49f4e6fd47
* Update teams.lua * Update teams.lua and init.lua * Update teams.lua and init.lua * Update teams.lua and init.lua * Update teams.lua and init.lua Kill assist implemented * Update init.lua Remove unused variables * Added ctf.clearAssists function Only awards those who did more that 50% of damage Clears attackers stats after suicide * Remove unused variable * Minor modifications renamed ctf.clearAssists to ctf.clear_assists changed playerName to player * Cap assist points * Reaching full health while in combat clears assist data * split points between assisting players by damage done * Reworked assist data storage to work with a table rather than player metadata * Fix lua check * Removed duplicate scoring * Change kill assist color * Health regen subtracts from assist. Suicide gives assist points * Fixed accessing nil value for max_hp * Corrected max_hp * hardcode hp list for max hp
574 lines
14 KiB
Lua
574 lines
14 KiB
Lua
-- Get or add a team
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function ctf.team(name)
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if name == nil then
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return nil
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end
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if type(name) == "table" then
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if not name.add_team then
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ctf.error("team", "Invalid table given to ctf.team")
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return
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end
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return ctf.create_team(name.name, name)
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else
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local team = ctf.teams[name]
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if team then
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if not team.data or not team.players then
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ctf.warning("team", "Assertion failed, data{} or players{} not " ..
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"found in team{}")
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end
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return team
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else
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if name and name:trim() ~= "" then
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ctf.warning("team", dump(name) .. " does not exist!")
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end
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return nil
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end
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end
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end
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function ctf.create_team(name, data)
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ctf.log("team", "Creating team " .. name)
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ctf.teams[name] = {
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data = data,
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spawn = nil,
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players = {}
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}
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for i = 1, #ctf.registered_on_new_team do
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ctf.registered_on_new_team[i](ctf.teams[name])
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end
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return ctf.teams[name]
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end
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function ctf.remove_team(name)
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local team = ctf.team(name)
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if team then
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for username, player in pairs(team.players) do
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player.team = nil
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end
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for i = 1, #team.flags do
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team.flags[i].team = nil
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end
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ctf.teams[name] = nil
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return true
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else
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return false
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end
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end
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function ctf.list_teams(name)
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minetest.chat_send_player(name, "Teams:")
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for tname, team in pairs(ctf.teams) do
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if team and team.players then
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local numPlayers = ctf.count_players_in_team(tname)
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local details = numPlayers .. " members"
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if team.flags then
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local numFlags = 0
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for flagid, flag in pairs(team.flags) do
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numFlags = numFlags + 1
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end
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details = details .. ", " .. numFlags .. " flags"
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end
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minetest.chat_send_player(name, ">> " .. tname ..
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" (" .. details .. ")")
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end
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end
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end
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-- Count number of players in a team
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function ctf.count_players_in_team(team)
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local count = 0
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for name, player in pairs(ctf.team(team).players) do
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count = count + 1
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end
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return count
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end
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function ctf.new_player(name)
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if name then
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ctf.players[name] = {
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name = name
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}
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else
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ctf.error("team", "Can't create a blank player")
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ctf.log("team", debug.traceback())
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end
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end
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-- get a player
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function ctf.player(name)
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if not ctf.players[name] then
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ctf.new_player(name)
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end
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return ctf.players[name]
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end
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function ctf.player_or_nil(name)
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return ctf.players[name]
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end
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function ctf.chat_send_team(team, msg)
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if type(team) == "string" then
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team = ctf.team(team)
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end
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if not team then return end
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for pname, _ in pairs(team.players) do
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minetest.chat_send_player(pname, msg)
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end
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end
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function ctf.remove_player(name)
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ctf.log("team", "Removing player ".. dump(name))
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local player = ctf.players[name]
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if player then
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local team = ctf.team(player.team)
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if team then
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team.players[name] = nil
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end
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ctf.players[name] = nil
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return true
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else
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return false
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end
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end
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ctf.registered_on_join_team = {}
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function ctf.register_on_join_team(func)
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if ctf._mt_loaded then
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error("You can't register callbacks at game time!")
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end
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table.insert(ctf.registered_on_join_team, func)
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end
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ctf.player_last_team = {}
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local first_alloc = {}
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-- Player joins team
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-- Called by /join, /team join or auto allocate.
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function ctf.join(name, team, force, by)
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if not name or name == "" or not team or team == "" then
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ctf.log("team", "Missing parameters to ctf.join")
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return false
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end
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local player = ctf.player(name)
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if not force and not ctf.setting("players_can_change_team")
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and player.team and ctf.team(player.team) then
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if by then
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if by == name then
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ctf.action("teams", name .. " attempted to change to " .. team)
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minetest.chat_send_player(by, "You are not allowed to switch teams, traitor!")
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else
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ctf.action("teams", by .. " attempted to change " .. name .. " to " .. team)
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minetest.chat_send_player(by, "Failed to add " .. name .. " to " .. team ..
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" as players_can_change_team = false")
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end
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else
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ctf.log("teams", "failed to add " .. name .. " to " .. team ..
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" as players_can_change_team = false")
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end
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return false
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end
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local team_data = ctf.team(team)
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if not team_data then
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if by then
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minetest.chat_send_player(by, "No such team.")
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ctf.list_teams(by)
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if by == name then
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minetest.log("action", by .. " tried to move " .. name .. " to " .. team .. ", which doesn't exist")
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else
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minetest.log("action", name .. " attempted to join " .. team .. ", which doesn't exist")
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end
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else
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ctf.log("teams", "failed to add " .. name .. " to " .. team ..
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" as team does not exist")
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end
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return false
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end
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if player.team then
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local oldteam = ctf.team(player.team)
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if oldteam then
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oldteam.players[player.name] = nil
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end
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end
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local prevteam = player.team
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player.team = team
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team_data.players[player.name] = player
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ctf.player_last_team[name] = team
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local tcolor = ctf_colors.get_color(player).css
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local join_msg
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if first_alloc[name] then
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join_msg = minetest.colorize(tcolor, name) .. " has joined the game" ..
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" (team " .. minetest.colorize(tcolor, team) .. ")"
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first_alloc[name] = false
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else
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join_msg = minetest.colorize(tcolor, name) ..
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" has joined team " .. minetest.colorize(tcolor, team)
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end
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minetest.chat_send_all("*** " .. join_msg)
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minetest.log("action", name .. " joined team " .. team)
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for i = 1, #ctf.registered_on_join_team do
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ctf.registered_on_join_team[i](name, team, prevteam)
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end
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return true
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end
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-- Cleans up the player lists
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function ctf.clean_player_lists()
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ctf.log("utils", "Cleaning player lists")
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for _, str in pairs(ctf.players) do
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if str and str.team and ctf.teams[str.team] then
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ctf.log("utils", " - Adding player "..str.name.." to team "..str.team)
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ctf.teams[str.team].players[str.name] = str
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else
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ctf.log("utils", " - Skipping player "..str.name)
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end
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end
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end
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-- Automatic Allocation
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function ctf.autoalloc(name, alloc_mode)
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alloc_mode = alloc_mode or ctf.setting("allocate_mode")
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if alloc_mode == 0 then
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return
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end
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local last_team = ctf.player_last_team[name]
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if last_team then
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return last_team
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end
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local max_players = ctf.setting("maximum_in_team")
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local mtot = false -- more than one team
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if next(ctf.teams) then
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mtot = true
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end
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if not mtot then
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ctf.error("autoalloc", "No teams to allocate " .. name .. " to!")
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return
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end
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if alloc_mode == 1 then
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local index = {}
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for key, team in pairs(ctf.teams) do
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if team.data.allow_joins ~= false and (max_players == -1 or
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ctf.count_players_in_team(key) < max_players) then
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table.insert(index, key)
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end
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end
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if #index == 0 then
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ctf.error("autoalloc", "No teams to join!")
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else
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return index[math.random(1, #index)]
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end
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elseif alloc_mode == 2 then
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local one = nil
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local one_count = -1
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local two = nil
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local two_count = -1
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for key, team in pairs(ctf.teams) do
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local count = ctf.count_players_in_team(key)
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if team.data.allow_joins ~= false and
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(max_players == -1 or count < max_players) then
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if count > one_count then
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two = one
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two_count = one_count
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one = key
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one_count = count
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end
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if count > two_count then
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two = key
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two_count = count
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end
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end
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end
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if not one and not two then
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ctf.error("autoalloc", "No teams to join!")
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elseif one and two then
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if math.random() > 0.5 then
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return one
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else
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return two
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end
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else
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if one then
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return one
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else
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return two
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end
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end
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elseif alloc_mode == 3 then
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local smallest = nil
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local smallest_count = 1000
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for key, team in pairs(ctf.teams) do
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local count = ctf.count_players_in_team(key)
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if team.data.allow_joins ~= false and
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(not smallest or count < smallest_count) then
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smallest = key
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smallest_count = count
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end
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end
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if not smallest then
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ctf.error("autoalloc", "No teams to join!")
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else
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return smallest
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end
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elseif alloc_mode == 4 then
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return ctf.custom_alloc(name)
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else
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ctf.error("autoalloc",
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"Unknown allocation mode: " .. alloc_mode)
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end
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end
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-- Custom team allocation function. Throws error
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-- if unimplemented, and autoalloc mode 4 is selected
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function ctf.custom_alloc()
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error("Allocation mode set to custom while " ..
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"ctf.custom_alloc hasn't been overridden!")
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end
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-- updates the spawn position for a team
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function ctf.get_spawn(team)
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if ctf.team(team) then
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local spawn = ctf.team(team).spawn
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if not spawn then
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return nil
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end
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return vector.add(spawn, minetest.string_to_pos(ctf.setting("spawn_offset")))
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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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function ctf.move_to_spawn(name)
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local player = minetest.get_player_by_name(name)
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local tplayer = ctf.player(name)
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if ctf.team(tplayer.team) then
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local spawn = ctf.get_spawn(tplayer.team)
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if spawn then
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player:move_to(spawn, false)
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return true
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end
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end
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return false
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end
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minetest.register_on_respawnplayer(function(player)
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if not player then
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return false
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end
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return ctf.move_to_spawn(player:get_player_name())
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end)
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function ctf.get_territory_owner(pos)
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local largest = nil
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local largest_weight = 0
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for i = 1, #ctf.registered_on_territory_query do
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local team, weight = ctf.registered_on_territory_query[i](pos)
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if team and weight then
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if weight == -1 then
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return team
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end
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if weight > largest_weight then
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largest = team
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largest_weight = weight
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end
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end
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end
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return largest
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end
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minetest.register_on_newplayer(function(player)
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local name = player:get_player_name()
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local team = ctf.autoalloc(name)
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if team then
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ctf.log("autoalloc", name .. " was allocated to " .. team)
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ctf.join(name, team)
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ctf.move_to_spawn(player:get_player_name())
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end
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end)
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minetest.after(0, function()
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if ctf.setting("autoalloc_on_joinplayer") then
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-- Disable engine join messages if autoalloc_on_joinplayer is enabled
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function minetest.send_join_message() end
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end
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end)
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minetest.register_on_joinplayer(function(player)
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if not ctf.setting("autoalloc_on_joinplayer") then
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return
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end
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local name = player:get_player_name()
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if ctf.team(ctf.player(name).team) then
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minetest.log("action", name.." already in team so not allocating")
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return
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end
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first_alloc[name] = true
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local team = ctf.autoalloc(name)
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if team then
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ctf.log("autoalloc", name .. " was allocated to " .. team)
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ctf.join(name, team)
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ctf.move_to_spawn(player:get_player_name())
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end
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end)
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local kill_assists = {}
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function ctf.clear_assists(victim)
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if kill_assists[victim] and kill_assists[victim]["is_empty"] then
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return
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end
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kill_assists[victim] = {}
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kill_assists[victim]["is_empty"] = true
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kill_assists[victim]["players"] = {}
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end
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function ctf.add_assist(victim, attacker, damage)-- player names
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kill_assists[victim]["players"][attacker] = (kill_assists[victim]["players"][attacker] or 0) + damage
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kill_assists[victim]["is_empty"] = false
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end
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function ctf.add_heal_assist(victim, healed_hp)
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if kill_assists[victim] and kill_assists[victim]["is_empty"] then
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return
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end
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if not kill_assists[victim] then
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ctf.clear_assists(victim)
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end
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for name, damage in pairs(kill_assists[victim]["players"]) do
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kill_assists[victim]["players"][name] = math.max(damage - healed_hp, 0)
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end
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end
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function ctf.reward_assists(victim, killer, reward, is_suicide)
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local hitLength = 0
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for a,b in pairs(kill_assists[victim]["players"]) do
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hitLength = hitLength + 1
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end
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if hitLength > 0 then
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for name, damage in pairs(kill_assists[victim]["players"]) do
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local playerExists = minetest.get_player_by_name(name)
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if playerExists and name ~= victim then
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local hpClass = {
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knight = 30,
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shooter = 16,
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medic = 20
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}
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local victimClass = minetest.get_player_by_name(victim):get_meta():to_table().fields["ctf_classes:class"]
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local playerHP_max = (hpClass[victimClass] or hpClass.shooter)-8
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local standard = 0
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local percentofhelp = damage / playerHP_max
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if name ~= killer then
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standard = 0.5
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percentofhelp = math.min(percentofhelp, 0.75)
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else
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percentofhelp = math.min(percentofhelp, 1)
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end
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if percentofhelp >= standard then
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local main, match = ctf_stats.player(name)
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local newReward = math.floor((reward * percentofhelp)*100)/100
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match.score = match.score + newReward
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main.score = main.score + newReward
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if newReward < 1 then
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newReward = 1
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end
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local colour = "0x00FFFF"
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if name == killer then
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colour = "0x00FF00"
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main.kills = main.kills + 1
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match.kills = match.kills + 1
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match.kills_since_death = match.kills_since_death + 1
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end
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local _ = hud_score.new(name, {
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name = "ctf_stats:kill_score",
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color = colour,
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value = newReward
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})
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end
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end
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end
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end
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ctf_stats.request_save()
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ctf.clear_assists(victim)
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end
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-- Disable friendly fire.
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ctf.registered_on_killedplayer = {}
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function ctf.register_on_killedplayer(func)
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if ctf._mt_loaded then
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error("You can't register callbacks at game time!")
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end
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table.insert(ctf.registered_on_killedplayer, func)
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end
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local dead_players = {}
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minetest.register_on_respawnplayer(function(player)
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dead_players[player:get_player_name()] = nil
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end)
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minetest.register_on_joinplayer(function(player)
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dead_players[player:get_player_name()] = nil
|
|
end)
|
|
minetest.register_on_punchplayer(function(player, hitter,
|
|
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()
|
|
|
|
local to = ctf.player(pname)
|
|
local from = ctf.player(hname)
|
|
|
|
if dead_players[pname] then
|
|
return
|
|
end
|
|
|
|
if to.team == from.team and to.team ~= "" and
|
|
to.team ~= nil and to.name ~= from.name then
|
|
minetest.chat_send_player(hname, pname .. " is on your team!")
|
|
if not ctf.setting("friendly_fire") then
|
|
return true
|
|
end
|
|
end
|
|
|
|
ctf.add_assist(pname, hname, damage)
|
|
|
|
local hp = player:get_hp()
|
|
if hp == 0 then
|
|
return false
|
|
end
|
|
|
|
if hp - damage <= 0 then
|
|
dead_players[pname] = true
|
|
local wielded = hitter:get_wielded_item()
|
|
for i = 1, #ctf.registered_on_killedplayer do
|
|
ctf.registered_on_killedplayer[i](pname, hname,
|
|
wielded, tool_capabilities)
|
|
end
|
|
return false
|
|
end
|
|
end
|
|
end)
|