest 0.4.16 or later.
* Mods * Mods
* ctf_map (by copying the folder from this game to `minetest/mods`) * ctf_map (by copying the folder from this game to `minetest/mods`)
* worldedit and worldedit_commands. * worldedit and worldedit_commands.
## 2. Find an area ### 2. Find an area
* Can use Minetest Game and any mapgen. * Can use Minetest Game and any mapgen.
* It must be a cube, and the barrier will be in the exact center. * It must be a cube, and the barrier will be in the exact center.
* It should be around 230x230 in surface area, but this can vary. * It should be around 230x230 in surface area, but this can vary.
* Feel free to modify the area to your needs. * Feel free to modify the area to your needs.
## 3. Select the area ### 3. Select the area
There are multiple ways do this, this is the simplist in most cases. There are multiple ways do this, this is the simplist in most cases.
* If you haven't modified the map at all, do the following to speed up barrier placement: * If you haven't modified the map at all, do the following to speed up barrier placement:
* Stop Minetest. * Stop Minetest.
* Open up the world's world.mt * Open up the world's world.mt
* Set backend to "dummy". * Set backend to "dummy".
* Save. * Save.
* Using worldedit, select the area. * Using worldedit, select the area.
* Type /gui, and click "From WE" then "To WE". * Type /gui, and click "From WE" then "To WE".
* Check that the center location is the right place for the barrier to go. * Check that the center location is the right place for the barrier to go.
* Check that the bounds extend far enough. * Check that the bounds extend far enough.
## 4. Place barriers ### 4. Place barriers
* Set the middle barrier direction. The barrier is a plane defined by a co-ordinate = 0. * Set the middle barrier direction. The barrier is a plane defined by a co-ordinate = 0.
If the barrier is X=0, then it will placed with every node of the barrier having X=0. If the barrier is X=0, then it will placed with every node of the barrier having X=0.
If the barrier is Z=0, then it will placed with every node of the barrier having Z=0. If the barrier is Z=0, then it will placed with every node of the barrier having Z=0.
* Click "place barrier". Note that this command does not have an undo. * Click "place barrier". Note that this command does not have an undo.
## 5. Meta data ### 5. Meta data
* Set the meta data * Set the meta data
## 6. Export ### 6. Export
* Click export, and wait until completion. * Click export, and wait until completion.
* Copy the two files from `worlddir/schemes/` to `ctf_map/maps/`. * Copy the two files from `worlddir/schems/` to `ctf_map/maps/`.
* Rename the files so the two prefixed numbers are consistent to existing maps. * Rename the files so the two prefixed numbers are consistent to existing maps.
* Profit! * Profit!
## Documentation
### Map meta
Each map's metadata is stored in an accompanying .conf file containing the following data:
* `name`: Name of map.
* `author`: Author of the map.
* `hint`: [Optional] Helpful hint or tip for unique maps, to help players understand the map.
* `rotation`: Rotation of the schem. [`x`|`z`]
* `schematic`: Name of the map's schematic.
* `initial_stuff`: [Optional] Comma-separated list of itemstacks to be given to the player on join and on respawn.
* `treasures`: [Optional] List of treasures to be registered for the map, in a serialized format. Refer to the `treasures` sub-section for more details.
* `r`: Radius of the map.
* `h`: Height of the map.
* `team.i`: Name of team `i`.
* `team.i.color`: Color of team `i`.
* `team.i.pos`: Position of team `i`'s flag, relative to center of schem.
* `chests.i.from`, `chests.i.to`: [Optional] Positions of diagonal corners of custom chest zone `i`, relative to the center of the schem.
* `chests.i.n`: [Optional] Number of chests to place in custom chest zone `i`.
#### `treasures`
`treasures` is a list of treasures to be registered for this map in serialized format.
An example `treasures` value that registers steel pick, shotgun, and grenade:
```lua
treasures = default:pick_steel,0.5,5,1,10;shooter:shotgun,0.04,2,1;shooter:grenade,0.08,2,1
```
(See [here](../../other/treasurer/README.md) to understand the magic numbers)

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@ -1,4 +1,7 @@
default default
ctf_treasure?
stairs?
wool?
ctf_team_base? ctf_team_base?
ctf? ctf?
ctf_match? ctf_match?

View file

@ -137,10 +137,12 @@ function ctf_match.load_map_meta(idx, name)
local meta = Settings(conf_path) local meta = Settings(conf_path)
if meta:get("r") == nil then if meta:get("r") == nil then
error("Map was not properly configured " .. conf_path) error("Map was not properly configured: " .. conf_path)
end end
local initial_stuff = meta:get("initial_stuff") local initial_stuff = meta:get("initial_stuff")
local treasures = meta:get("treasures")
treasures = treasures and treasures:split(";")
local map = { local map = {
idx = idx, idx = idx,
name = meta:get("name"), name = meta:get("name"),
@ -149,11 +151,12 @@ function ctf_match.load_map_meta(idx, name)
rotation = meta:get("rotation"), rotation = meta:get("rotation"),
schematic = name .. ".mts", schematic = name .. ".mts",
initial_stuff = initial_stuff and initial_stuff:split(","), initial_stuff = initial_stuff and initial_stuff:split(","),
treasures = treasures,
r = tonumber(meta:get("r")), r = tonumber(meta:get("r")),
h = tonumber(meta:get("h")), h = tonumber(meta:get("h")),
offset = offset, offset = offset,
teams = {}, teams = {},
chests = {}, chests = {}
} }
assert(map.r <= max_r) assert(map.r <= max_r)
@ -176,6 +179,35 @@ function ctf_match.load_map_meta(idx, name)
i = i + 1 i = i + 1
end end
-- Register per-map treasures or the default set of treasures
-- if treasures field hasn't been defined in map meta
if treasurer and ctf_treasure then
treasurer.treasures = {}
if treasures then
for _, item in pairs(treasures) do
item = item:split(",")
-- treasurer.register_treasure(name, rarity, preciousness, count)
if #item == 4 then
treasurer.register_treasure(item[1],
tonumber(item[2]),
tonumber(item[3]),
tonumber(item[4]))
-- treasurer.register_treasure(name, rarity, preciousness, {min, max})
elseif #item == 5 then
treasurer.register_treasure(item[1],
tonumber(item[2]),
tonumber(item[3]),
{
tonumber(item[4]),
tonumber(item[5])
})
end
end
else
ctf_treasure.register_default_treasures()
end
end
-- Read custom chest zones from config -- Read custom chest zones from config
i = 1 i = 1
while meta:get("chests." .. i .. ".from") do while meta:get("chests." .. i .. ".from") do

View file

@ -2,7 +2,7 @@
local tablecolumns = { local tablecolumns = {
"tablecolumns[color;", "tablecolumns[color;",
"text;", "text;",
"text,width=20;", "text,width=16;",
"text,width=4;", "text,width=4;",
"text,width=4;", "text,width=4;",
"text,width=4;", "text,width=4;",

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@ -1,2 +1 @@
treasurer treasurer
default

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@ -1,21 +1,25 @@
treasurer.register_treasure("default:ladder",0.3,5,{1,20}) ctf_treasure = {}
treasurer.register_treasure("default:torch",0.3,5,{1,20})
treasurer.register_treasure("default:cobble",0.4,5,{45,99})
treasurer.register_treasure("default:apple",0.3,5,{1,8})
treasurer.register_treasure("default:wood",0.3,5,{30,60})
treasurer.register_treasure("doors:door_steel",0.3,5,{1,3})
treasurer.register_treasure("default:pick_steel",0.5,5,{1,10}) function ctf_treasure.register_default_treasures()
treasurer.register_treasure("default:sword_stone",0.6,5,{1,10}) treasurer.register_treasure("default:ladder",0.3,5,{1,20})
treasurer.register_treasure("default:sword_steel",0.4,5,{1,4}) treasurer.register_treasure("default:torch",0.3,5,{1,20})
treasurer.register_treasure("default:shovel_stone",0.6,5,{1,10}) treasurer.register_treasure("default:cobble",0.4,5,{45,99})
treasurer.register_treasure("default:shovel_steel",0.3,5,{1,10}) treasurer.register_treasure("default:apple",0.3,5,{1,8})
treasurer.register_treasure("default:wood",0.3,5,{30,60})
treasurer.register_treasure("doors:door_steel",0.3,5,{1,3})
treasurer.register_treasure("shooter:crossbow",0.5,2,{1,5}) treasurer.register_treasure("default:pick_steel",0.5,5,{1,10})
treasurer.register_treasure("shooter:pistol",0.4,2,{1,5}) treasurer.register_treasure("default:sword_stone",0.6,5,{1,10})
treasurer.register_treasure("shooter:rifle",0.1,2,{1,2}) treasurer.register_treasure("default:sword_steel",0.4,5,{1,4})
treasurer.register_treasure("shooter:shotgun",0.04,2,1) treasurer.register_treasure("default:shovel_stone",0.6,5,{1,10})
treasurer.register_treasure("shooter:grenade",0.08,2,1) treasurer.register_treasure("default:shovel_steel",0.3,5,{1,10})
treasurer.register_treasure("shooter:machine_gun",0.02,2,1)
treasurer.register_treasure("shooter:ammo",0.3,2,{1,10}) treasurer.register_treasure("shooter:crossbow",0.5,2,{1,5})
treasurer.register_treasure("shooter:arrow_white",0.5,2,{2,18}) treasurer.register_treasure("shooter:pistol",0.4,2,{1,5})
treasurer.register_treasure("shooter:rifle",0.1,2,{1,2})
treasurer.register_treasure("shooter:shotgun",0.04,2,1)
treasurer.register_treasure("shooter:grenade",0.08,2,1)
treasurer.register_treasure("shooter:machine_gun",0.02,2,1)
treasurer.register_treasure("shooter:ammo",0.3,2,{1,10})
treasurer.register_treasure("shooter:arrow_white",0.5,2,{2,18})
end

View file

@ -32,6 +32,7 @@ end
minetest.register_entity("shooter:arrow_entity", { minetest.register_entity("shooter:arrow_entity", {
physical = false, physical = false,
collide_with_objects = false,
visual = "mesh", visual = "mesh",
mesh = "shooter_arrow.b3d", mesh = "shooter_arrow.b3d",
visual_size = {x=1, y=1}, visual_size = {x=1, y=1},
@ -48,7 +49,7 @@ minetest.register_entity("shooter:arrow_entity", {
stop = function(self, pos) stop = function(self, pos)
local acceleration = {x=0, y=-10, z=0} local acceleration = {x=0, y=-10, z=0}
if self.state == "stuck" then if self.state == "stuck" then
pos = pos or self.object:getpos() pos = pos or self.object:get_pos()
acceleration = {x=0, y=0, z=0} acceleration = {x=0, y=0, z=0}
end end
if pos then if pos then
@ -56,24 +57,24 @@ minetest.register_entity("shooter:arrow_entity", {
end end
self.object:set_properties({ self.object:set_properties({
physical = true, physical = true,
collisionbox = {-1/8,-1/8,-1/8, 1/8,1/8,1/8}, collisionbox = {-1/8, -1/8, -1/8, 1/8, 1/8, 1/8},
}) })
self.object:setvelocity({x=0, y=0, z=0}) self.object:set_velocity({x=0, y=0, z=0})
self.object:setacceleration(acceleration) self.object:set_acceleration(acceleration)
end, end,
strike = function(self, object) strike = function(self, object)
local puncher = self.player local puncher = self.player
if puncher and shooter:is_valid_object(object) then if puncher and shooter:is_valid_object(object) then
if puncher ~= object then if puncher ~= object then
local dir = puncher:get_look_dir() local dir = puncher:get_look_dir()
local p1 = puncher:getpos() local p1 = puncher:get_pos()
local p2 = object:getpos() local p2 = object:get_pos()
local tpos = get_target_pos(p1, p2, dir, 0) local tpos = get_target_pos(p1, p2, dir, 0)
shooter:spawn_particles(tpos, SHOOTER_EXPLOSION_TEXTURE) shooter:spawn_particles(tpos, SHOOTER_EXPLOSION_TEXTURE)
object:punch(puncher, nil, SHOOTER_ARROW_TOOL_CAPS, dir) object:punch(puncher, nil, SHOOTER_ARROW_TOOL_CAPS, dir)
end end
end end
self:stop(object:getpos()) self:stop(object:get_pos())
end, end,
on_activate = function(self, staticdata) on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal=1}) self.object:set_armor_groups({immortal=1})
@ -129,7 +130,7 @@ minetest.register_entity("shooter:arrow_entity", {
local frame = get_animation_frame(dir) local frame = get_animation_frame(dir)
self.object:set_animation({x=frame, y=frame}, 0) self.object:set_animation({x=frame, y=frame}, 0)
local objects = minetest.get_objects_inside_radius(pos, 5) local objects = minetest.get_objects_inside_radius(pos, 5)
for _,obj in ipairs(objects) do for _, obj in ipairs(objects) do
if shooter:is_valid_object(obj) and obj ~= self.player then if shooter:is_valid_object(obj) and obj ~= self.player then
local collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25} local collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25}
local offset = SHOOTER_PLAYER_OFFSET local offset = SHOOTER_PLAYER_OFFSET
@ -141,7 +142,7 @@ minetest.register_entity("shooter:arrow_entity", {
collisionbox = def.collisionbox or collisionbox collisionbox = def.collisionbox or collisionbox
end end
end end
local opos = vector.add(obj:getpos(), offset) local opos = vector.add(obj:get_pos(), offset)
local ray = {pos=pos, dir=dir} local ray = {pos=pos, dir=dir}
local plane = {pos=opos, normal={x=-1, y=0, z=-1}} local plane = {pos=opos, normal={x=-1, y=0, z=-1}}
local ipos = shooter:get_intersect_pos(ray, plane, collisionbox) local ipos = shooter:get_intersect_pos(ray, plane, collisionbox)
@ -183,7 +184,7 @@ for _, color in pairs(dye_basecolors) do
itemstack:add_wear(65535/SHOOTER_CROSSBOW_USES) itemstack:add_wear(65535/SHOOTER_CROSSBOW_USES)
end end
itemstack = "shooter:crossbow 1 "..itemstack:get_wear() itemstack = "shooter:crossbow 1 "..itemstack:get_wear()
local pos = user:getpos() local pos = user:get_pos()
local dir = user:get_look_dir() local dir = user:get_look_dir()
local yaw = user:get_look_yaw() local yaw = user:get_look_yaw()
if pos and dir and yaw then if pos and dir and yaw then
@ -202,9 +203,9 @@ for _, color in pairs(dye_basecolors) do
}) })
minetest.sound_play("shooter_throw", {object=obj}) minetest.sound_play("shooter_throw", {object=obj})
local frame = get_animation_frame(dir) local frame = get_animation_frame(dir)
obj:setyaw(yaw + math.pi) obj:set_yaw(yaw + math.pi)
obj:set_animation({x=frame, y=frame}, 0) obj:set_animation({x=frame, y=frame}, 0)
obj:setvelocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14}) obj:set_velocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14})
if pointed_thing.type ~= "nothing" then if pointed_thing.type ~= "nothing" then
local ppos = minetest.get_pointed_thing_position(pointed_thing, false) local ppos = minetest.get_pointed_thing_position(pointed_thing, false)
local _, npos = minetest.line_of_sight(pos, ppos, 1) local _, npos = minetest.line_of_sight(pos, ppos, 1)
@ -227,7 +228,7 @@ for _, color in pairs(dye_basecolors) do
return itemstack return itemstack
end end
end end
obj:setacceleration({x=dir.x * -3, y=-5, z=dir.z * -3}) obj:set_acceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
end end
end end
return itemstack return itemstack
@ -284,7 +285,7 @@ if SHOOTER_ENABLE_CRAFTING == true then
minetest.register_craft({ minetest.register_craft({
output = "shooter:arrow_"..color, output = "shooter:arrow_"..color,
recipe = { recipe = {
{"", "dye:"..color, "shooter:arrow_white"}, {"", "dye:" .. color, "shooter:arrow_white"},
}, },
}) })
end end