capturetheflag/mods/ctf_map/schem_map.lua
rubenwardy 112d4389ea Hide entity bug by not spawning maps at 0,0,0
This has always been a bug, it's just now more obvious as 0,0,0 may have been visible before.
Ideally the engine would just not bug with entity attachments, but alas.
A better mod-side fix would be to constantly reattach in wield3d and guages, but cba.
2018-01-26 16:26:14 +00:00

167 lines
4.2 KiB
Lua

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)
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
print(dump(ctf_map.available_maps))
end
function ctf_map.place_map(map)
ctf_map.emerge_with_callbacks(nil, map.pos1, map.pos2, function()
local schempath = mapdir .. map.schematic
local res = minetest.place_schematic(map.pos1, schempath,
map.rotation == "z" and "0" or "90")
assert(res)
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
minetest.after(2, function()
minetest.chat_send_all("Map: " .. map.name .. " by " .. map.author)
end)
minetest.after(10, function()
minetest.fix_light(ctf_map.map.pos1, ctf_map.map.pos2)
end)
end, nil)
end
function ctf_match.load_map_meta(idx, name)
local offset = vector.new(600 * idx, 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)
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