Merge branch 'master' of https://github.com/MT-CTF/capturetheflag
This commit is contained in:
commit
19ab4c4a70
5 changed files with 105 additions and 96 deletions
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@ -91,11 +91,14 @@ end
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local function set_max_hp(player, max_hp)
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local function set_max_hp(player, max_hp)
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local cur_hp = player:get_hp()
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local cur_hp = player:get_hp()
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local old_max = player:get_properties().hp_max
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local old_max = player:get_properties().hp_max
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local new_hp = cur_hp + max_hp - old_max
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player:set_properties({
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hp_max = max_hp
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})
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if old_max == 0 then
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minetest.log("error", "[ctf_classes] Reviving dead player " .. player:get_player_name())
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end
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player:set_properties({hp_max = max_hp})
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local new_hp = cur_hp + max_hp - old_max
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if new_hp > max_hp then
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if new_hp > max_hp then
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minetest.log("error", string.format("New hp %d is larger than new max %d, old max is %d", new_hp, max_hp, old_max))
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minetest.log("error", string.format("New hp %d is larger than new max %d, old max is %d", new_hp, max_hp, old_max))
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new_hp = max_hp
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new_hp = max_hp
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@ -1,88 +1,84 @@
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# CTF Map - Map maker
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# CTF map-maker mod
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## Creating a new map
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## Making a new map
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### Youtube tutorial
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### Youtube Tutorial
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https://youtu.be/orBsC9wViUw
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https://youtu.be/orBsC9wViUw
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### Dependencies
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- Minetest 5.0.0 or later (https://minetest.net/)
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- Minetest Game (https://github.com/minetest/minetest_game/) (CTF supports most MTG nodes)
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- `ctf_map` modpack (copy this folder to `minetest/mods`)
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- `worldedit` modpack (WE) (https://content.minetest.net/packages/sfan5/worldedit/)
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### 1. Dependencies
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### Find an area
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* Minetest 5.0.0 or later.
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- The area can be maximum 230x230 blocks in surface area, but it can be lesser.
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* `ctf_map` modpack (by copying the folder from this game to `minetest/mods`)
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- Modify the area to *your* unique ctf_map
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* `worldedit` and `worldedit_commands`.
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- you could add
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- buildings
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- lakes
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- hills
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- etc.
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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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### 2. Find an area
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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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* Can use Minetest Game and any mapgen.
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### The `gui`window
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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 be lesser.
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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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![gui-window](./gui.png)
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There are multiple ways do this, this is the simplest in most cases.
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There are many ways of placing the barrier:
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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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- Go to the center of the map and click on `Player Pos` and then on `To WE`
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* Stop Minetest.
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- set a radius and a height for the map
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* Open up the world's world.mt
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- **Or** select the area of the map via WE
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* Set backend to "dummy".
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- Go to one corner of the map and type `//pos 1` in the chat
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* Save.
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- Then go to the opposite corner of the cube and type `//pos 2` in the chat
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* Using worldedit, select the area.
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- Click on `From WE` to import the positions
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* Type `/gui`, and click `Player pos` then `From WE` and then `To WE`.
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- **If `h` is negative change it to the positive number** (`-130 -> 130`)
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* Check that the center location is the right place for the barrier to go.
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- **Both radii must be the same!**
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* Check that the bounds extend far enough.
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- The rotation of the map has to be `z=0` (currently x=0 creates bugs and errors)
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- Click on `Place Barriers` (Note that this has no undo)
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- After the barriers are placed, click on `Givme Flags` to get 2 flags and place them at the bases.
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### 4. Place barriers
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### Meta Data
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* The barrier is a plane defined by co-ordinate (=0).
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The `gui`window only shows the most important things. You have to add the missing in the `map.conf` later.
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* If you choose `X=0` the barrier will be placed having the X co-ordinate as 0. But from a few months, the `X=0` co-ordinate creates bugs and errors. It's better if you choose `Z=0` for creating your map.
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* If you choose `Z=0` The barrier will be placed having the Z co-ordinate as 0.
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* Click "place barrier". Note that this command does not have an undo.
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* After placing barriers you should place 2 flags where you want bases to be. You get flags in `/gui` --> `Giveme flags`
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### 5. Meta data
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### Exporting
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* Set the meta data
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- Click on `Export` to export the map-files. This may takes some time
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### 6. Export
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## Map Meta
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* Click export, and wait until completion.
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The metadata of each map are stored in the `map.conf` file and includes all important information about them:
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* Copy the resultant folder from `worlddir/schems/` into `games/capturetheflag/mods/ctf/ctf_map/ctf_map_core/maps/`.
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- `name`: Name of the map.
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* Profit!
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- `author`: Author of the map.
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- `hint` [Optional]: A helpful tip for players to understand unique maps.
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- `roation`: The rotation of the map. [x|y]
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- `r`: Radius of the map.
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- `h`: Heigt of the map (**If it's an odd numer, make h=h+1 `107->108`**).
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- `team.i`: Name of the team.
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- `team.i.color`: Color of the team.
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- `team.i.pos`: Position of team `i`'s flag, relative ot the center of schem. **The y-positions of the flags must be an integer!** `30,-32.5,60 -> 30,-33,60`
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- `chest.i.from` and `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 if chests in zone `i`
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- `license`: Name of license of the map.
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- `other` [Optional]: Additional information about the map. This is displayed in the maps catalog.
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- `base_node` [Optional]: String of the node around the flags.
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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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- `start_time` [Optional]: Time of day when the match starts. Default to `0.4` [`0 - 1`].
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- `time_speed` [Optional]: Time speed multiplier. Accepts any valid number. Defaults to 1.
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- `phys_speed` [Optional]: Player speed multiplier. Accepts any valid number. Defaults to 1.
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- `phys_jump` [Optional]: Player jump multiplier. Accepts any valid number. Defaults to 1.
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- `phys_gravity` [Optional]: Player gravity multiplier. Accepts any valid number. Defaults to 1.
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## Documentation
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### Map meta
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Each map's metadata is stored in an accompanying `map.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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* `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
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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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* `license`: Name of the license of the map.
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* `other`: [Optional] Misc. information about the map. This is displayed in the maps catalog.
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* `base_node`: [Optional] Technical name of node to be used for the team base.
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* `initial_stuff`: [Optional] Comma-separated list of itemstacks to be given to the player
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on join and on respawn.
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* `treasures`: [Optional] List of treasures to be registered for the map, in a serialized
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format. Refer to the `treasures` sub-section for more details.
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* `start_time`: [Optional] Time at start of match. Defaults to `0.4` [`0` - `1`].
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* `time_speed`: [Optional] Time speed multiplier. Accepts any valid number. Defaults to 1.
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* `phys_speed`: [Optional] Player speed multiplier. Accepts any valid number. Defaults to 1.
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* `phys_jump`: [Optional] Player jump multiplier. Accepts any valid number. Defaults to 1.
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* `phys_gravity`: [Optional] Player gravity multiplier. Accepts any valid number. Defaults to 1.
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#### `license`
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#### `license`
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* Every map must have its own license. Once you've chosen your license, simply add the following line to the `map.conf` file:
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* Every map must have its own license. Once you've chosen your license, simply add the following line to the `map.conf` file:
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BIN
mods/ctf/ctf_map/map_maker/gui.png
Normal file
BIN
mods/ctf/ctf_map/map_maker/gui.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 42 KiB |
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@ -37,13 +37,18 @@ minetest.register_on_mods_loaded(function()
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table.insert(minetest.registered_on_respawnplayers, 1, function(player)
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table.insert(minetest.registered_on_respawnplayers, 1, function(player)
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local pname = player:get_player_name()
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local pname = player:get_player_name()
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if ctf_respawn_delay.players[pname] and ctf_respawn_delay.players[pname].timeleft == "waiting" then
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if ctf_respawn_delay.players[pname] then
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-- Since the player is still dead the client can send respawn actions
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-- https://github.com/minetest/minetest/blob/4152227f17315a9cf9038266d9f9bb06e21e3424/src/network/serverpackethandler.cpp#L895
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-- We should ignore those
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if ctf_respawn_delay.players[pname].timeleft == "waiting" then
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ctf_respawn_delay.players[pname].timeleft = RESPAWN_DELAY
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ctf_respawn_delay.players[pname].timeleft = RESPAWN_DELAY
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local pos = player:get_pos()
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local pos = player:get_pos()
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pos.y = ctf_map.map.h/2 + 10
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pos.y = ctf_map.map.h/2 + 10
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player:set_pos(pos) -- Player will be stuck there because CTF 'air' is walkable
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player:set_pos(pos) -- Player will be stuck there because CTF 'air' is walkable
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minetest.after(RESPAWN_INTERVAL, respawnfunc, pname)
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minetest.after(RESPAWN_INTERVAL, respawnfunc, pname)
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end
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return true
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return true
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end
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end
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@ -56,15 +61,10 @@ minetest.register_on_mods_loaded(function()
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end)
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end)
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end)
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end)
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function ctf_respawn_delay.respawnplayer(name)
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function respawnplayer(player, pname)
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local player = minetest.get_player_by_name(name)
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player:hud_remove(ctf_respawn_delay.players[pname].hudid)
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player:set_properties({hp_max = ctf_respawn_delay.players[pname].old_max})
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if not player then return end
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player:set_hp(ctf_respawn_delay.players[pname].old_max)
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player:hud_remove(ctf_respawn_delay.players[name].hudid)
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player:set_properties({hp_max = ctf_respawn_delay.players[name].old_max})
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player:set_hp(ctf_respawn_delay.players[name].old_max)
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ctf_respawn_delay.players[name] = nil
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for k, func in ipairs(ctf_respawn_delay.registered_on_respawnplayers) do
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for k, func in ipairs(ctf_respawn_delay.registered_on_respawnplayers) do
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func(player)
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func(player)
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@ -72,16 +72,13 @@ function ctf_respawn_delay.respawnplayer(name)
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end
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end
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function respawnfunc(pname)
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function respawnfunc(pname)
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local player = minetest.get_player_by_name(pname)
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if not ctf_respawn_delay.players[pname] then
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if not player or not ctf_respawn_delay.players[pname] then
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ctf_respawn_delay.players[pname] = nil
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return
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return
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end
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end
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if type(ctf_respawn_delay.players[pname].timeleft) == "string" then
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local player = minetest.get_player_by_name(pname)
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minetest.after(RESPAWN_INTERVAL, respawnfunc, pname)
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if not player then
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ctf_respawn_delay.players[pname] = nil
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return
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return
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end
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end
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@ -93,12 +90,26 @@ function respawnfunc(pname)
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minetest.after(RESPAWN_INTERVAL, respawnfunc, pname)
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minetest.after(RESPAWN_INTERVAL, respawnfunc, pname)
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else
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else
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ctf_respawn_delay.respawnplayer(pname)
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respawnplayer(player, pname)
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ctf_respawn_delay.players[pname] = nil
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end
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end
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end
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end
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ctf_match.register_on_new_match(function()
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ctf_match.register_on_new_match(function()
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for name in pairs(ctf_respawn_delay.players) do
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for pname in pairs(ctf_respawn_delay.players) do
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ctf_respawn_delay.respawnplayer(name)
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local player = minetest.get_player_by_name(pname)
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if player then
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respawnplayer(player, pname)
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end
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end
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ctf_respawn_delay.players = {}
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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 ctf_respawn_delay.players[pname] then
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player:set_properties({hp_max = ctf_respawn_delay.players[pname].old_max})
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ctf_respawn_delay.players[pname] = nil
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end
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end
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end)
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end)
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|
|
@ -578,7 +578,6 @@ minetest.register_node("default:clay", {
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description = "Clay",
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description = "Clay",
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tiles = {"default_clay.png"},
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tiles = {"default_clay.png"},
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groups = {crumbly = 3},
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groups = {crumbly = 3},
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drop = 'default:clay_lump 4',
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sounds = default.node_sound_dirt_defaults(),
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sounds = default.node_sound_dirt_defaults(),
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})
|
})
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue