Merge branch 'master' of github.com:MT-CTF/capturetheflag into dev5.0
This commit is contained in:
commit
0095c18678
9 changed files with 127 additions and 64 deletions
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@ -6,7 +6,7 @@ barrier = 106
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regen_interval = 6
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regen_amount = 1
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random_messages_interval = 60
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sprint_stamina = 5
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sprint_stamina = 10
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enable_lavacooling = false
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#
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@ -46,20 +46,11 @@ crafting.register_recipe({
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level = 1,
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})
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-- Furnace <== Cobble x8
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-- Furnace <== group:stone x8
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crafting.register_recipe({
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type = "inv",
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output = "default:furnace",
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items = { "default:cobble 8" },
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always_known = true,
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level = 1,
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})
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-- Furnace <== Desert cobble x8
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crafting.register_recipe({
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type = "inv",
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output = "default:furnace",
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items = { "default:desert_cobble 8" },
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items = { "group:stone 8" },
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always_known = true,
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level = 1,
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})
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@ -1,51 +1,84 @@
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# CTF Map
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This mod handles multiple maps.
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This mod handles creating and loading maps.
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# Creating a new map
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## Creating a new map
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## 1. Dependencies
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### 1. Dependencies
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* Minetest 0.4.16 or later.
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* Mods
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* ctf_map (by copying the folder from this game to `minetest/mods`)
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* worldedit and worldedit_commands.
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* ctf_map (by copying the folder from this game to `minetest/mods`)
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* worldedit and worldedit_commands.
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## 2. Find an area
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### 2. Find an area
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* Can use Minetest Game and any mapgen.
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* It must be a cube, and the barrier will be in the exact center.
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* It should be around 230x230 in surface area, but this can vary.
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* Feel free to modify the area to your needs.
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## 3. Select the area
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### 3. Select the area
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There are multiple ways do this, this is the simplist in most cases.
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* If you haven't modified the map at all, do the following to speed up barrier placement:
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* Stop Minetest.
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* Open up the world's world.mt
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* Set backend to "dummy".
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* Save.
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* Stop Minetest.
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* Open up the world's world.mt
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* Set backend to "dummy".
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* Save.
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* Using worldedit, select the area.
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* Type /gui, and click "From WE" then "To WE".
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* Check that the center location is the right place for the barrier to go.
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* Check that the bounds extend far enough.
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## 4. Place barriers
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### 4. Place barriers
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* Set the middle barrier direction. The barrier is a plane defined by a co-ordinate = 0.
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If the barrier is X=0, then it will placed with every node of the barrier having X=0.
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If the barrier is Z=0, then it will placed with every node of the barrier having Z=0.
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* Click "place barrier". Note that this command does not have an undo.
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## 5. Meta data
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### 5. Meta data
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* Set the meta data
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## 6. Export
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### 6. Export
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* Click export, and wait until completion.
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* Copy the two files from `worlddir/schemes/` to `ctf_map/maps/`.
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* Copy the two files from `worlddir/schems/` to `ctf_map/maps/`.
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* Rename the files so the two prefixed numbers are consistent to existing maps.
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* Profit!
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## Documentation
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### Map meta
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Each map's metadata is stored in an accompanying .conf file containing the following data:
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* `name`: Name of map.
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* `author`: Author of the map.
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* `hint`: [Optional] Helpful hint or tip for unique maps, to help players understand the map.
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* `rotation`: Rotation of the schem. [`x`|`z`]
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* `schematic`: Name of the map's schematic.
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* `initial_stuff`: [Optional] Comma-separated list of itemstacks to be given to the player on join and on respawn.
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* `treasures`: [Optional] List of treasures to be registered for the map, in a serialized format. Refer to the `treasures` sub-section for more details.
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* `r`: Radius of the map.
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* `h`: Height of the map.
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* `team.i`: Name of team `i`.
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* `team.i.color`: Color of team `i`.
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* `team.i.pos`: Position of team `i`'s flag, relative to center of schem.
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* `chests.i.from`, `chests.i.to`: [Optional] Positions of diagonal corners of custom chest zone `i`, relative to the center of the schem.
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* `chests.i.n`: [Optional] Number of chests to place in custom chest zone `i`.
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#### `treasures`
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`treasures` is a list of treasures to be registered for this map in serialized format.
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An example `treasures` value that registers steel pick, shotgun, and grenade:
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```lua
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treasures = default:pick_steel,0.5,5,1,10;shooter:shotgun,0.04,2,1;shooter:grenade,0.08,2,1
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```
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(See [here](../../other/treasurer/README.md) to understand the magic numbers)
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@ -1,4 +1,7 @@
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default
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ctf_treasure?
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stairs?
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wool?
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ctf_team_base?
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ctf?
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ctf_match?
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@ -137,10 +137,12 @@ function ctf_match.load_map_meta(idx, name)
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local meta = Settings(conf_path)
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if meta:get("r") == nil then
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error("Map was not properly configured " .. conf_path)
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error("Map was not properly configured: " .. conf_path)
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end
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local initial_stuff = meta:get("initial_stuff")
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local treasures = meta:get("treasures")
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treasures = treasures and treasures:split(";")
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local map = {
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idx = idx,
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name = meta:get("name"),
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@ -149,11 +151,12 @@ function ctf_match.load_map_meta(idx, name)
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rotation = meta:get("rotation"),
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schematic = name .. ".mts",
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initial_stuff = initial_stuff and initial_stuff:split(","),
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treasures = treasures,
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r = tonumber(meta:get("r")),
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h = tonumber(meta:get("h")),
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offset = offset,
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teams = {},
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chests = {},
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chests = {}
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}
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assert(map.r <= max_r)
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@ -176,6 +179,35 @@ function ctf_match.load_map_meta(idx, name)
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i = i + 1
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end
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-- Register per-map treasures or the default set of treasures
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-- if treasures field hasn't been defined in map meta
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if treasurer and ctf_treasure then
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treasurer.treasures = {}
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if treasures then
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for _, item in pairs(treasures) do
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item = item:split(",")
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-- treasurer.register_treasure(name, rarity, preciousness, count)
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if #item == 4 then
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treasurer.register_treasure(item[1],
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tonumber(item[2]),
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tonumber(item[3]),
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tonumber(item[4]))
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-- treasurer.register_treasure(name, rarity, preciousness, {min, max})
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elseif #item == 5 then
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treasurer.register_treasure(item[1],
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tonumber(item[2]),
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tonumber(item[3]),
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{
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tonumber(item[4]),
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tonumber(item[5])
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})
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end
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end
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else
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ctf_treasure.register_default_treasures()
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end
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end
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-- Read custom chest zones from config
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i = 1
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while meta:get("chests." .. i .. ".from") do
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@ -2,7 +2,7 @@
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local tablecolumns = {
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"tablecolumns[color;",
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"text;",
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"text,width=20;",
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"text,width=16;",
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"text,width=4;",
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"text,width=4;",
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"text,width=4;",
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@ -1,2 +1 @@
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treasurer
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default
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@ -1,21 +1,25 @@
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treasurer.register_treasure("default:ladder",0.3,5,{1,20})
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treasurer.register_treasure("default:torch",0.3,5,{1,20})
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treasurer.register_treasure("default:cobble",0.4,5,{45,99})
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treasurer.register_treasure("default:apple",0.3,5,{1,8})
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treasurer.register_treasure("default:wood",0.3,5,{30,60})
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treasurer.register_treasure("doors:door_steel",0.3,5,{1,3})
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ctf_treasure = {}
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treasurer.register_treasure("default:pick_steel",0.5,5,{1,10})
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treasurer.register_treasure("default:sword_stone",0.6,5,{1,10})
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treasurer.register_treasure("default:sword_steel",0.4,5,{1,4})
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treasurer.register_treasure("default:shovel_stone",0.6,5,{1,10})
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treasurer.register_treasure("default:shovel_steel",0.3,5,{1,10})
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function ctf_treasure.register_default_treasures()
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treasurer.register_treasure("default:ladder",0.3,5,{1,20})
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treasurer.register_treasure("default:torch",0.3,5,{1,20})
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treasurer.register_treasure("default:cobble",0.4,5,{45,99})
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treasurer.register_treasure("default:apple",0.3,5,{1,8})
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treasurer.register_treasure("default:wood",0.3,5,{30,60})
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treasurer.register_treasure("doors:door_steel",0.3,5,{1,3})
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treasurer.register_treasure("shooter:crossbow",0.5,2,{1,5})
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treasurer.register_treasure("shooter:pistol",0.4,2,{1,5})
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treasurer.register_treasure("shooter:rifle",0.1,2,{1,2})
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treasurer.register_treasure("shooter:shotgun",0.04,2,1)
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treasurer.register_treasure("shooter:grenade",0.08,2,1)
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treasurer.register_treasure("shooter:machine_gun",0.02,2,1)
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treasurer.register_treasure("shooter:ammo",0.3,2,{1,10})
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treasurer.register_treasure("shooter:arrow_white",0.5,2,{2,18})
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treasurer.register_treasure("default:pick_steel",0.5,5,{1,10})
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treasurer.register_treasure("default:sword_stone",0.6,5,{1,10})
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treasurer.register_treasure("default:sword_steel",0.4,5,{1,4})
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treasurer.register_treasure("default:shovel_stone",0.6,5,{1,10})
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treasurer.register_treasure("default:shovel_steel",0.3,5,{1,10})
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treasurer.register_treasure("shooter:crossbow",0.5,2,{1,5})
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treasurer.register_treasure("shooter:pistol",0.4,2,{1,5})
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treasurer.register_treasure("shooter:rifle",0.1,2,{1,2})
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treasurer.register_treasure("shooter:shotgun",0.04,2,1)
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treasurer.register_treasure("shooter:grenade",0.08,2,1)
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treasurer.register_treasure("shooter:machine_gun",0.02,2,1)
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treasurer.register_treasure("shooter:ammo",0.3,2,{1,10})
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treasurer.register_treasure("shooter:arrow_white",0.5,2,{2,18})
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end
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@ -32,6 +32,7 @@ end
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minetest.register_entity("shooter:arrow_entity", {
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physical = false,
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collide_with_objects = false,
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visual = "mesh",
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mesh = "shooter_arrow.b3d",
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visual_size = {x=1, y=1},
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@ -48,7 +49,7 @@ minetest.register_entity("shooter:arrow_entity", {
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stop = function(self, pos)
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local acceleration = {x=0, y=-10, z=0}
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if self.state == "stuck" then
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pos = pos or self.object:getpos()
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pos = pos or self.object:get_pos()
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acceleration = {x=0, y=0, z=0}
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end
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if pos then
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@ -56,24 +57,24 @@ minetest.register_entity("shooter:arrow_entity", {
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end
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self.object:set_properties({
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physical = true,
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collisionbox = {-1/8,-1/8,-1/8, 1/8,1/8,1/8},
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collisionbox = {-1/8, -1/8, -1/8, 1/8, 1/8, 1/8},
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})
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self.object:setvelocity({x=0, y=0, z=0})
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self.object:setacceleration(acceleration)
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self.object:set_velocity({x=0, y=0, z=0})
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self.object:set_acceleration(acceleration)
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end,
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strike = function(self, object)
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local puncher = self.player
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if puncher and shooter:is_valid_object(object) then
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if puncher ~= object then
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local dir = puncher:get_look_dir()
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local p1 = puncher:getpos()
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local p2 = object:getpos()
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local p1 = puncher:get_pos()
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local p2 = object:get_pos()
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local tpos = get_target_pos(p1, p2, dir, 0)
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shooter:spawn_particles(tpos, SHOOTER_EXPLOSION_TEXTURE)
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object:punch(puncher, nil, SHOOTER_ARROW_TOOL_CAPS, dir)
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end
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end
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self:stop(object:getpos())
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self:stop(object:get_pos())
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end,
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal=1})
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@ -129,7 +130,7 @@ minetest.register_entity("shooter:arrow_entity", {
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local frame = get_animation_frame(dir)
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self.object:set_animation({x=frame, y=frame}, 0)
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local objects = minetest.get_objects_inside_radius(pos, 5)
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for _,obj in ipairs(objects) do
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for _, obj in ipairs(objects) do
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if shooter:is_valid_object(obj) and obj ~= self.player then
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local collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25}
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local offset = SHOOTER_PLAYER_OFFSET
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@ -141,7 +142,7 @@ minetest.register_entity("shooter:arrow_entity", {
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collisionbox = def.collisionbox or collisionbox
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end
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end
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local opos = vector.add(obj:getpos(), offset)
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local opos = vector.add(obj:get_pos(), offset)
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local ray = {pos=pos, dir=dir}
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local plane = {pos=opos, normal={x=-1, y=0, z=-1}}
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local ipos = shooter:get_intersect_pos(ray, plane, collisionbox)
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@ -183,7 +184,7 @@ for _, color in pairs(dye_basecolors) do
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itemstack:add_wear(65535/SHOOTER_CROSSBOW_USES)
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end
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itemstack = "shooter:crossbow 1 "..itemstack:get_wear()
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local pos = user:getpos()
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local pos = user:get_pos()
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local dir = user:get_look_dir()
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local yaw = user:get_look_yaw()
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if pos and dir and yaw then
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@ -202,9 +203,9 @@ for _, color in pairs(dye_basecolors) do
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})
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minetest.sound_play("shooter_throw", {object=obj})
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local frame = get_animation_frame(dir)
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obj:setyaw(yaw + math.pi)
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obj:set_yaw(yaw + math.pi)
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obj:set_animation({x=frame, y=frame}, 0)
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obj:setvelocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14})
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obj:set_velocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14})
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if pointed_thing.type ~= "nothing" then
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local ppos = minetest.get_pointed_thing_position(pointed_thing, false)
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local _, npos = minetest.line_of_sight(pos, ppos, 1)
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@ -227,7 +228,7 @@ for _, color in pairs(dye_basecolors) do
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return itemstack
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end
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end
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obj:setacceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
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obj:set_acceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
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end
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end
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return itemstack
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@ -284,7 +285,7 @@ if SHOOTER_ENABLE_CRAFTING == true then
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minetest.register_craft({
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output = "shooter:arrow_"..color,
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recipe = {
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{"", "dye:"..color, "shooter:arrow_white"},
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{"", "dye:" .. color, "shooter:arrow_white"},
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},
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||||
})
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end
|
||||
|
|
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