Fix spawning bugs by using different location for each map
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3216cf75ab
commit
bfa1312583
1 changed files with 12 additions and 14 deletions
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@ -6,11 +6,10 @@ local max_r = 120
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function ctf_map.place_map(map)
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local r = map.r
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local h = map.h
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minetest.delete_area({ x = -max_r, y = -max_r, z = -max_r }, { x = max_r, y = max_r, z = max_r })
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minetest.emerge_area(map.pos1, map.pos2)
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local res = minetest.place_schematic({ x = -r, y = -h / 2, z = -r },
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minetest.get_modpath("ctf_map") .. "/maps/" .. map.schematic, map.rotation == "z" and "0" or "90")
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local schempath = minetest.get_modpath("ctf_map") .. "/maps/" .. map.schematic
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local res = minetest.place_schematic(map.pos1, schempath, map.rotation == "z" and "0" or "90")
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if res ~= nil then
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local seed = minetest.get_mapgen_setting("seed")
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@ -41,7 +40,7 @@ end
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ctf_map.map = nil
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function ctf_match.load_map_meta(name)
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function ctf_match.load_map_meta(name, offset)
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local meta = Settings(mapdir .. name .. ".conf")
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local map = {
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name = meta:get("name"),
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@ -53,8 +52,10 @@ function ctf_match.load_map_meta(name)
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teams = {}
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}
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map.pos1 = { x = -map.r, y = -map.h / 2, z = -map.r }
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map.pos2 = { x = map.r, y = map.h / 2, z = map.r }
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assert(map.r <= max_r)
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map.pos1 = vector.add(offset, { x = -map.r, y = -map.h / 2, z = -map.r })
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map.pos2 = vector.add(offset, { x = map.r, y = map.h / 2, z = map.r })
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local i = 1
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while meta:get("team." .. i) do
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@ -64,7 +65,7 @@ function ctf_match.load_map_meta(name)
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map.teams[tname] = {
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color = tcolor,
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pos = tpos,
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pos = vector.add(offset, tpos),
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}
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i = i + 1
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@ -74,15 +75,12 @@ function ctf_match.load_map_meta(name)
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end
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ctf_match.register_on_new_match(function()
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local name = ctf_map.available_maps[math.random(#ctf_map.available_maps)]
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ctf_map.map = ctf_match.load_map_meta(name)
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local idx = math.random(#ctf_map.available_maps)
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local name = ctf_map.available_maps[idx]
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ctf_map.map = ctf_match.load_map_meta(name, vector.new(600 * (idx - 1), 0, 0))
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ctf_map.place_map(ctf_map.map)
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minetest.after(1, function()
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for _, player in pairs(minetest.get_connected_players()) do
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ctf.move_to_spawn(player:get_player_name())
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end
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minetest.after(10, function()
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minetest.fix_light(ctf_map.map.pos1, ctf_map.map.pos2)
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end)
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end)
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