Fix spawning bugs by using different location for each map

This commit is contained in:
rubenwardy 2018-01-06 02:05:51 +00:00
parent 3216cf75ab
commit bfa1312583

View file

@ -6,11 +6,10 @@ local max_r = 120
function ctf_map.place_map(map)
local r = map.r
local h = map.h
minetest.delete_area({ x = -max_r, y = -max_r, z = -max_r }, { x = max_r, y = max_r, z = max_r })
minetest.emerge_area(map.pos1, map.pos2)
local res = minetest.place_schematic({ x = -r, y = -h / 2, z = -r },
minetest.get_modpath("ctf_map") .. "/maps/" .. map.schematic, map.rotation == "z" and "0" or "90")
local schempath = minetest.get_modpath("ctf_map") .. "/maps/" .. map.schematic
local res = minetest.place_schematic(map.pos1, schempath, map.rotation == "z" and "0" or "90")
if res ~= nil then
local seed = minetest.get_mapgen_setting("seed")
@ -41,7 +40,7 @@ end
ctf_map.map = nil
function ctf_match.load_map_meta(name)
function ctf_match.load_map_meta(name, offset)
local meta = Settings(mapdir .. name .. ".conf")
local map = {
name = meta:get("name"),
@ -53,8 +52,10 @@ function ctf_match.load_map_meta(name)
teams = {}
}
map.pos1 = { x = -map.r, y = -map.h / 2, z = -map.r }
map.pos2 = { x = map.r, y = map.h / 2, z = map.r }
assert(map.r <= max_r)
map.pos1 = vector.add(offset, { x = -map.r, y = -map.h / 2, z = -map.r })
map.pos2 = vector.add(offset, { x = map.r, y = map.h / 2, z = map.r })
local i = 1
while meta:get("team." .. i) do
@ -64,7 +65,7 @@ function ctf_match.load_map_meta(name)
map.teams[tname] = {
color = tcolor,
pos = tpos,
pos = vector.add(offset, tpos),
}
i = i + 1
@ -74,15 +75,12 @@ function ctf_match.load_map_meta(name)
end
ctf_match.register_on_new_match(function()
local name = ctf_map.available_maps[math.random(#ctf_map.available_maps)]
ctf_map.map = ctf_match.load_map_meta(name)
local idx = math.random(#ctf_map.available_maps)
local name = ctf_map.available_maps[idx]
ctf_map.map = ctf_match.load_map_meta(name, vector.new(600 * (idx - 1), 0, 0))
ctf_map.place_map(ctf_map.map)
minetest.after(1, function()
for _, player in pairs(minetest.get_connected_players()) do
ctf.move_to_spawn(player:get_player_name())
end
minetest.after(10, function()
minetest.fix_light(ctf_map.map.pos1, ctf_map.map.pos2)
end)
end)