capturetheflag/mods/ctf/ctf_bounties/init.lua
Lars Müller c8612a69e4
Fix bounties being shown to the same team on join (#865)
* Fix bounties being shown to the same team on join

* Fix submodules
2021-04-16 10:09:16 -07:00

159 lines
4.4 KiB
Lua

local bountied_player = nil
local bounty_score = 0
local function announce(name)
local bountied = ctf.player(bountied_player)
if ctf.player(name).team == bountied.team then
return
end
local tcolor = ctf_colors.get_color(bountied)
minetest.chat_send_player(name,
minetest.colorize("#fff326", "The next person to kill ") ..
minetest.colorize(tcolor.css, bountied_player) ..
minetest.colorize("#fff326", " will receive ") ..
minetest.colorize("#7efc00", bounty_score) ..
minetest.colorize("#fff326", " points!"))
end
local function announce_all()
if bountied_player then
for _, player in pairs(minetest.get_connected_players()) do
announce(player:get_player_name())
end
end
end
local function bounty_player(target)
local prev = bountied_player
bountied_player = target
-- Players with less than 20000 points --> bounty 50
--
-- ########################################################
--
-- Players between 20000 points and 50000 points:
--
-- Score
-- bounty_score = ----------, or 500 (whichever is lesser)
-- deaths
--
-- ########################################################
--
-- Players with more than 50000 points:
--
-- Score * 2
-- bounty_score = -----------, or 500 (whichever is lesser)
-- deaths
local pstat = ctf_stats.player(target)
if pstat.deaths == 0 then
pstat.deaths = 1
end
if pstat.score <= 20000 then
bounty_score = 50
elseif pstat.score <= 50000 then
bounty_score = (pstat.score / pstat.deaths)
else
bounty_score = ((pstat.score * 2) / pstat.deaths)
end
if bounty_score > 500 then
bounty_score = 500
end
if bounty_score < 50 then
bounty_score = 50
end
bounty_score = math.floor(bounty_score)
if prev then
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if bountied_player ~= name then
local prev_color = ctf_colors.get_color(ctf.player(prev)).css
minetest.chat_send_player(player:get_player_name(),
minetest.colorize("#fff326", "Player ") ..
minetest.colorize(prev_color, prev) ..
minetest.colorize("#fff326", " no longer has a bounty on their head!"))
end
end
end
minetest.after(0.1, announce_all)
end
local function bounty_find_new_target()
local players = {}
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if ctf_stats.is_pro(name) and name ~= bountied_player then
table.insert(players, name)
end
end
if #players > 0 then
bounty_player(players[math.random(1, #players)])
end
minetest.after(math.random(500, 1000), bounty_find_new_target)
end
minetest.after(math.random(500, 1000), bounty_find_new_target)
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
if bountied_player and bountied_player ~= name then
announce(name)
end
end)
ctf.register_on_killedplayer(function(victim, killer)
if victim ~= bountied_player or victim == killer then
return
end
local main, match = ctf_stats.player(killer)
if main and match then
main.score = main.score + bounty_score
match.score = match.score + bounty_score
main.bounty_kills = main.bounty_kills + 1
match.bounty_kills = match.bounty_kills + 1
ctf_stats.request_save()
hud_score.new(killer, {
name = "ctf_bounty:prize",
color = 0x4444FF,
value = bounty_score
})
end
bountied_player = nil
local killer_color = ctf_colors.get_color(ctf.player(killer)).css
local victim_color = ctf_colors.get_color(ctf.player(victim)).css
local msg = minetest.colorize(killer_color, killer) ..
minetest.colorize("#fff326", " has killed ") ..
minetest.colorize(victim_color, victim) ..
minetest.colorize("#fff326", " and received " ) ..
minetest.colorize("#7efc00", bounty_score) ..
minetest.colorize("#fff326", " points!")
minetest.log("action", minetest.strip_colors(msg))
minetest.chat_send_all(msg)
end)
minetest.register_privilege("bounty_admin")
minetest.register_chatcommand("place_bounty", {
description = "Place a bounty on a player",
params = "<player name>",
privs = { bounty_admin = true },
func = function(name, target)
target = target:trim()
if not minetest.get_player_by_name(target) then
return false, target .. " is not online"
end
bounty_player(target)
minetest.log("action", name .. " places bounty on " .. target)
return true, "Put bounty on " .. target
end
})