87f7212f43
* Replace chat with HUD events, add BS 5 palette * Use HUD events for paxel too * Move paxel_stop function up
149 lines
3.9 KiB
Lua
149 lines
3.9 KiB
Lua
-- Initialise
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ctf.register_on_init(function()
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ctf.log("flag", "Initialising...")
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ctf._set("flag.allow_multiple", true)
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ctf._set("flag.capture_take", false)
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ctf._set("flag.names", true)
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ctf._set("flag.waypoints", true)
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ctf._set("flag.protect_distance", 25)
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ctf._set("flag.nobuild_radius", 3)
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ctf._set("flag.drop_time", 7*60)
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ctf._set("flag.drop_warn_time", 60)
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ctf._set("flag.crafting", false)
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ctf._set("flag.alerts", true)
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ctf._set("flag.alerts.neutral_alert", true)
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end)
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minetest.register_privilege("ctf_place_flag", {
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description = "can place flag"
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})
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dofile(minetest.get_modpath("ctf_flag") .. "/hud.lua")
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dofile(minetest.get_modpath("ctf_flag") .. "/flag_func.lua")
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dofile(minetest.get_modpath("ctf_flag") .. "/api.lua")
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dofile(minetest.get_modpath("ctf_flag") .. "/flags.lua")
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ctf.register_on_new_team(function(team)
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team.flags = {}
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end)
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function ctf_flag.get_nearest(pos)
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local closest = nil
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local closest_distSQ = 1000000
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local pd = ctf.setting("flag.protect_distance")
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local pdSQ = pd * pd
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for tname, team in pairs(ctf.teams) do
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for i = 1, #team.flags do
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local distSQ = vector.distanceSQ(pos, team.flags[i])
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if distSQ < pdSQ and distSQ < closest_distSQ then
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closest = team.flags[i]
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closest_distSQ = distSQ
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end
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end
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end
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return closest, closest_distSQ
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end
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function ctf_flag.get_nearest_team_dist(pos)
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local flag, distSQ = ctf_flag.get_nearest(pos)
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if flag then
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return flag.team, distSQ
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end
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end
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ctf.register_on_territory_query(ctf_flag.get_nearest_team_dist)
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function ctf.get_spawn(team)
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if not ctf.team(team) then
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return nil
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end
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if ctf.team(team).spawn then
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return ctf.team(team).spawn
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end
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-- Get spawn from first flag
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ctf_flag.assert_flags(team)
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if #ctf.team(team).flags > 0 then
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return ctf.team(team).flags[1]
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else
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return nil
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end
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end
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-- Add minimum build range
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local old_is_protected = minetest.is_protected
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local r = ctf.setting("flag.nobuild_radius")
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local rs = r * r
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function minetest.is_protected(pos, name, ...)
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if r <= 0 or rs == 0 then
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return old_is_protected(pos, name, ...)
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end
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local flag, distSQ = ctf_flag.get_nearest(pos)
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if flag and pos.y >= flag.y - 1 and distSQ < rs then
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hud_event.new(name, {
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name = "ctf_bandages:team",
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color = "warning",
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value = "Too close to the flag to build (< " .. r .. " nodes) !",
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})
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return true
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else
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return old_is_protected(pos, name, ...)
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end
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end
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-- Play sound
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ctf_flag.register_on_pick_up(function(attname, flag)
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local vteam = ctf.team(flag.team)
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for name, player in pairs(vteam.players) do
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minetest.sound_play({name="trumpet_lose"}, {
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to_player = name,
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gain = 1.0, -- default
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})
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end
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local ateam = ctf.team(ctf.player(attname).team)
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for name, player in pairs(ateam.players) do
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minetest.sound_play({name="trumpet_win"}, {
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to_player = name,
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gain = 1.0, -- default
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})
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end
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end)
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-- Drop after time
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local pickup_times = {}
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ctf_flag.register_on_pick_up(function(attname, flag)
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pickup_times[attname] = minetest.get_gametime()
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end)
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ctf_flag.register_on_drop(function(attname, flag)
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pickup_times[attname] = nil
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end)
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ctf_flag.register_on_capture(function(attname, flag)
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pickup_times[attname] = nil
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end)
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ctf.register_on_new_game(function()
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pickup_times = {}
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end)
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local function update_flag_drops()
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local time = minetest.get_gametime()
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local drop_time = ctf.setting("flag.drop_time")
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for name, start in pairs(pickup_times) do
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local remaining = drop_time - time + start
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if remaining < 0 then
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ctf_flag.player_drop_flag(name)
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minetest.chat_send_player(name, "You took too long to capture the flag, so it returned!")
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elseif remaining < ctf.setting("flag.drop_warn_time") then
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minetest.chat_send_player(name, "You have " .. remaining ..
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" seconds to capture the flag before it returns.")
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end
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end
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ctf_flag.assert_flags()
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minetest.after(5, update_flag_drops)
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end
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minetest.after(5, update_flag_drops)
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