c44827f2f9
Improves separation; less prone to error
112 lines
2.7 KiB
Lua
112 lines
2.7 KiB
Lua
ctf.register_on_init(function()
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ctf._set("match", false)
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ctf._set("match.destroy_team", false)
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ctf._set("match.break_alliances", true)
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ctf._set("match.teams", 2)
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ctf._set("match.team.1", "red")
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ctf._set("match.team.1.color", "red")
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ctf._set("match.team.1.pos", "7,65,93")
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ctf._set("match.team.2", "blue")
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ctf._set("match.team.2.color", "blue")
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ctf._set("match.team.2.pos", "-22,66,-78")
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ctf._set("match.clear_inv", false)
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end)
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ctf_match.registered_on_new_match = {}
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function ctf_match.register_on_new_match(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_match.registered_on_new_match, func)
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end
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ctf_match.registered_on_winner = {}
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function ctf_match.register_on_winner(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_match.registered_on_winner, func)
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end
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-- Load next match. May be overrided
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function ctf_match.next()
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for i = 1, #ctf_match.registered_on_new_match do
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ctf_match.registered_on_new_match[i]()
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end
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ctf.reset()
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ctf_match.create_teams()
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ctf_alloc.set_all()
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minetest.chat_send_all("Next round!")
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if minetest.global_exists("chatplus") then
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chatplus.log("Next round!")
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end
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end
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-- Check for winner
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local game_won = false
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function ctf_match.check_for_winner()
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local winner
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for name, team in pairs(ctf.teams) do
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if winner then
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return
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end
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winner = name
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end
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-- There is a winner!
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if not game_won then
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game_won = true
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ctf.action("match", winner .. " won!")
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minetest.chat_send_all("Team " .. winner .. " won!")
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for i = 1, #ctf_match.registered_on_winner do
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ctf_match.registered_on_winner[i](winner)
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end
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minetest.after(2, function()
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game_won = false
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if ctf.setting("match") then
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ctf_match.next()
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end
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end)
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end
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end
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-- This is overriden by ctf_map
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function ctf_match.create_teams()
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error("Error! Unimplemented")
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end
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ctf_flag.register_on_pick_up(function(name)
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physics.set(name, "ctf_match:flag_mult", { speed = 0.9 })
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end)
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ctf_flag.register_on_drop(function(name)
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physics.remove(name, "ctf_match:flag_mult")
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end)
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ctf_flag.register_on_capture(function(attname, flag)
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if not ctf.setting("match.destroy_team") then
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return
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end
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physics.remove(attname, "ctf_match:flag_mult")
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local fl_team = ctf.team(flag.team)
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if fl_team and #fl_team.flags == 0 then
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ctf.action("match", flag.team .. " was defeated.")
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ctf.remove_team(flag.team)
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minetest.chat_send_all(flag.team .. " has been defeated!")
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end
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ctf_match.check_for_winner()
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end)
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ctf_match.match_start_time = nil
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function ctf_match.get_match_duration()
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return ctf_match.match_start_time and
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(os.time() - ctf_match.match_start_time)
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end
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