2022-08-11 08:30:01 -07:00

123 lines
4.8 KiB
Lua

local rankings = ctf_rankings.init()
local recent_rankings = ctf_modebase.recent_rankings(rankings)
local features = ctf_modebase.features(rankings, recent_rankings)
local tool = ctf_core.include_files("tool.lua")
local old_bounty_reward_func = ctf_modebase.bounties.bounty_reward_func
local old_get_next_bounty = ctf_modebase.bounties.get_next_bounty
ctf_modebase.register_mode("nade_fight", {
hp_regen = 2,
treasures = {
["default:ladder_wood" ] = { max_count = 20, rarity = 0.3, max_stacks = 5},
["default:torch" ] = { max_count = 20, rarity = 0.3, max_stacks = 5},
["default:cobble" ] = {min_count = 45, max_count = 99, rarity = 0.4, max_stacks = 5},
["default:wood" ] = {min_count = 10, max_count = 60, rarity = 0.5, max_stacks = 4},
["ctf_teams:door_steel"] = {rarity = 0.2, max_stacks = 3},
["default:pick_mese" ] = {rarity = 0.4, max_stacks = 3},
["default:shovel_mese"] = {rarity = 0.4, max_stacks = 2},
["default:axe_mese" ] = {rarity = 0.4, max_stacks = 2},
["default:pick_diamond" ] = {rarity = 0.05, max_stacks = 3},
["default:shovel_diamond"] = {rarity = 0.05, max_stacks = 2},
["default:axe_diamond" ] = {rarity = 0.05, max_stacks = 2},
["ctf_melee:sword_steel" ] = {rarity = 0.4 , max_stacks = 1},
["ctf_melee:sword_mese" ] = {rarity = 0.05 , max_stacks = 1},
["ctf_ranged:pistol_loaded" ] = {rarity = 0.2 , max_stacks = 2},
["ctf_ranged:rifle_loaded" ] = {rarity = 0.2 },
["ctf_ranged:shotgun_loaded"] = {rarity = 0.05 },
["ctf_ranged:smg_loaded" ] = {rarity = 0.05 },
["ctf_map:unwalkable_dirt" ] = {min_count = 5, max_count = 26, max_stacks = 1, rarity = 0.1},
["ctf_map:unwalkable_stone" ] = {min_count = 5, max_count = 26, max_stacks = 1, rarity = 0.1},
["ctf_map:unwalkable_cobble"] = {min_count = 5, max_count = 26, max_stacks = 1, rarity = 0.1},
["ctf_map:spike" ] = {min_count = 1, max_count = 5, max_stacks = 3, rarity = 0.2},
["ctf_map:damage_cobble" ] = {min_count = 5, max_count = 20, max_stacks = 2, rarity = 0.2},
["ctf_map:reinforced_cobble"] = {min_count = 5, max_count = 25, max_stacks = 2, rarity = 0.2},
["ctf_ranged:ammo" ] = {min_count = 3, max_count = 10, rarity = 0.3 , max_stacks = 2},
["ctf_healing:medkit" ] = { rarity = 0.1 , max_stacks = 2},
["ctf_healing:bandage" ] = { rarity = 0.08 , max_stacks = 2},
["grenades:smoke"] = {rarity = 0.2, max_stacks = 3},
},
crafts = {
"ctf_map:damage_cobble",
"ctf_map:spike",
"ctf_map:reinforced_cobble 2",
},
physics = {sneak_glitch = true, new_move = false},
blacklisted_nodes = {"default:apple"},
team_chest_items = {
"default:cobble 80", "default:wood 80", "ctf_map:damage_cobble 20", "ctf_map:reinforced_cobble 20",
"default:torch 30", "ctf_teams:door_steel 2",
},
rankings = rankings,
recent_rankings = recent_rankings,
summary_ranks = {
_sort = "score",
"score",
"flag_captures", "flag_attempts",
"kills", "kill_assists", "bounty_kills",
"deaths",
"hp_healed"
},
build_timer = 60 * 2,
is_bound_item = function(_, name)
if name:match("ctf_mode_nade_fight:") then
return true
end
end,
stuff_provider = function(player)
return {
tool.get_grenade_tool(player),
"default:pick_steel",
"default:shovel_steel",
"default:axe_steel"
}
end,
initial_stuff_item_levels = features.initial_stuff_item_levels,
on_mode_start = function()
ctf_modebase.bounties.bounty_reward_func = ctf_modebase.bounty_algo.kd.bounty_reward_func
ctf_modebase.bounties.get_next_bounty = ctf_modebase.bounty_algo.kd.get_next_bounty
end,
on_mode_end = function()
ctf_modebase.bounties.bounty_reward_func = old_bounty_reward_func
ctf_modebase.bounties.get_next_bounty = old_get_next_bounty
end,
on_new_match = features.on_new_match,
on_match_end = features.on_match_end,
team_allocator = features.team_allocator,
on_allocplayer = features.on_allocplayer,
on_leaveplayer = features.on_leaveplayer,
on_dieplayer = features.on_dieplayer,
on_respawnplayer = features.on_respawnplayer,
can_take_flag = features.can_take_flag,
on_flag_take = features.on_flag_take,
on_flag_drop = features.on_flag_drop,
on_flag_capture = features.on_flag_capture,
on_flag_rightclick = function() end,
get_chest_access = features.get_chest_access,
can_punchplayer = features.can_punchplayer,
on_punchplayer = function(player, hitter, damage, unneeded, tool_capabilities, ...)
if tool.holed[player:get_player_name()] then
if tool_capabilities.grenade then
damage = damage * 2
else
damage = math.round(damage * 1.3)
end
end
return features.on_punchplayer(player, hitter, damage, unneeded, tool_capabilities, ...)
end,
on_healplayer = features.on_healplayer,
calculate_knockback = function()
return 0
end,
})