Merge branch 'multimap' into master

This commit is contained in:
rubenwardy 2018-01-22 02:30:50 +00:00
commit e93a19f075
29 changed files with 907 additions and 426 deletions

1
.gitignore vendored
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@ -5,6 +5,7 @@
tags
*.vim
debug.txt
mods/ctf_map/maps/*/
## Files related to minetest development cycle
*.patch

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@ -1,16 +1,12 @@
give_initial_stuff = true
enable_pvp = true
fixed_map_seed = 13389864206935783704
mg_name = v7
mg_flags = nocaves,nodungeons,light,decorations
mg_name = singlenode
map_generation_limit = 160
vote.kick_vote = false
barrier = 106
regen_interval = 6
regen_amount = 1
random_messages_interval = 60
water_level = 38
sprint_stamina = 5
#
# CTF_PVP_ENGINE

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@ -1,3 +0,0 @@
default
ctf
ctf_match

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@ -1,236 +0,0 @@
minetest.register_node("ctf_barrier:ind_glass", {
description = "You cheater you!",
drawtype = "glasslike_framed_optional",
tiles = {"default_glass.png", "default_glass_detail.png"},
inventory_image = minetest.inventorycube("default_glass.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
walkable = true,
buildable_to = false,
pointable = false,
groups = {immortal = 1},
sounds = default.node_sound_glass_defaults()
})
minetest.register_node("ctf_barrier:ind_stone", {
description = "Cheater!",
groups = {immortal = 1},
tiles = {"default_stone.png"},
is_ground_content = false
})
minetest.register_node("ctf_barrier:ind_glass_red", {
description = "You cheater you!",
drawtype = "glasslike",
tiles = {"ctf_barrier_red.png"},
inventory_image = minetest.inventorycube("default_glass.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
walkable = true,
buildable_to = false,
use_texture_alpha = false,
alpha = 0,
pointable = false,
groups = {immortal = 1},
sounds = default.node_sound_glass_defaults()
})
local c_stone = minetest.get_content_id("ctf_barrier:ind_stone")
local c_glass = minetest.get_content_id("ctf_barrier:ind_glass")
local c_glass_red = minetest.get_content_id("ctf_barrier:ind_glass_red")
local c_water = minetest.get_content_id("default:water_source")
local c_water_f = minetest.get_content_id("default:water_flowing")
local c_air = minetest.get_content_id("air")
local r = tonumber(minetest.setting_get("barrier"))
minetest.register_on_generated(function(minp, maxp, seed)
if not ((minp.x <= -r and maxp.x >= -r)
or (minp.x <= r and maxp.x >= r)
or (minp.y <= -r and maxp.x >= -r)
or (minp.y <= r and maxp.x >= r)
or (minp.z <= -r and maxp.z >= -r)
or (minp.z <= 0 and maxp.z >= 0)
or (minp.z <= r and maxp.z >= r and ctf_match.build_timer > 0)) then
return
end
-- Set up voxel manip
local t1 = os.clock()
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local a = VoxelArea:new{
MinEdge={x=emin.x, y=emin.y, z=emin.z},
MaxEdge={x=emax.x, y=emax.y, z=emax.z},
}
local data = vm:get_data()
-- Left
if minp.x <= -r and maxp.x >= -r then
local x = -r
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
if data[vi] == c_air or data[vi] == c_glass then
data[vi] = c_glass
else
data[vi] = c_stone
end
end
end
end
-- Right
if minp.x <= r and maxp.x >= r then
local x = r
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
if data[vi] == c_air or data[vi] == c_glass then
data[vi] = c_glass
else
data[vi] = c_stone
end
end
end
end
-- Front
if minp.z <= -r and maxp.z >= -r then
local z = -r
for x = minp.x, maxp.x do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
if data[vi] == c_air or data[vi] == c_glass then
data[vi] = c_glass
else
data[vi] = c_stone
end
end
end
end
-- Back
if minp.z <= r and maxp.z >= r then
local z = r
for x = minp.x, maxp.x do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
if data[vi] == c_air or data[vi] == c_glass then
data[vi] = c_glass
else
data[vi] = c_stone
end
end
end
end
-- Barrier
if minp.z <= 0 and maxp.z >= 0 and ctf_match.build_timer > 0 then
local z = 0
local x1 = minp.x
if x1 < -r then x1 = -r end
local x2 = maxp.x
if x2 > r then x2 = r end
for x = x1, x2 do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
local node = data[vi]
if node == c_air or node == c_glass_red or
node == c_water or node == c_water_f then
data[vi] = c_glass_red
end
end
end
end
vm:set_data(data)
vm:write_to_map(data)
end)
ctf_match.register_on_build_time_end(function()
local min = {
x = -r + 1,
y = -r,
z = -1
}
local max = {
x = r - 1,
y = r,
z = 1
}
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(min, max)
local a = VoxelArea:new{
MinEdge = emin,
MaxEdge = emax
}
local data = vm:get_data()
for x = min.x, max.x do
for y = min.y, max.y do
local vi = a:index(x, y, 0)
if data[vi] == c_glass_red then
data[vi] = c_air
end
end
end
vm:set_data(data)
vm:write_to_map(data)
vm:update_map()
end)
--[[minetest.register_abm({
nodenames = {"ctf_barrier:ind_glass_red"},
interval = 10.0, -- Run every 10 seconds
chance = 2, -- Select every 1 in 50 nodes
action = function(pos, node, active_object_count, active_object_count_wider)
if ctf_match.build_timer > 0 then
return
end
minetest.set_node(pos, {name = "air"})
end
})]]
local old_is_protected = minetest.is_protected
function minetest.is_protected(pos, name)
if ctf_match.build_timer <= 0 then
return old_is_protected(pos, name)
end
local tname = ctf.player(name).team
if tname and
(tname == "blue" and pos.z >= 0) or (tname == "red" and pos.z <= 0) then
minetest.chat_send_player(name, "Can't dig beyond the barrier!")
return true
else
return old_is_protected(pos, name)
end
end
local function pos_check()
if ctf_match.build_timer <= 0 then
return
end
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local tname = ctf.player(name).team
local pos = player:getpos()
if tname and
(tname == "blue" and pos.z >= 0) or (tname == "red" and pos.z <= 0) then
minetest.chat_send_player(name, "Match hasn't started yet!")
ctf.move_to_spawn(name)
end
end
if ctf_match.build_timer > 0.2 then
minetest.after(0.2, pos_check)
end
end
ctf_match.register_on_build_time_start(function()
minetest.after(0.2, pos_check)
end)

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@ -1,17 +0,0 @@
function give_initial_stuff(player)
if minetest.setting_getbool("give_initial_stuff") then
minetest.log("action", "Giving initial stuff to player "..player:get_player_name())
local inv = player:get_inventory()
inv:set_list("main", {})
inv:set_list("craft", {})
inv:add_item('main', 'default:pick_wood')
inv:add_item('main', 'default:sword_wood')
inv:add_item('main', 'default:torch 3')
end
end
minetest.register_on_joinplayer(function(player)
player:set_hp(20)
give_initial_stuff(player)
end)
minetest.register_on_respawnplayer(give_initial_stuff)

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@ -44,5 +44,3 @@ sfinv.register_page("ctf_inventory:help", {
return sfinv.make_formspec(player, context, fs, false)
end
})
dofile(minetest.get_modpath("ctf_inventory") .. "/give_initial_stuff.lua")

51
mods/ctf_map/README.md Normal file
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# CTF Map
This mod handles multiple maps.
# Creating a new map
## 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.
## 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
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.
* 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
* 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
* Set the meta data
## 6. Export
* Click export, and wait until completion.
* Copy the two files from `worlddir/schemes/` to `ctf_map/maps/`.
* Rename the files so the two prefixed numbers are consistent to existing maps.
* Profit!

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mods/ctf_map/barrier.lua Normal file
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local c_stone = minetest.get_content_id("ctf_map:ind_stone")
local c_stone_red = minetest.get_content_id("ctf_map:ind_stone_red")
local c_glass = minetest.get_content_id("ctf_map:ind_glass")
local c_glass_red = minetest.get_content_id("ctf_map:ind_glass_red")
local c_map_ignore = minetest.get_content_id("ctf_map:ignore")
local c_actual_st = minetest.get_content_id("default:stone")
local c_water = minetest.get_content_id("default:water_source")
local c_water_f = minetest.get_content_id("default:water_flowing")
local c_air = minetest.get_content_id("air")
function ctf_map.remove_middle_barrier()
minetest.log("error", "Removing middle barrier!")
local r = ctf_map.map.r
local h = ctf_map.map.h
local min = {
x = -r + 1,
y = -h / 2,
z = -1
}
local max = {
x = r - 1,
y = h / 2,
z = 1
}
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(min, max)
local a = VoxelArea:new{
MinEdge = emin,
MaxEdge = emax
}
local data = vm:get_data()
for x = min.x, max.x do
for y = min.y, max.y do
local vi = a:index(x, y, 0)
if data[vi] == c_glass_red then
data[vi] = c_air
elseif data[vi] == c_stone_red then
data[vi] = c_actual_st
end
end
end
vm:set_data(data)
vm:write_to_map(data)
vm:update_map()
end
function ctf_map.place_middle_barrier(center, r, h, direction)
assert(direction == "x" or direction == "z")
local min = {
x = -r + 1,
y = -h / 2 + 1,
z = -r + 1,
}
local max = {
x = r - 1,
y = h / 2 - 1,
z = r - 1,
}
local other = "z"
if direction == "z" then
other = "x"
end
min[direction] = -1
max[direction] = 1
min = vector.add(center, min)
max = vector.add(center, max)
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(min, max)
local a = VoxelArea:new{
MinEdge = emin,
MaxEdge = emax
}
local data = vm:get_data()
for x = min[other], max[other] do
for y = min.y, max.y do
local vi
if other == "x" then
vi = a:index(x, y, center.z)
else
vi = a:index(center.x, y, x)
end
if data[vi] == c_air then
data[vi] = c_glass_red
end
end
end
vm:set_data(data)
vm:write_to_map(data)
vm:update_map()
end
function ctf_map.place_outer_barrier(center, r, h)
local minp = vector.subtract(center, r)
local maxp = vector.add(center, r)
minp.y = center.y - h / 2
maxp.y = center.y + h / 2
print("Loading data into LVM")
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(minp, maxp)
local a = VoxelArea:new{
MinEdge = emin,
MaxEdge = emax
}
local data = vm:get_data()
print("Placing left wall")
-- Left
local x = center.x - r
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
if data[vi] == c_air or data[vi] == c_glass or data[vi] == c_map_ignore then
data[vi] = c_glass
else
data[vi] = c_stone
end
end
end
print("Placing right wall")
-- Right
local x = center.x + r
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
if data[vi] == c_air or data[vi] == c_glass or data[vi] == c_map_ignore then
data[vi] = c_glass
else
data[vi] = c_stone
end
end
end
print("Placing front wall")
-- Front
local z = center.z - r
for x = minp.x, maxp.x do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
if data[vi] == c_air or data[vi] == c_glass or data[vi] == c_map_ignore then
data[vi] = c_glass
else
data[vi] = c_stone
end
end
end
print("Placing back wall")
-- Back
local z = center.z + r
for x = minp.x, maxp.x do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
if data[vi] == c_air or data[vi] == c_glass or data[vi] == c_map_ignore then
data[vi] = c_glass
else
data[vi] = c_stone
end
end
end
print("Writing to engine!")
vm:set_data(data)
vm:write_to_map(data)
vm:update_map()
end
if minetest.get_modpath("ctf") then
local old_is_protected = minetest.is_protected
function minetest.is_protected(pos, name)
if ctf_match.build_timer <= 0 then
return old_is_protected(pos, name)
end
local tname = ctf.player(name).team
if tname and
(tname == "blue" and pos.z >= 0) or (tname == "red" and pos.z <= 0) then
minetest.chat_send_player(name, "Can't dig beyond the barrier!")
return true
else
return old_is_protected(pos, name)
end
end
local function pos_check()
if ctf_match.build_timer <= 0 then
return
end
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local tname = ctf.player(name).team
local pos = player:get_pos()
if tname and
(tname == "blue" and pos.z >= 0) or (tname == "red" and pos.z <= 0) then
minetest.chat_send_player(name, "Match hasn't started yet!")
ctf.move_to_spawn(name)
end
end
if ctf_match.build_timer > 0.2 then
minetest.after(0.2, pos_check)
end
end
ctf_match.register_on_build_time_start(function()
minetest.after(0.2, pos_check)
end)
end

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mods/ctf_map/depends.txt Normal file
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default
ctf_team_base?
ctf?
ctf_match?
worldedit?

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mods/ctf_map/emerge.lua Normal file
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local function emergeblocks_callback(pos, action, num_calls_remaining, ctx)
if ctx.total_blocks == 0 then
ctx.total_blocks = num_calls_remaining + 1
ctx.current_blocks = 0
end
ctx.current_blocks = ctx.current_blocks + 1
if ctx.current_blocks == ctx.total_blocks then
minetest.chat_send_player(ctx.name,
string.format("Finished emerging %d blocks in %.2fms.",
ctx.total_blocks, (os.clock() - ctx.start_time) * 1000))
ctx:callback()
else
ctx:progress()
end
end
function ctf_map.emerge_with_callbacks(name, pos1, pos2, callback, progress)
local context = {
current_blocks = 0,
total_blocks = 0,
start_time = os.clock(),
name = name,
callback = callback,
progress = progress
}
minetest.emerge_area(pos1, pos2, emergeblocks_callback, context)
end

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function give_initial_stuff(player)
minetest.log("action", "Giving initial stuff to player "..player:get_player_name())
local inv = player:get_inventory()
inv:set_list("main", {})
inv:set_list("craft", {})
local items = ctf_map.map and ctf_map.map.initial_stuff or {
"default:pick_wood",
"default:sword_wood",
"default:torch 3",
}
for _, item in pairs(items) do
inv:add_item("main", item)
end
end
minetest.register_on_joinplayer(function(player)
player:set_hp(20)
give_initial_stuff(player)
end)
minetest.register_on_respawnplayer(give_initial_stuff)

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mods/ctf_map/init.lua Normal file
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ctf_map = {}
dofile(minetest.get_modpath("ctf_map") .. "/nodes.lua")
dofile(minetest.get_modpath("ctf_map") .. "/emerge.lua")
dofile(minetest.get_modpath("ctf_map") .. "/barrier.lua")
if minetest.get_modpath("ctf") then
dofile(minetest.get_modpath("ctf_map") .. "/schem_map.lua")
dofile(minetest.get_modpath("ctf_map") .. "/give_initial_stuff.lua")
assert(ctf_match)
ctf_match.register_on_build_time_end(ctf_map.remove_middle_barrier)
else
dofile(minetest.get_modpath("ctf_map") .. "/map_maker.lua")
end

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mods/ctf_map/map_maker.lua Normal file
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minetest.register_on_joinplayer(function(player)
minetest.after(1, function(name)
minetest.chat_send_player(name, "*** CTF_MAP IS IN MAP MAKER MODE ***")
end, player:get_player_name())
end)
assert(minetest.get_modpath("worldedit") and
minetest.get_modpath("worldedit_commands"),
"worldedit and worldedit_commands are required!")
local center = { x = 0, y = 0, z = 0, r = 115, h = 140 }
local function to_2pos()
return {
x = center.x - center.r,
y = center.y - center.h / 2,
z = center.z - center.r,
}, {
x = center.x + center.r,
y = center.y + center.h / 2,
z = center.z + center.r,
}
end
local function max(a, b)
if a > b then
return a
else
return b
end
end
local function we_select(name)
local pos1, pos2 = to_2pos()
worldedit.pos1[name] = pos1
worldedit.mark_pos1(name)
worldedit.player_notify(name, "position 1 set to " .. minetest.pos_to_string(pos1))
worldedit.pos2[name] = pos2
worldedit.mark_pos2(name)
worldedit.player_notify(name, "position 2 set to " .. minetest.pos_to_string(pos2))
end
local function we_import(name)
local pos1 = worldedit.pos1[name]
local pos2 = worldedit.pos2[name]
if pos1 and pos2 then
local size = vector.subtract(pos2, pos1)
local r = max(size.x, size.z) / 2
center = vector.divide(vector.add(pos1, pos2), 2)
center.r = r
center.h = size.y
end
end
local randint = math.random(100)
local barrier_r = 110
local mapname = "ctf_" .. randint
local maptitle = "Untitled Map " .. randint
local mapauthor = nil
local center_barrier_rot = 1
local function show_gui(name)
mapauthor = mapauthor or name
local formspec = {
"size[8,9.5]",
"bgcolor[#080808BB;true]",
default.gui_bg,
default.gui_bg_img,
"label[0,0;1. Select Area]",
"field[0.4,1;1,1;posx;X;", center.x, "]",
"field[1.4,1;1,1;posy;Y;", center.y, "]",
"field[2.4,1;1,1;posz;Z;", center.z, "]",
"field[0.4,2;1,1;posr;R;", center.r, "]",
"field[1.4,2;1,1;posh;H;", center.h, "]",
"button[4.3,0.7;1.5,1;set_center;Player Pos]",
"button[5.8,0.7;1.1,1;towe;To WE]",
"button[6.9,0.7;1.1,1;fromwe;From WE]",
"button[4.3,1.7;1.5,1;emerge;Emerge Area]",
"label[0,3;2. Place Barriers]",
"label[0,3.5;This may take a few minutes.]",
"field[0.4,4.5;1,1;barrier_r;R;", barrier_r, "]",
"dropdown[1.15,4.25;1,1;center_barrier_rot;X=0,Z=0;", center_barrier_rot + 1, "]",
"button[2.3,4.2;2,1;place_barrier;Place Barriers]",
"label[0,5.5;3. Meta Data]",
"field[0.4,6.5;7.5,1;title;Title;" , minetest.formspec_escape(maptitle), "]",
"field[0.4,7.8;3.75,1;name;File Name;" , minetest.formspec_escape(mapname), "]",
"field[4.15,7.8;3.75,1;author;Author;", minetest.formspec_escape(mapauthor), "]",
"button_exit[0.8,8.8;3,1;close;Close]",
"button_exit[3.8,8.8;3,1;export;Export]",
}
formspec = table.concat(formspec, "")
minetest.show_formspec(name, "ctf_map:tool", formspec)
end
local function show_progress_formspec(name, text)
minetest.show_formspec(name, "ctf_map:progress",
"size[6,1]bgcolor[#080808BB;true]" ..
default.gui_bg ..
default.gui_bg_img .. "label[0,0;" ..
minetest.formspec_escape(text) .. "]")
end
local function emerge_progress(ctx)
show_progress_formspec(ctx.name, string.format("Emerging Area - %d/%d blocks emerged (%.1f%%)",
ctx.current_blocks, ctx.total_blocks,
(ctx.current_blocks / ctx.total_blocks) * 100))
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "ctf_map:tool" then
return
end
if fields.posx then
center.x = tonumber(fields.posx)
center.y = tonumber(fields.posy)
center.z = tonumber(fields.posz)
center.r = tonumber(fields.posr)
center.h = tonumber(fields.posh)
barrier_r = tonumber(fields.barrier_r)
maptitle = fields.title
mapauthor = fields.author
mapname = fields.name
end
if fields.center_barrier_rot and fields.center_barrier_rot ~= "" then
center_barrier_rot = fields.center_barrier_rot == "X=0" and 0 or 1
end
if fields.set_center then
local r = center.r
local h = center.h
center = vector.floor(player:get_pos())
center.r = r
center.h = h
end
local player_name = player:get_player_name()
if fields.emerge then
local pos1, pos2 = to_2pos()
show_progress_formspec(player_name, "Emerging area...")
ctf_map.emerge_with_callbacks(player_name, pos1, pos2, function()
show_gui(player_name)
end, emerge_progress)
return true
end
if fields.place_barrier then
local pos1, pos2 = to_2pos()
show_progress_formspec(player_name, "Emerging area...")
ctf_map.emerge_with_callbacks(player_name, pos1, pos2, function()
show_progress_formspec(player_name, "Placing center barrier, this may take a while...")
minetest.after(0.1, function()
ctf_map.place_middle_barrier(center, barrier_r, center.h, (center_barrier_rot == 0) and "x" or "z")
show_progress_formspec(player_name, "Placing outer barriers, this may take a while...")
minetest.after(0.1, function()
ctf_map.place_outer_barrier(center, barrier_r, center.h)
show_gui(player_name)
end)
end)
end, emerge_progress)
return true
end
if fields.towe then
we_select(player_name)
end
if fields.fromwe then
we_import(player_name)
end
if fields.export then
we_select(player_name)
show_progress_formspec(player_name, "Exporting...")
local path = minetest.get_worldpath() .. "/schems/"
minetest.mkdir(path)
local meta = Settings(path .. mapname .. ".conf")
meta:set("name", maptitle)
meta:set("author", mapauthor)
meta:set("rotation", center_barrier_rot == 0 and "x" or "z")
meta:set("r", center.r)
meta:set("h", center.h)
meta:write()
minetest.after(0.1, function()
local filepath = path .. mapname .. ".mts"
if minetest.create_schematic(worldedit.pos1[player_name],
worldedit.pos2[player_name], worldedit.prob_list[player_name],
filepath) then
minetest.chat_send_all("Exported " .. mapname .. " to " .. path)
minetest.close_formspec(player_name, "")
else
minetest.chat_send_all("Failed!")
show_gui(player_name)
end
end)
return
end
if not fields.quit then
show_gui(player_name)
end
end)
minetest.register_chatcommand("gui", {
func = function(name)
show_gui(name)
return true
end
})

View file

@ -0,0 +1,11 @@
name = Two Hills and Two Lakes
author = rubenwardy
rotation = z
r = 115
h = 140
team.1 = red
team.1.color = red
team.1.pos = 7,27,93
team.2 = blue
team.2.color = blue
team.2.pos = -22,28,-78

Binary file not shown.

View file

@ -0,0 +1,11 @@
name = The Bridge
author = rubenwardy
rotation = x
r = 115
h = 140
team.1 = red
team.1.color = red
team.1.pos = -57,-20,93
team.2 = blue
team.2.color = blue
team.2.pos = -74,-16,-70

Binary file not shown.

59
mods/ctf_map/nodes.lua Normal file
View file

@ -0,0 +1,59 @@
minetest.register_node("ctf_map:ignore", {
description = "MyAir (you hacker you!)",
drawtype = "airlike",
paramtype = "light",
sunlight_propagates = true,
walkable = true,
pointable = false,
diggable = false,
buildable_to = false,
air_equivalent = true,
drop = "",
groups = {not_in_creative_inventory=1}
})
minetest.register_node("ctf_map:ind_glass", {
description = "You cheater you!",
drawtype = "glasslike_framed_optional",
tiles = {"default_glass.png", "default_glass_detail.png"},
inventory_image = minetest.inventorycube("default_glass.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
walkable = true,
buildable_to = false,
pointable = false,
groups = {immortal = 1},
sounds = default.node_sound_glass_defaults()
})
minetest.register_node("ctf_map:ind_stone", {
description = "Cheater!",
groups = {immortal = 1},
tiles = {"default_stone.png"},
is_ground_content = false
})
minetest.register_node("ctf_map:ind_stone_red", {
description = "Cheater!",
groups = {immortal = 1},
tiles = {"ctf_map_stone_red.png"},
is_ground_content = false
})
minetest.register_node("ctf_map:ind_glass_red", {
description = "You cheater you!",
drawtype = "glasslike",
tiles = {"ctf_map_glass_red.png"},
inventory_image = minetest.inventorycube("default_glass.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
walkable = true,
buildable_to = false,
use_texture_alpha = false,
alpha = 0,
pointable = false,
groups = {immortal = 1},
sounds = default.node_sound_glass_defaults()
})

170
mods/ctf_map/schem_map.lua Normal file
View file

@ -0,0 +1,170 @@
assert(minetest.get_mapgen_setting("mg_name") == "singlenode", "singlenode mapgen is required.")
minetest.register_alias("mapgen_singlenode", "ctf_map:ignore")
local max_r = 120
local mapdir = minetest.get_modpath("ctf_map") .. "/maps/"
ctf_map.map = nil
do
local files_hash = {}
local dirs = minetest.get_dir_list(mapdir, true)
table.insert(dirs, ".")
for _, dir in pairs(dirs) do
local files = minetest.get_dir_list(mapdir .. dir, false)
-- if dir ~= "" then
-- dir = dir .. "/"
-- end
for i=1, #files do
files_hash[dir .. "/" .. files[i]:split(".")[1]] = true
end
end
ctf_map.available_maps = {}
for key, _ in pairs(files_hash) do
table.insert(ctf_map.available_maps, key)
end
end
function ctf_map.place_map(map)
local r = map.r
local h = map.h
minetest.emerge_area(map.pos1, map.pos2)
local schempath = mapdir .. 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")
for _, value in pairs(ctf_map.map.teams) do
place_chests(value.chests.from, value.chests.to, seed, value.chests.n)
minetest.log("error", "Placing " .. value.chests.n .. " chests from " ..
minetest.pos_to_string(value.chests.from) .. " to "..
minetest.pos_to_string(value.chests.to))
ctf_team_base.place(value.color, value.pos)
end
end
return res ~= nil
end
function ctf_match.load_map_meta(idx, name)
local offset = vector.new(600 * (idx - 1), 0, 0)
local meta = Settings(mapdir .. name .. ".conf")
local initial_stuff = meta:get("initial_stuff")
local map = {
idx = idx,
name = meta:get("name"),
author = meta:get("author"),
rotation = meta:get("rotation"),
schematic = name .. ".mts",
r = tonumber(meta:get("r")),
h = tonumber(meta:get("h")),
teams = {},
initial_stuff = initial_stuff and initial_stuff:split(","),
}
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
local tname = meta:get("team." .. i)
local tcolor = meta:get("team." .. i .. ".color")
local tpos = minetest.string_to_pos(meta:get("team." .. i .. ".pos"))
local chests1 = meta:get("team." .. i .. ".chests1")
if chests1 then
chests1 = vector.add(offset, minetest.string_to_pos(chests1))
elseif i == 1 then
chests1 = vector.add(offset, { x = -map.r, y = -map.h / 2, z = 0 })
elseif i == 2 then
chests1 = map.pos1
end
local chests2 = meta:get("team." .. i .. ".chests2")
if chests2 then
chests2 = vector.add(offset, minetest.string_to_pos(chests2))
elseif i == 1 then
chests2 = map.pos2
elseif i == 2 then
chests2 = vector.add(offset, { x = map.r, y = map.h / 2, z = 0 })
end
map.teams[tname] = {
color = tcolor,
pos = vector.add(offset, tpos),
chests = {
from = chests1,
to = chests2,
n = tonumber(meta:get("team." .. i .. ".num_chests") or "18"),
},
}
i = i + 1
end
return map
end
ctf_match.register_on_new_match(function()
-- Choose next map index, but don't select the same one again
local idx
if ctf_map.map then
idx = math.random(#ctf_map.available_maps - 1)
if idx == ctf_map.map.idx then
idx = idx + 1
end
else
idx = math.random(#ctf_map.available_maps)
end
-- Load meta data
local name = ctf_map.available_maps[idx]
ctf_map.map = ctf_match.load_map_meta(idx, name)
-- Place map
ctf_map.place_map(ctf_map.map)
-- Fixes
minetest.after(10, function()
minetest.fix_light(ctf_map.map.pos1, ctf_map.map.pos2)
end)
end)
function ctf_match.create_teams()
local number = ctf.setting("match.teams")
for key, value in pairs(ctf_map.map.teams) do
local name = key
local color = value.color
local flag = value.pos
if name and color and flag then
print(" - creating " .. key)
ctf.team({
name = name,
color = color,
add_team = true
})
ctf_flag.add(name, flag)
minetest.after(0, function()
ctf_flag.assert_flag(flag)
end)
else
minetest.log("error", " - Failed to create " .. key)
end
end
end

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@ -7,7 +7,6 @@ end
dofile(minetest.get_modpath("ctf_match") .. "/matches.lua")
dofile(minetest.get_modpath("ctf_match") .. "/buildtime.lua")
dofile(minetest.get_modpath("ctf_match") .. "/reset.lua")
dofile(minetest.get_modpath("ctf_match") .. "/chat.lua")
dofile(minetest.get_modpath("ctf_match") .. "/vote.lua")

View file

@ -36,65 +36,7 @@ function ctf_match.next()
end
ctf.reset()
-- Note: ctf.reset calls register_on_new_game, below.
end
-- Check for winner
local game_won = false
function ctf_match.check_for_winner()
local winner
for name, team in pairs(ctf.teams) do
if winner then
return
end
winner = name
end
-- There is a winner!
if not game_won then
game_won = true
ctf.action("match", winner .. " won!")
minetest.chat_send_all("Team " .. winner .. " won!")
for i = 1, #ctf_match.registered_on_winner do
ctf_match.registered_on_winner[i](winner)
end
minetest.after(2, function()
game_won = false
if ctf.setting("match") then
ctf_match.next()
end
end)
end
end
function ctf_match.create_teams()
local number = ctf.setting("match.teams")
for i = 1, number do
print("Creating team #" .. i)
local name = ctf.setting("match.team." .. i)
local color = ctf.setting("match.team." .. i .. ".color")
local pos = ctf.setting("match.team." .. i .. ".pos")
local flag = minetest.string_to_pos(pos)
if name and color and pos and flag then
print(" - Success in getting settings")
ctf.team({
name = name,
color = color,
add_team = true
})
ctf_flag.add(name, flag)
minetest.after(0, function()
ctf_flag.assert_flag(flag)
end)
end
end
end
ctf.register_on_new_game(function()
ctf_match.create_teams()
for i, player in pairs(minetest.get_connected_players()) do
@ -125,7 +67,40 @@ ctf.register_on_new_game(function()
if minetest.global_exists("chatplus") then
chatplus.log("Next round!")
end
end)
end
-- Check for winner
local game_won = false
function ctf_match.check_for_winner()
local winner
for name, team in pairs(ctf.teams) do
if winner then
return
end
winner = name
end
-- There is a winner!
if not game_won then
game_won = true
ctf.action("match", winner .. " won!")
minetest.chat_send_all("Team " .. winner .. " won!")
for i = 1, #ctf_match.registered_on_winner do
ctf_match.registered_on_winner[i](winner)
end
minetest.after(2, function()
game_won = false
if ctf.setting("match") then
ctf_match.next()
end
end)
end
end
-- This is overriden by ctf_map
function ctf_match.create_teams()
error("Error! Unimplemented")
end
ctf_flag.register_on_capture(function(attname, flag)
if not ctf.setting("match.destroy_team") then

View file

@ -1,34 +0,0 @@
ctf.register_on_init(function()
ctf._set("match.map_reset_limit", 0)
end)
function ctf_match.next()
for i = 1, #ctf_match.registered_on_new_match do
ctf_match.registered_on_new_match[i]()
end
local r = ctf.setting("match.map_reset_limit")
if r > 0 then
minetest.chat_send_all("Resetting the map, this may take a few moments...")
minetest.after(0.5, function()
minetest.delete_area(vector.new(-r, -r, -r), vector.new(r, r, r))
minetest.after(1, function()
minetest.clear_objects()
ctf.reset()
if vote then
vote.active = {}
vote.queue = {}
vote.update_all_hud()
end
end)
end)
else
ctf.reset()
if vote then
vote.active = {}
vote.queue = {}
vote.update_all_hud()
end
end
end

@ -1 +1 @@
Subproject commit 87d0438db65a41780d02431aee5a286d65a86059
Subproject commit e2a59cef6eba80464af5414d89c4e1c6fbfd597c

View file

@ -1,5 +1,4 @@
ctf
ctf_flag
ctf_match
ctf_barrier
ctf_stats

View file

@ -187,55 +187,48 @@ minetest.register_abm({
end
})
minetest.register_on_generated(function(minp, maxp, seed)
for tname, team in pairs(ctf.teams) do
for _, flag in pairs(team.flags) do
if minp.x <= flag.x and maxp.x >= flag.x and
minp.y <= flag.y and maxp.y >= flag.y and
minp.z <= flag.z and maxp.z >= flag.z then
-- Spawn ind base
for x = flag.x - 2, flag.x + 2 do
for z = flag.z - 2, flag.z + 2 do
minetest.set_node({ x = x, y = flag.y - 1, z = z},
{name = "default:cobble"})
end
end
minetest.set_node({ x = flag.x, y = flag.y - 1, z = flag.z},
{name = "ctf_barrier:ind_stone"})
ctf_team_base = {}
function ctf_team_base.place(color, pos)
-- Spawn ind base
for x = pos.x - 2, pos.x + 2 do
for z = pos.z - 2, pos.z + 2 do
minetest.set_node({ x = x, y = pos.y - 1, z = z},
{name = "default:cobble"})
end
end
minetest.set_node({ x = pos.x, y = pos.y - 1, z = pos.z},
{name = "ctf_barrier:ind_stone"})
-- Check for trees
for y = flag.y, flag.y + 3 do
for x = flag.x - 3, flag.x + 3 do
for z = flag.z - 3, flag.z + 3 do
local pos = {x=x, y=y, z=z}
if minetest.get_node(pos).name == "default:tree" then
minetest.set_node(pos, {name="air"})
end
end
end
-- Check for trees
for y = pos.y, pos.y + 3 do
for x = pos.x - 3, pos.x + 3 do
for z = pos.z - 3, pos.z + 3 do
local pos = {x=x, y=y, z=z}
if minetest.get_node(pos).name == "default:tree" then
minetest.set_node(pos, {name="air"})
end
-- Spawn chest
local chest = {name = "ctf_team_base:chest_" .. team.data.color}
local dz = 2
if flag.z < 0 then
dz = -2
chest.param2 = minetest.dir_to_facedir({x=0,y=0,z=-1})
end
local pos = {
x = flag.x,
y = flag.y,
z = flag.z + dz
}
minetest.set_node(pos, chest)
local inv = minetest.get_meta(pos):get_inventory()
inv:add_item("main", ItemStack("default:cobble 99"))
inv:add_item("main", ItemStack("default:cobble 99"))
inv:add_item("main", ItemStack("default:cobble 99"))
inv:add_item("main", ItemStack("default:wood 99"))
inv:add_item("main", ItemStack("default:glass 5"))
inv:add_item("main", ItemStack("default:torch 10"))
end
end
end
end)
-- Spawn chest
local chest = {name = "ctf_team_base:chest_" .. color}
local dz = 2
if pos.z < 0 then
dz = -2
chest.param2 = minetest.dir_to_facedir({x=0,y=0,z=-1})
end
local pos = {
x = pos.x,
y = pos.y,
z = pos.z + dz
}
minetest.set_node(pos, chest)
local inv = minetest.get_meta(pos):get_inventory()
inv:add_item("main", ItemStack("default:cobble 99"))
inv:add_item("main", ItemStack("default:cobble 99"))
inv:add_item("main", ItemStack("default:cobble 99"))
inv:add_item("main", ItemStack("default:wood 99"))
inv:add_item("main", ItemStack("default:glass 5"))
inv:add_item("main", ItemStack("default:torch 10"))
end

View file

@ -2,6 +2,7 @@ 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("default:pick_steel",0.5,5,{1,10})

View file

@ -78,13 +78,11 @@ minetest.register_node("tsm_chests:chest", {
--[[ here are some configuration variables ]]
local chests_per_chunk = 13 -- number of chests per chunk. 15 is a bit high, an actual mod might have a lower number
local h_min = -1 -- minimum chest spawning height, relative to water_level
local h_max = 64-43 -- maximum chest spawning height, relative to water_level
local h_min = -65 -- minimum chest spawning height, relative to water_level
local h_max = 40 -- maximum chest spawning height, relative to water_level
local t_min = 3 -- minimum amount of treasures found in a chest
local t_max = 6 -- maximum amount of treasures found in a chest
local r_max = tonumber(minetest.setting_get("barrier"))
local water_level = tonumber(minetest.setting_get("water_level"))
local get_node = minetest.get_node
local env = minetest.env
@ -173,23 +171,10 @@ end
--[[ here comes the generation code
the interesting part which involes treasurer comes way below
]]
minetest.register_on_generated(function(minp, maxp, seed)
function place_chests(minp, maxp, seed, number_chests)
minp = {x=minp.x, y=minp.y, z=minp.z}
maxp = {x=maxp.x, y=maxp.y, z=maxp.z}
if minp.x <= -r_max then
minp.x = -r_max + 1
end
if minp.z <= -r_max then
minp.z = -r_max + 1
end
if minp.x >= r_max then
minp.x = r_max - 1
end
if minp.z >= r_max then
minp.z = r_max - 1
end
-- chests minimum and maximum spawn height
local height_min = water_level + h_min
local height_max = water_level + h_max
@ -201,7 +186,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
local y_max = math.min(maxp.y, height_max)
local attempts = 0
local chests_placed = 0
while chests_placed < chests_per_chunk and attempts < chests_per_chunk + 6 do
while chests_placed < number_chests and attempts < number_chests + 12 do
attempts = attempts + 1
local pos = {
x = math.random(minp.x, maxp.x),
@ -229,4 +214,4 @@ minetest.register_on_generated(function(minp, maxp, seed)
end
print("Spawned " .. chests_placed .. " chests after " .. attempts .. " attempts!")
end)
end