320 lines
8.5 KiB
Lua
320 lines
8.5 KiB
Lua
minetest.register_on_joinplayer(function(player)
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minetest.after(1, function(name)
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minetest.chat_send_player(name, "*** CTF_MAP IS IN MAP MAKER MODE ***")
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end, player:get_player_name())
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end)
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assert(minetest.get_modpath("worldedit") and
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minetest.get_modpath("worldedit_commands"),
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"worldedit and worldedit_commands are required!")
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local flag_positions = {}
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local function check_step()
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for _, pos in pairs(flag_positions) do
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if minetest.get_node(pos).name ~= "ctf_map:flag" then
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minetest.set_node(pos, { name = "ctf_map:flag" })
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end
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end
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minetest.after(1, check_step)
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end
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minetest.after(1, check_step)
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minetest.register_node("ctf_map:flag", {
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description = "Flag",
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drawtype="nodebox",
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paramtype = "light",
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walkable = false,
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tiles = {
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"default_wood.png",
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"default_wood.png",
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"default_wood.png",
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"default_wood.png",
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"flag_grey2.png",
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"flag_grey.png"
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},
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node_box = {
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type = "fixed",
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fixed = {
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{ 0.250000,-0.500000,0.000000,0.312500,0.500000,0.062500},
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{ -0.5,0,0.000000,0.250000,0.500000,0.062500}
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}
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},
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groups = {oddly_breakable_by_hand=1,snappy=3},
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on_construct = function(pos)
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table.insert(flag_positions, vector.new(pos))
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end,
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on_destruct = function(pos)
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for i, v in pairs(flag_positions) do
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if vector.equals(pos, v) then
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flag_positions[i] = nil
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return
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end
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end
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end,
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})
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local randint = math.random(100)
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local barrier_r = 110
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local mapname = "ctf_" .. randint
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local maptitle = "Untitled Map " .. randint
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local mapauthor = nil
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local center_barrier_rot = 0
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local center = { x = 0, y = 0, z = 0, r = 115, h = 140 }
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local function to_2pos()
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return {
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x = center.x - center.r,
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y = center.y - center.h / 2,
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z = center.z - center.r,
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}, {
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x = center.x + center.r,
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y = center.y + center.h / 2,
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z = center.z + center.r,
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}
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end
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local function max(a, b)
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if a > b then
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return a
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else
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return b
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end
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end
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local function we_select(name)
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local pos1, pos2 = to_2pos()
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worldedit.pos1[name] = pos1
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worldedit.mark_pos1(name)
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worldedit.player_notify(name, "position 1 set to " .. minetest.pos_to_string(pos1))
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worldedit.pos2[name] = pos2
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worldedit.mark_pos2(name)
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worldedit.player_notify(name, "position 2 set to " .. minetest.pos_to_string(pos2))
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end
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local function we_import(name)
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local pos1 = worldedit.pos1[name]
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local pos2 = worldedit.pos2[name]
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if pos1 and pos2 then
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local size = vector.subtract(pos2, pos1)
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local r = max(size.x, size.z) / 2
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center = vector.divide(vector.add(pos1, pos2), 2)
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center.r = r
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center.h = size.y
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end
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end
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local function get_flags()
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local negative = nil
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local positive = nil
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for _, pos in pairs(flag_positions) do
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pos = vector.subtract(pos, center)
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if center_barrier_rot == 0 and pos.x < 0 or pos.z < 0 then
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negative = pos
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end
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if center_barrier_rot == 0 and pos.x > 0 or pos.z > 0 then
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positive = pos
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end
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end
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return negative, positive
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end
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local function get_flag_status()
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if #flag_positions > 2 then
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return "Too many flags! (" .. #flag_positions .. "/2)"
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elseif #flag_positions < 2 then
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return "Place more flags (" .. #flag_positions .. "/2)"
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else
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local negative, positive = get_flags()
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if positive and negative then
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return "Flags placed (" .. #flag_positions .. "/2)"
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else
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return "Place one flag on each side of the barrier."
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end
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end
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end
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local function show_gui(name)
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mapauthor = mapauthor or name
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local formspec = {
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"size[9,9.5]",
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"bgcolor[#080808BB;true]",
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default.gui_bg,
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default.gui_bg_img,
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"label[0,0;1. Select Area]",
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"field[0.4,1;1,1;posx;X;", center.x, "]",
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"field[1.4,1;1,1;posy;Y;", center.y, "]",
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"field[2.4,1;1,1;posz;Z;", center.z, "]",
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"field[0.4,2;1,1;posr;R;", center.r, "]",
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"field[1.4,2;1,1;posh;H;", center.h, "]",
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"button[4.3,0.7;1.5,1;set_center;Player Pos]",
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"button[5.8,0.7;1.1,1;towe;To WE]",
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"button[6.9,0.7;1.1,1;fromwe;From WE]",
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"button[4.3,1.7;1.5,1;emerge;Emerge Area]",
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"label[0,3;2. Place Barriers]",
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"label[0,3.5;This may take a few minutes.]",
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"field[0.4,4.5;1,1;barrier_r;R;", barrier_r, "]",
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"dropdown[1.15,4.25;1,1;center_barrier_rot;X=0,Z=0;", center_barrier_rot + 1, "]",
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"button[2.3,4.2;2,1;place_barrier;Place Barriers]",
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"label[5.3,3;3. Place Flags]",
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"label[5.3,3.5;", minetest.formspec_escape(get_flag_status()), "]",
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"button[5.3,4.2;3.5,1;giveme;Giveme Flags]",
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"label[0,5.5;4. Meta Data]",
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"field[0.4,6.5;7.5,1;title;Title;" , minetest.formspec_escape(maptitle), "]",
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"field[0.4,7.8;3.75,1;name;File Name;" , minetest.formspec_escape(mapname), "]",
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"field[4.15,7.8;3.75,1;author;Author;", minetest.formspec_escape(mapauthor), "]",
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"button_exit[0.8,8.8;3,1;close;Close]",
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"button_exit[3.8,8.8;3,1;export;Export]",
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}
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formspec = table.concat(formspec, "")
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minetest.show_formspec(name, "ctf_map:tool", formspec)
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end
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local function show_progress_formspec(name, text)
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minetest.show_formspec(name, "ctf_map:progress",
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"size[6,1]bgcolor[#080808BB;true]" ..
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default.gui_bg ..
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default.gui_bg_img .. "label[0,0;" ..
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minetest.formspec_escape(text) .. "]")
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end
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local function emerge_progress(ctx)
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show_progress_formspec(ctx.name, string.format("Emerging Area - %d/%d blocks emerged (%.1f%%)",
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ctx.current_blocks, ctx.total_blocks,
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(ctx.current_blocks / ctx.total_blocks) * 100))
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end
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if formname ~= "ctf_map:tool" then
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return
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end
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if fields.posx then
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center.x = tonumber(fields.posx)
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center.y = tonumber(fields.posy)
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center.z = tonumber(fields.posz)
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center.r = tonumber(fields.posr)
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center.h = tonumber(fields.posh)
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barrier_r = tonumber(fields.barrier_r)
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maptitle = fields.title
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mapauthor = fields.author
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mapname = fields.name
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end
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if fields.center_barrier_rot and fields.center_barrier_rot ~= "" then
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center_barrier_rot = fields.center_barrier_rot == "X=0" and 0 or 1
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end
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if fields.set_center then
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local r = center.r
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local h = center.h
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center = vector.floor(player:get_pos())
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center.r = r
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center.h = h
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end
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if fields.giveme then
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player:get_inventory():add_item("main", "ctf_map:flag 2")
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end
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local player_name = player:get_player_name()
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if fields.emerge then
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local pos1, pos2 = to_2pos()
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show_progress_formspec(player_name, "Emerging area...")
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ctf_map.emerge_with_callbacks(player_name, pos1, pos2, function()
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show_gui(player_name)
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end, emerge_progress)
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return true
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end
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if fields.place_barrier then
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local pos1, pos2 = to_2pos()
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show_progress_formspec(player_name, "Emerging area...")
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ctf_map.emerge_with_callbacks(player_name, pos1, pos2, function()
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show_progress_formspec(player_name, "Placing center barrier, this may take a while...")
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minetest.after(0.1, function()
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ctf_map.place_middle_barrier(center, barrier_r, center.h, (center_barrier_rot == 0) and "x" or "z")
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show_progress_formspec(player_name, "Placing outer barriers, this may take a while...")
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minetest.after(0.1, function()
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ctf_map.place_outer_barrier(center, barrier_r, center.h)
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show_gui(player_name)
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end)
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end)
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end, emerge_progress)
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return true
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end
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if fields.towe then
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we_select(player_name)
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end
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if fields.fromwe then
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we_import(player_name)
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end
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if fields.export then
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we_select(player_name)
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show_progress_formspec(player_name, "Exporting...")
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local path = minetest.get_worldpath() .. "/schems/"
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minetest.mkdir(path)
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local meta = Settings(path .. mapname .. ".conf")
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meta:set("name", maptitle)
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meta:set("author", mapauthor)
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meta:set("rotation", center_barrier_rot == 0 and "x" or "z")
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meta:set("r", center.r)
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meta:set("h", center.h)
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meta:write()
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for _, flags in pairs(flag_positions) do
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local pos = vector.subtract(flags, center)
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if center_barrier_rot == 0 then
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local old = vector.new(pos)
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pos.x = old.z
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pos.z = -old.x
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end
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local idx = pos.z > 0 and 1 or 2
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meta:set("team." .. idx, pos.z > 0 and "red" or "blue")
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meta:set("team." .. idx .. ".color", pos.z > 0 and "red" or "blue")
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meta:set("team." .. idx .. ".pos", minetest.pos_to_string(pos))
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end
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minetest.after(0.1, function()
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local filepath = path .. mapname .. ".mts"
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if minetest.create_schematic(worldedit.pos1[player_name],
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worldedit.pos2[player_name], worldedit.prob_list[player_name],
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filepath) then
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minetest.chat_send_all("Exported " .. mapname .. " to " .. path)
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minetest.close_formspec(player_name, "")
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else
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minetest.chat_send_all("Failed!")
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show_gui(player_name)
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end
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end)
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return
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end
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if not fields.quit then
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show_gui(player_name)
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end
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end)
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minetest.register_chatcommand("gui", {
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func = function(name)
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show_gui(name)
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return true
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end
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})
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