Fix up and re-add kill assists (#782)

* Add kill assists

* Fix bug

* Move to seperate mod

* Fix bugs and improve code some more

Co-authored-by: LoneWolfHT <lonewolf04361@gmail.com>
This commit is contained in:
Anthony-De 2021-02-08 19:03:03 -05:00 committed by GitHub
parent c9c2f6c7e0
commit f8cb85be9f
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 138 additions and 39 deletions

View file

@ -445,6 +445,15 @@ function ctf.register_on_killedplayer(func)
end
table.insert(ctf.registered_on_killedplayer, func)
end
ctf.registered_on_punchplayer = {}
function ctf.register_on_punchplayer(func)
if ctf._mt_loaded then
error("You can't register callbacks at game time!")
end
table.insert(ctf.registered_on_punchplayer, func)
end
local dead_players = {}
minetest.register_on_respawnplayer(function(player)
dead_players[player:get_player_name()] = nil
@ -453,7 +462,7 @@ minetest.register_on_joinplayer(function(player)
dead_players[player:get_player_name()] = nil
end)
minetest.register_on_punchplayer(function(player, hitter,
time_from_last_punch, tool_capabilities, dir, damage)
time_from_last_punch, tool_capabilities, dir, damage, ...)
if player and hitter then
local pname = player:get_player_name()
local hname = hitter:get_player_name()
@ -487,5 +496,12 @@ minetest.register_on_punchplayer(function(player, hitter,
end
return false
end
for i = 1, #ctf.registered_on_punchplayer do
ctf.registered_on_punchplayer[i](
player, hitter, time_from_last_punch,
tool_capabilities, dir, damage, ...
)
end
end
end)

View file

@ -1,7 +1,7 @@
--Inspired from Andrey's bandages mod
ctf_bandages = {}
ctf_bandages.heal_percent = 0.75 --Percentage of total HP to be healed
ctf_bandages.heal_percent = 0.75 -- Percentage of total HP to be healed
minetest.register_craftitem("ctf_bandages:bandage", {
description = "Bandage\n\n" ..
@ -10,26 +10,31 @@ minetest.register_craftitem("ctf_bandages:bandage", {
inventory_image = "ctf_bandages_bandage.png",
stack_max = 1,
on_use = function(itemstack, player, pointed_thing)
if pointed_thing.type ~= "object" then
return
end
if pointed_thing.type ~= "object" then return end
local object = pointed_thing.ref
if not object:is_player() then
return
end
if not object:is_player() then return end
local pname = object:get_player_name()
local name = player:get_player_name()
if ctf.player(pname).team == ctf.player(name).team then
local hp = object:get_hp()
local limit = ctf_bandages.heal_percent *
object:get_properties().hp_max
local limit = ctf_bandages.heal_percent * object:get_properties().hp_max
if hp > 0 and hp < limit then
hp = hp + math.random(3,4)
local hp_add = math.random(3,4)
kill_assist.add_heal_assist(pname, hp_add)
hp = hp + hp_add
if hp > limit then
hp = limit
end
object:set_hp(hp)
minetest.chat_send_player(pname, minetest.colorize("#C1FF44", name .. " has healed you!"))
return itemstack
else
minetest.chat_send_player(name, pname .. " has " .. hp .. " HP. You can't heal them.")

View file

@ -373,7 +373,7 @@ local function invHasGoodWeapons(inv)
return false
end
local function calculateKillReward(victim, killer, toolcaps)
function ctf_stats.calculateKillReward(victim, killer, toolcaps)
local vmain, victim_match = ctf_stats.player(victim)
if not vmain or not victim_match then return 5 end
@ -417,33 +417,9 @@ local function calculateKillReward(victim, killer, toolcaps)
return reward
end
ctf.register_on_killedplayer(function(victim, killer, _, toolcaps)
-- Suicide is not encouraged here at CTF
if victim == killer then
return
end
local main, match = ctf_stats.player(killer)
if main and match then
local reward = calculateKillReward(victim, killer, toolcaps)
main.kills = main.kills + 1
main.score = main.score + reward
match.kills = match.kills + 1
match.score = match.score + reward
match.kills_since_death = match.kills_since_death + 1
_needs_save = true
reward = math.floor(reward * 100) / 100
hud_score.new(killer, {
name = "ctf_stats:kill_score",
color = "0x00FF00",
value = reward
})
end
end)
minetest.register_on_dieplayer(function(player)
local main, match = ctf_stats.player(player:get_player_name())
if main and match then
main.deaths = main.deaths + 1
match.deaths = match.deaths + 1