2014-12-27 16:19:23 +00:00

359 lines
7.7 KiB
Lua

-- CAPTURE THE FLAG
-- by Andrew "rubenwardy" Ward
-----------------------------------------
cf = {}
-- init game
function cf.init()
print("[CaptureTheFlag] Initialising...")
-- Set up structures
cf._defsettings = {}
cf.teams = {}
cf.players = {}
cf.claimed = {}
cf.diplo.diplo = {}
-- Settings: Feature enabling
cf._set("node_ownership",true)
cf._set("multiple_flags",true)
cf._set("flag_capture_take",false) -- whether flags need to be taken to home flag when captured
cf._set("gui",true) -- whether GUIs are used
cf._set("team_gui",true) -- GUI on /team is used
cf._set("flag_teleport_gui",true) -- flag tab in /team
cf._set("spawn_in_flag_teleport_gui",false) -- show spawn in the flag teleport team gui
cf._set("news_gui",true) -- news tab in /team
cf._set("diplomacy",true)
cf._set("flag_names",true) -- can flags be named
cf._set("team_channel",true) -- do teams have their own chat channel
cf._set("global_channel",true) -- Can players chat with other teams on /all. If team_channel is false, this does nothing.
cf._set("players_can_change_team",true)
-- Settings: Teams
--cf._set("allocate_mode",0) -- (COMING SOON):how are players allocated to teams?
cf._set("default_diplo_state","war") -- what is the default diplomatic state? (war/peace/alliance)
--cf._setb("delete_teams",false) -- (COMING SOON):should teams be deleted when they are defeated?
-- Settings: Misc
--cf._set("on_game_end",0) -- (COMING SOON):what happens when the game ends?
cf._set("flag_protect_distance",25) -- how far do flags protect?
cf._set("team_gui_initial","news") -- [news/flags/diplo/admin] - the starting tab
local file = io.open(minetest.get_worldpath().."/ctf.txt", "r")
if file then
local table = minetest.deserialize(file:read("*all"))
if type(table) == "table" then
cf.teams = table.teams
cf.players = table.players
cf.diplo.diplo = table.diplo
return
end
end
end
-- Set settings
function cf._set(setting,default)
cf._defsettings[setting] = default
end
function cf.setting(name)
if minetest.setting_get("ctf_"..name) then
return minetest.setting_get("ctf_"..name)
elseif cf._defsettings[name]~= nil then
return cf._defsettings[name]
else
print("[CaptureTheFlag] Setting "..name.." not found!")
return nil
end
end
-- Save game
function cf.save()
print("[CaptureTheFlag] Saving data...")
local file = io.open(minetest.get_worldpath().."/ctf.txt", "w")
if file then
file:write(minetest.serialize({
teams = cf.teams,
players = cf.players,
diplo = cf.diplo.diplo
}))
file:close()
end
end
-- Get or add a team
function cf.team(name) -- get or add a team
if type(name) == "table" then
if not name.add_team then
error("Invalid table given to cf.team")
return
end
print("Defining team "..name.name)
cf.teams[name.name]={
data = name,
spawn=nil,
players={},
flags = {}
}
cf.save()
return cf.teams[name.name]
else
return cf.teams[name]
end
end
-- get a player
function cf.player(name)
return cf.players[name]
end
-- Player joins team
function cf.join(name, team, force)
if not name or name == "" or not team or team == "" then
return false
end
local player = cf.player(name)
if not player then
player = {name = name}
end
if not force and not cf.setting("players_can_change_team") and (not player.team or player.team == "") then
minetest.chat_send_player(name, "You are not allowed to switch teams, traitor!")
return false
end
if cf.add_user(team, player) == true then
minetest.chat_send_all(name.." has joined team "..team)
return true
end
return false
end
-- Add a player to a team in data structures
function cf.add_user(team, user)
local _team = cf.team(team)
local _user = cf.player(user.name)
if _team and user and user.name then
if _user and _user.team and cf.team(_user.team) then
cf.teams[_user.team].players[user.name] = nil
end
user.team = team
user.auth = false
_team.players[user.name]=user
cf.players[user.name] = user
cf.save()
return true
else
return false
end
end
-- Cleans up the player lists
function cf.clean_player_lists()
for _, str in pairs(cf.players) do
if str and str.team and cf.teams[str.team] then
print("Adding player "..str.name.." to team "..str.team)
cf.teams[str.team].players[str.name] = str
else
print("Skipping player "..str.name)
end
end
end
-- Cleans up the flag lists
function cf.clean_flags()
for _, team in pairs(cf.teams) do
cf.assert_flags(team.data.name)
end
end
-- Get info for cf.claimed
function cf.collect_claimed()
cf.claimed = {}
for _, team in pairs(cf.teams) do
for i = 1, #team.flags do
if team.flags[i].claimed then
table.insert(cf.claimed,team.flags[i])
end
end
end
end
-- Sees if the player can change stuff in a team
function cf.can_mod(player,team)
local privs = minetest.get_player_privs(player)
if privs then
if privs.team == true then
return true
end
end
if player and cf.teams[team] and cf.teams[team].players and cf.teams[team].players[player] then
if cf.teams[team].players[player].auth == true then
return true
end
end
return false
end
-- post a message to a team board
function cf.post(team,msg)
if not cf.team(team) then
return false
end
if not cf.team(team).log then
cf.team(team).log = {}
end
table.insert(cf.team(team).log,1,msg)
cf.save()
return true
end
-- diplo states: war, peace, alliance
cf.diplo = {}
function cf.diplo.get(one,two)
if not cf.diplo.diplo then
return cf.setting("default_diplo_state")
end
for i=1,#cf.diplo.diplo do
local dip = cf.diplo.diplo[i]
if (dip.one == one and dip.two == two) or (dip.one == two and dip.two == one) then
return dip.state
end
end
return cf.setting("default_diplo_state")
end
function cf.diplo.set(one,two,state)
if not cf.diplo.diplo then
cf.diplo.diplo = {}
else
for i=1,#cf.diplo.diplo do
local dip = cf.diplo.diplo[i]
if (dip.one == one and dip.two == two) or (dip.one == two and dip.two == one) then
dip.state = state
return
end
end
end
table.insert(cf.diplo.diplo,{one=one,two=two,state=state})
return
end
function cf.diplo.check_requests(one,two)
local team = cf.team(two)
if not team.log then
return nil
end
for i=1,#team.log do
if team.log[i].team == one and team.log[i].type=="request" and team.log[i].mode=="diplo" then
return team.log[i].msg
end
end
return nil
end
function cf.diplo.cancel_requests(one,two)
local team = cf.team(two)
if not team.log then
return
end
for i=1,#team.log do
if team.log[i].team == one and team.log[i].type=="request" and team.log[i].mode=="diplo" then
table.remove(team.log,i)
return
end
end
return
end
-- Vector stuff
v3={}
function v3.distance(v, w)
return math.sqrt(
math.pow(v.x - w.x, 2) +
math.pow(v.y - w.y, 2) +
math.pow(v.z - w.z, 2)
)
end
function v3.get_direction(pos1,pos2)
local x_raw = pos2.x -pos1.x
local y_raw = pos2.y -pos1.y
local z_raw = pos2.z -pos1.z
local x_abs = math.abs(x_raw)
local y_abs = math.abs(y_raw)
local z_abs = math.abs(z_raw)
if x_abs >= y_abs and
x_abs >= z_abs then
y_raw = y_raw * (1/x_abs)
z_raw = z_raw * (1/x_abs)
x_raw = x_raw/x_abs
end
if y_abs >= x_abs and
y_abs >= z_abs then
x_raw = x_raw * (1/y_abs)
z_raw = z_raw * (1/y_abs)
y_raw = y_raw/y_abs
end
if z_abs >= y_abs and
z_abs >= x_abs then
x_raw = x_raw * (1/z_abs)
y_raw = y_raw * (1/z_abs)
z_raw = z_raw/z_abs
end
return {x=x_raw,y=y_raw,z=z_raw}
end
-- Load the core
cf.init()
cf.clean_player_lists()
-- Load Modules
dofile(minetest.get_modpath("ctf").."/area.lua")
dofile(minetest.get_modpath("ctf").."/gui.lua")
dofile(minetest.get_modpath("ctf").."/cli.lua")
dofile(minetest.get_modpath("ctf").."/flag.lua")
-- Load other
cf.collect_claimed()