304 lines
10 KiB
Lua
304 lines
10 KiB
Lua
function lobby.load()
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local file = io.open(minetest.get_worldpath() .. '/levels', 'r')
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if file then
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lobby.savedata = minetest.deserialize(file:read('*a'))
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file:close()
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--lobby.savedata.stats = {}
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--lobby.savedata.name_2_id = {}
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else
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lobby.savedata = {}
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lobby.savedata.IDs = {}
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lobby.savedata.data = {}
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lobby.savedata.stats = {}
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lobby.savedata.name_2_id = {}
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end
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end
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function lobby.save()
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local file = io.open(minetest.get_worldpath() .. '/levels', 'w')
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file:write(minetest.serialize(lobby.savedata))
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file:close()
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end
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function lobby.no_drop(itemstack, dropper, pos)
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return
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end
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function lobby.is_integer(input)
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local number = tonumber(input)
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if number then
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if math.floor(number) == number then
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return true
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end
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end
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end
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local storage = minetest.get_mod_storage()
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function lobby.queue_xp(name, xp) --Queues XP for offline players
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storage:set_int(name, xp)
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end
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function lobby.check_xp_queue(name) --Checks if a player was award xp whilst offline.
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local xp = storage:get_int(name)
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if xp > 0 then
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local player = minetest.get_player_by_name(name)
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lobby.give_xp(player, xp)
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storage:set_int(name, 0)
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minetest.chat_send_player(name, 'Hey, you just got '..xp..' xp!')
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end
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end
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function lobby.give_xp(player, amount)
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local player_attributes = player:get_meta()
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local xp = player_attributes:get_float('xp') or 0
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xp = xp + amount
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player_attributes:set_float('xp', xp)
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sfinv.set_player_inventory_formspec(player)
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end
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function lobby.take_xp(player, amount)
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local player_attributes = player:get_meta()
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local xp = player_attributes:get_float('xp')
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if xp >= amount then
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local xp = xp - amount
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player_attributes:set_float('xp', xp)
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sfinv.set_player_inventory_formspec(player)
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return true
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else
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return false
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end
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end
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function lobby.corpse_entry(pos, map_id)
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local corpse_pos = lobby.corpses[map_id]
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table.insert(corpse_pos, pos)
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lobby.corpses[map_id] = corpse_pos
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end
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function lobby.corpse_removal(map_id)
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local corpse_pos = lobby.corpses[map_id]
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for key, value in pairs(corpse_pos) do
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minetest.set_node(value, {name='air'})
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end
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end
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function lobby.players_on_level(map_id)
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local survivors = ''
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for _, player in pairs(minetest.get_connected_players()) do
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local rname = player:get_player_name()
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if lobby.game[rname] == map_id then
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survivors = survivors..rname..', '
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end
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end
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return survivors
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end
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function lobby.update_maps(map_id)
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local count = lobby.map[map_id] - 1 or 10
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if count <= 1 then
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lobby.map[map_id] = 0
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lobby.corpse_removal(map_id)
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for _, player in pairs(minetest.get_connected_players()) do
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local rname = player:get_player_name()
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if lobby.game[rname] == map_id or lobby.game[rname] == map_id..'_ghost' then
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local player_attributes = player:get_meta()
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player:set_nametag_attributes({
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color = {a = 255, r = 255, g = 255, b = 255}
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})
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player:set_properties({visual_size = {x = 10, y = 10}, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}})
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player:set_pos(lobby.spawn_pos)
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player_attributes:set_string('mode', 'solo')
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minetest.chat_send_player(rname, 'Kicking you to the lobby')
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player:set_physics_override({speed=1})
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local player_inv = player:get_inventory()
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player_inv:set_list('main', {})
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lobby.game[rname] = 'lobby'
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end
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end
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else
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lobby.map[map_id] = count
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end
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end
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function lobby.vote(map_id, force)
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local needed_votes = lobby.map[map_id] - 1
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local actual_votes = lobby.votes[map_id]
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if actual_votes >= needed_votes or force then
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lobby.vote_timer[map_id] = -1
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--Reset vote status and kick player with the highest score.
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local high_score = 0
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local kick = ''
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local traitor = lobby.traitors[map_id]
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for _, player in pairs(minetest.get_connected_players()) do
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local rname = player:get_player_name()
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if lobby.game[rname] == map_id then
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local score = lobby.suspect[rname]
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local player_attributes = player:get_meta()
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if score > high_score then
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high_score = score
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kick = rname
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end
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lobby.suspect[rname] = 0
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player:set_physics_override({speed=1})
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player_attributes:set_string('voting', 'false')
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end
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end
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if kick == traitor then
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lobby.team_win(map_id)
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elseif needed_votes == 1 and kick ~= traitor then
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lobby.traitor_win(traitor, map_id)
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elseif kick ~= '' then
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lobby.message_to_level(map_id, 'The votes are in, '..kick..' will be kicked.')
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local player = minetest.get_player_by_name(kick)
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local player_attributes = player:get_meta()
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player:set_nametag_attributes({
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color = {a = 0, r = 255, g = 255, b = 255}
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})
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player:set_properties({visual_size = {x = 0, y = 0}, collisionbox = {-0.3, 0.0, -0.3, 0.3, .2, 0.3}})
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player:set_physics_override({speed=1})
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player_attributes:set_string('mode', 'ghost')
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minetest.chat_send_player(kick, 'You were kicked, and are now a ghost. Return to the lobby with the /lobby chat command.')
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lobby.game[kick] = map_id..'_ghost'
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lobby.update_maps(map_id)
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else
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lobby.message_to_level(map_id, 'Nobody was kicked this round.')
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end
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end
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end
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function lobby.team_win(map_id)
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lobby.corpse_removal(map_id)
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for _, player in pairs(minetest.get_connected_players()) do
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local rname = player:get_player_name()
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if lobby.game[rname] == map_id then
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lobby.give_xp(player, 25)
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minetest.chat_send_player(rname, 'The traitor was defeated.')
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player:set_pos(lobby.spawn_pos)
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player:set_physics_override({speed=1})
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local player_inv = player:get_inventory()
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player_inv:set_list('main', {})
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lobby.game[rname] = 'lobby'
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elseif lobby.game[rname] == map_id..'_ghost' then
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local player_attributes = player:get_meta()
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player:set_nametag_attributes({
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color = {a = 255, r = 255, g = 255, b = 255}
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})
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player:set_properties({visual_size = {x = 10, y = 10}, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}})
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player:set_pos(lobby.spawn_pos)
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player_attributes:set_string('mode', 'solo')
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minetest.chat_send_player(rname, 'The traitor was defeated.')
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player:set_physics_override({speed=1})
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local player_inv = player:get_inventory()
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player_inv:set_list('main', {})
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lobby.game[rname] = 'lobby'
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end
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end
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lobby.map[map_id] = 0
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lobby.update_stats(map_id, '', 'team')
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local game_data = lobby.savedata.data[map_id]
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local map_name = game_data['map_name'] or map_id
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minetest.chat_send_all('The traitor was defeated on this round in the '..map_name)
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end
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function lobby.traitor_win(traitor, map_id)
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local player = minetest.get_player_by_name(traitor)
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lobby.corpse_removal(map_id)
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lobby.give_xp(player, 25)
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minetest.chat_send_player(traitor, 'CONGRATULATIONS!!! You killed all the crew!')
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lobby.game[traitor] = 'lobby'
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player:set_pos(lobby.spawn_pos)
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player:set_physics_override({speed=1})
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local player_inv = player:get_inventory()
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player_inv:set_list('main', {})
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lobby.map[map_id] = 0
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for _, player in pairs(minetest.get_connected_players()) do
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local rname = player:get_player_name()
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if lobby.game[rname] == map_id..'_ghost' or lobby.game[rname] == map_id then
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minetest.chat_send_player(rname, 'The traitor won.')
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local player_attributes = player:get_meta()
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player:set_nametag_attributes({
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color = {a = 255, r = 255, g = 255, b = 255}
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})
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player:set_properties({visual_size = {x = 10, y = 10}, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}})
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player:set_pos(lobby.spawn_pos)
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player_attributes:set_string('mode', 'solo')
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player:set_physics_override({speed=1})
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local player_inv = player:get_inventory()
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player_inv:set_list('main', {})
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lobby.game[rname] = 'lobby'
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end
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end
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lobby.map[map_id] = 0
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lobby.update_stats(map_id, '', 'traitor')
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local game_data = lobby.savedata.data[map_id]
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local map_name = game_data['map_name'] or map_id
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minetest.chat_send_all('The traitor was victorious on this round in the '..map_name)
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end
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--[[ is_builder(player: ObjectRef): bool
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Return true if `player` has builder privs.
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--]]
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function lobby.is_builder(player)
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if player == nil then return nil end
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local name = player:get_player_name()
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return minetest.check_player_privs(name, {builder = true})
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end
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--[[ builder_to_player(player: ObjectRef)
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Cast builder into regular player, including switching inventories, revoking privs, etc.
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--]]
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function lobby.builder_to_player(player)
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if player == nil then return end
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local pl_name = player:get_player_name()
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local pl_attr = player:get_meta()
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local pl_priv = minetest.get_player_privs(pl_name)
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local pl_mode = pl_attr:get_string('mode') or ''
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if pl_mode ~= 'builder' then return end
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pl_priv.creative = nil
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pl_priv.fly = nil
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pl_priv.fast = nil
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pl_priv.worldedit = nil
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pl_priv.areas = nil
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minetest.set_player_privs(pl_name, pl_priv)
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pl_attr:set_string('mode', 'solo')
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local inv = player:get_inventory()
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local old_inv = inv:get_list('main')
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inv:set_list('builder', old_inv)
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inv:set_size('main', 16)
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inv:set_list('main', {})
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end
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--[[ player_to_builder(player: ObjectRef)
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Cast regular player into builder, including switching inventories, granting privs, etc.
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Does NOT check if the player has acquired the builder priv. Call lobby.is_builder()
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beforehand to make sure player is allowed to be lifted.
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--]]
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function lobby.player_to_builder(player)
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if player == nil then return end
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local pl_name = player:get_player_name()
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local pl_attr = player:get_meta()
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local pl_priv = minetest.get_player_privs(pl_name)
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local pl_mode = pl_attr:get_string('mode') or ''
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if pl_mode == 'builder' then return end
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pl_priv.creative = true
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pl_priv.fly = true
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pl_priv.fast = true
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minetest.set_player_privs(pl_name, pl_priv)
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pl_attr:set_string('mode', 'builder')
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local inv = player:get_inventory()
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local old_inv = inv:get_list('builder')
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inv:set_list('builder', {})
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inv:set_size('main', 32)
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inv:set_list('main', old_inv)
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end
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