181b13d1d0
This functionality allows mods to request a save (not immediate) if they modify player stats.
129 lines
3.6 KiB
Lua
129 lines
3.6 KiB
Lua
local bountied_player = nil
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local bounty_score = 0
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local function announce(name)
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local tcolor = ctf_colors.get_color(ctf.player(bountied_player))
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minetest.chat_send_player(name,
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minetest.colorize("#fff326", "The next person to kill ") ..
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minetest.colorize(tcolor.css, bountied_player) ..
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minetest.colorize("#fff326", " will receive " .. bounty_score .. " points!"))
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end
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local function announce_all()
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if bountied_player then
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for _, player in pairs(minetest.get_connected_players()) do
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if bountied_player ~= player:get_player_name() then
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announce(player:get_player_name())
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end
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end
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end
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end
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local function bounty_player(target)
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local prev = bountied_player
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bountied_player = target
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-- Score * K/D
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-- bounty_score = -----------, or 500 (whichever is lesser)
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-- 5000
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local pstat = ctf_stats.player(target)
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if pstat.deaths == 0 then
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pstat.deaths = 1
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end
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bounty_score = (pstat.score * (pstat.kills / pstat.deaths)) / 10000
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if bounty_score > 500 then
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bounty_score = 500
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end
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if bounty_score < 50 then
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bounty_score = 50
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end
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bounty_score = math.floor(bounty_score)
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if prev then
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for _, player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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if bountied_player ~= name then
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local prev_color = ctf_colors.get_color(ctf.player(prev)).css
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minetest.chat_send_player(player:get_player_name(),
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minetest.colorize("#fff326", "Player ") ..
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minetest.colorize(prev_color, prev) ..
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minetest.colorize("#fff326", " no longer has a bounty on their head!"))
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end
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end
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end
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minetest.after(0.1, announce_all)
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end
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local function bounty_find_new_target()
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local players = {}
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for _, player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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if ctf_stats.is_pro(name) and name ~= bountied_player then
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table.insert(players, name)
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end
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end
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if #players > 0 then
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bounty_player(players[math.random(1, #players)])
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end
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minetest.after(math.random(500, 1000), bounty_find_new_target)
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end
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minetest.after(math.random(500, 1000), bounty_find_new_target)
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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if bountied_player and bountied_player ~= name then
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announce(name)
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end
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end)
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ctf.register_on_killedplayer(function(victim, killer)
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if victim ~= bountied_player or victim == killer then
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return
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end
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local main, match = ctf_stats.player(killer)
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if main and match then
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main.score = main.score + bounty_score
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match.score = match.score + bounty_score
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main.bounty_kills = main.bounty_kills + 1
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match.bounty_kills = match.bounty_kills + 1
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ctf_stats.request_save()
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hud_score.new(killer, {
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name = "ctf_bounty:prize",
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color = 0x4444FF,
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value = bounty_score
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})
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end
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bountied_player = nil
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local killer_color = ctf_colors.get_color(ctf.player(killer)).css
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local victim_color = ctf_colors.get_color(ctf.player(victim)).css
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local msg = minetest.colorize(killer_color, killer) ..
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minetest.colorize("#fff326", " has killed ") ..
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minetest.colorize(victim_color, victim) ..
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minetest.colorize("#fff326", " and received " .. bounty_score .. " points!")
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minetest.log("action", minetest.strip_colors(msg))
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minetest.chat_send_all(msg)
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end)
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minetest.register_privilege("bounty_admin")
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minetest.register_chatcommand("place_bounty", {
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privs = { bounty_admin = true },
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func = function(name, target)
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target = target:trim()
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if not minetest.get_player_by_name(target) then
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return false, target .. " is not online"
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end
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bounty_player(target)
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minetest.log("action", name .. " places bounty on " .. target)
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return true, "Put bounty on " .. target
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end
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})
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