Traitor/mods/lobby/chat_commands.lua

222 lines
9.0 KiB
Lua

minetest.register_chatcommand('survivors', {
description = 'See what players are still on the level',
func = function(name)
local map_id = lobby.game[name]
local survivors = lobby.players_on_level(map_id)
minetest.chat_send_player(name, survivors..' are left on this map.')
end
})
minetest.register_chatcommand('spawn', {
description = 'Teleport to spawn. (Builders only)',
privs = {creative=true},
func = function (name)
local player = minetest.get_player_by_name(name)
player:set_pos(lobby.spawn_pos)
lobby.game[name] = 'lobby'
end
})
minetest.register_chatcommand('msg', {
description = 'prevents people from sending private messages.',
func = function(name)
minetest.chat_send_player(name, 'Private messages are disabled here.')
end
})
minetest.register_chatcommand('placeblock', {
description = 'Places a block where player stands.',
privs = {creative=true},
func = function(name)
local user = minetest.get_player_by_name(name)
local pos = user:get_pos()
if minetest.is_protected(pos, name) then
minetest.chat_send_player(name, 'Try again. You can\'t run this in a protected area.')
else
minetest.set_node(pos, {name='color:white'})
minetest.chat_send_player(name, 'Placed starter block for you. Have fun building.')
end
end
})
minetest.register_chatcommand('lobby', {
description = 'Travel back to the lobby when a ghost or playing solo.',
func = function(name)
local player = minetest.get_player_by_name(name)
local player_attributes = player:get_meta()
local mode = player_attributes:get_string('mode')
if mode == 'ghost' or mode == 'solo' then
player:set_nametag_attributes({
color = {a = 255, r = 255, g = 255, b = 255}
})
player:set_properties({visual_size = {x = 10, y = 10}, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}})
player:set_pos(lobby.spawn_pos)
lobby.game[name] = 'lobby'
minetest.chat_send_player(name, 'Here you are.')
-- if player is a builder, restore builder mode
if lobby.is_builder(player) then
lobby.player_to_builder(player)
else
-- restore normal player mode
player_attributes:set_string('mode', 'solo')
local player_inv = player:get_inventory()
player_inv:set_list('main', {})
end
else
minetest.chat_send_player(name, 'You can only run this command when you are a ghost or playing solo.')
end
end
})
minetest.register_chatcommand('kick', {
description = 'Kick somebody, hopefully the traitor, from the level.',
func = function(name, params)
local map_id = lobby.game[name]
local player = minetest.get_player_by_name(name)
local player_attributes = player:get_meta()
local mode = player_attributes:get_string('mode')
if map_id ~= 'lobby' and mode == 'player' then
if name == params then
local traitor = lobby.traitors[map_id]
local player = minetest.get_player_by_name(name)
player:set_pos(lobby.spawn_pos)
player:set_physics_override({speed=1})
local player_inv = player:get_inventory()
player_inv:set_list('main', {})
lobby.game[name] = 'lobby'
lobby.update_maps(map_id)
if name == traitor then
lobby.team_win(map_id)
end
end
local survivors = lobby.players_on_level(map_id)
local actual_votes = lobby.votes[map_id] or 0
if not lobby.voted[name] then
lobby.vote_timer[map_id] = 1800
minetest.log('action', name..' just voted and reset the timer to 1800.')
minetest.register_globalstep(function(dtime)
if lobby.vote_timer[map_id] == 1 then
lobby.message_to_level(map_id, 'Voting time is over.')
minetest.log('action', 'Voting has ended')
lobby.vote(map_id, true)
elseif lobby.vote_timer[map_id] == 300 then
lobby.message_to_level(map_id, 'Thirty seconds left to vote.')
minetest.log('action', '30 seconds left to vote.')
elseif lobby.vote_timer[map_id] == 600 then
lobby.message_to_level(map_id, 'One minute left to vote.')
minetest.log('action', '60 seconds left to vote.')
elseif lobby.vote_timer[map_id] == 1200 then
lobby.message_to_level(map_id, 'Two minutes left to vote')
minetest.log('action', '120 seconds left to vote.')
end
if lobby.vote_timer[map_id] >= 0 then
lobby.vote_timer[map_id] = lobby.vote_timer[map_id] - 1
end
end)
if params ~= '' then
if string.find(survivors, params) then --player inputs a player name
minetest.chat_send_player(name, 'Thanks for your vote.')
lobby.voted[name] = true
lobby.votes[map_id] = actual_votes + 1
lobby.suspect[params] = lobby.suspect[params] + 1
lobby.vote(map_id)
else --player votes for an invalid username
minetest.chat_send_player(name, 'Check your spelling and try again.')
end
end
else
minetest.chat_send_player(name, 'You can\'t vote right now.')
end
end
end
})
minetest.register_chatcommand('skip', {
description = 'Skip voting in a kick vote.',
func = function(name)
local map_id = lobby.game[name]
if map_id ~= 'lobby' then
local actual_votes = lobby.votes[map_id] or 0
if not lobby.voted[name] then
minetest.log('action', name..' just skipped voting and reset the timer to 1800.')
lobby.vote_timer[map_id] = 1800
minetest.chat_send_player(name, 'You skipped voting this round.')
lobby.voted[name] = true
lobby.votes[map_id] = actual_votes + 1
lobby.vote(map_id)
else
minetest.chat_send_player(name, 'You can\'t vote right now.')
end
end
end
})
minetest.register_chatcommand('givexp', {--
description = 'Gives a player XP',
params = '[player, xp]',
func = function(name, params)
local recipient, xp_input = params:match('^(%S+)%s(.+)$')
local xp = tonumber(xp_input)
if recipient and xp then
if minetest.player_exists(recipient) then
local player = minetest.get_player_by_name(name)
if minetest.check_player_privs(player, {server = true}) then
if not minetest.get_player_by_name(recipient) then
minetest.chat_send_player(name, recipient..' is not online right now. They will be given XP when they join next.')
lobby.queue_xp(recipient, xp)
else
local player = minetest.get_player_by_name(recipient)
lobby.give_xp(player, xp)
minetest.chat_send_player(recipient, 'You just were awarded '..xp..' XP.')
minetest.chat_send_player(name, 'You just sent '..recipient..' '..xp..' XP.')
end
else
if lobby.take_xp(player, xp) then
if not minetest.get_player_by_name(recipient) then
minetest.chat_send_player(name, recipient..' is not online right now. They will be given XP when they join next.')
lobby.queue_xp(recipient, xp)
else
local player = minetest.get_player_by_name(recipient)
lobby.give_xp(player, xp)
minetest.chat_send_player(recipient, 'You just were awarded '..xp..' XP.')
minetest.chat_send_player(name, 'You just sent '..recipient..' '..xp..' XP.')
end
else
minetest.chat_send_player(name, 'You can\'t give more XP than you have.')
end
end
end
end
end
})
minetest.register_chatcommand('checkxp', {
description = 'Check the current XP on a level.',
func = function(name)
local map_id = lobby.game[name]
if map_id ~= 'lobby' then
local xp = lobby.xp[map_id]
local game_data = lobby.savedata.data[map_id]
local required_xp = game_data['xp']
if xp then
minetest.chat_send_player(name, 'You currently have '..xp..' xp on this level. A total of '..required_xp..' is needed to defeat the traitor.')
else
minetest.chat_send_player(name, 'Welp, no XP here?')
end
else
minetest.chat_send_player(name, 'Can\'t do that here.')
end
end
})
minetest.register_chatcommand('level_help', {
description = 'Show level building help screen.',
func = function(name)
minetest.show_formspec(name, 'lobby:get_started', lobby.getting_started)
end
})
minetest.override_chatcommand('fixlight', {
privs = {creative = true}
})