ctf.register_on_init(function() ctf._set("endgame.destroy_team", true) ctf._set("endgame.break_alliances", true) ctf._set("endgame.reset_on_winner", true) end) ctf_flag.register_on_capture(function(attname, flag) if not ctf.setting("endgame.destroy_team") then return end local fl_team = ctf.team(flag.team) if fl_team and #fl_team.flags == 0 then ctf.action("endgame", flag.team .. " was defeated.") ctf.remove_team(flag.team) minetest.chat_send_all(flag.team .. " has been defeated!") end if ctf.setting("endgame.reset_on_winner") then local winner = nil for name, team in pairs(ctf.teams) do if winner then return end winner = name end -- Only one team left! ctf.action("endgame", winner .. " won!") minetest.chat_send_all("Team " .. winner .. " won!") minetest.chat_send_all("Resetting the map, this may take a few moments...") minetest.after(0.5, function() ctf.reset() minetest.delete_area(vector.new(-16*2, -16*2, -16*2), vector.new(16*2, 16*2, 16*2)) ctf.team({name="red", color="red", add_team=true}) ctf.team({name="blue", color="blue", add_team=true}) for name, player in pairs(ctf.players) do local alloc_mode = tonumber(ctf.setting("allocate_mode")) if alloc_mode == 0 then return end local team = ctf.autoalloc(name, alloc_mode) if team then ctf.log("autoalloc", name .. " was allocated to " .. team) ctf.join(name, team) end end end) end end)