Allow maps to optionally specify custom treasures (#351)

This commit is contained in:
ANAND 2019-02-24 10:41:16 +05:30 committed by rubenwardy
parent 03fea8fac2
commit 91c5f47886
5 changed files with 106 additions and 37 deletions

View file

@ -1,51 +1,84 @@
# 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.
* Mods
* ctf_map (by copying the folder from this game to `minetest/mods`)
* worldedit and worldedit_commands.
* ctf_map (by copying the folder from this game to `minetest/mods`)
* worldedit and worldedit_commands.
## 2. Find an area
### 2. Find an area
* Can use Minetest Game and any mapgen.
* 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.
* 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.
* If you haven't modified the map at all, do the following to speed up barrier placement:
* Stop Minetest.
* Open up the world's world.mt
* Set backend to "dummy".
* Save.
* Stop Minetest.
* Open up the world's world.mt
* Set backend to "dummy".
* Save.
* Using worldedit, select the area.
* 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 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.
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.
* Click "place barrier". Note that this command does not have an undo.
## 5. Meta data
### 5. Meta data
* Set the meta data
## 6. Export
### 6. Export
* 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.
* 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)

View file

@ -1,4 +1,5 @@
default
ctf_treasure?
stairs?
wool?
ctf_team_base?

View file

@ -137,10 +137,12 @@ function ctf_match.load_map_meta(idx, name)
local meta = Settings(conf_path)
if meta:get("r") == nil then
error("Map was not properly configured " .. conf_path)
error("Map was not properly configured: " .. conf_path)
end
local initial_stuff = meta:get("initial_stuff")
local treasures = meta:get("treasures")
treasures = treasures and treasures:split(";")
local map = {
idx = idx,
name = meta:get("name"),
@ -149,11 +151,12 @@ function ctf_match.load_map_meta(idx, name)
rotation = meta:get("rotation"),
schematic = name .. ".mts",
initial_stuff = initial_stuff and initial_stuff:split(","),
treasures = treasures,
r = tonumber(meta:get("r")),
h = tonumber(meta:get("h")),
offset = offset,
teams = {},
chests = {},
chests = {}
}
assert(map.r <= max_r)
@ -176,6 +179,35 @@ function ctf_match.load_map_meta(idx, name)
i = i + 1
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
i = 1
while meta:get("chests." .. i .. ".from") do

View file

@ -1,2 +1 @@
treasurer
default

View file

@ -1,21 +1,25 @@
treasurer.register_treasure("default:ladder",0.3,5,{1,20})
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})
ctf_treasure = {}
treasurer.register_treasure("default:pick_steel",0.5,5,{1,10})
treasurer.register_treasure("default:sword_stone",0.6,5,{1,10})
treasurer.register_treasure("default:sword_steel",0.4,5,{1,4})
treasurer.register_treasure("default:shovel_stone",0.6,5,{1,10})
treasurer.register_treasure("default:shovel_steel",0.3,5,{1,10})
function ctf_treasure.register_default_treasures()
treasurer.register_treasure("default:ladder",0.3,5,{1,20})
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("shooter:crossbow",0.5,2,{1,5})
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})
treasurer.register_treasure("default:pick_steel",0.5,5,{1,10})
treasurer.register_treasure("default:sword_stone",0.6,5,{1,10})
treasurer.register_treasure("default:sword_steel",0.4,5,{1,4})
treasurer.register_treasure("default:shovel_stone",0.6,5,{1,10})
treasurer.register_treasure("default:shovel_steel",0.3,5,{1,10})
treasurer.register_treasure("shooter:crossbow",0.5,2,{1,5})
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