Traitor/mods/lobby/player_callbacks.lua

135 lines
4.9 KiB
Lua

local function not_builder(player)
local name = player:get_player_name()
return not minetest.check_player_privs(name, { creative = true })
end
local function pro_player(player)
local name = player:get_player_name()
return minetest.check_player_privs(name, { pro_player = true })
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
local player_attributes = player:get_meta()
local max_hp = player_attributes:get_int('hp')
if max_hp < 20 then
player_attributes:set_int('hp', 20)
end
local privs = minetest.get_player_privs(name)
privs.worldedit = nil
minetest.set_player_privs(name, privs)
player_attributes:set_string('mode', 'builder')
lobby.suspect[name] = 0
lobby.game[name] = 'lobby'
lobby.voted[name] = true
if not_builder(player) then
local player_inv = player:get_inventory()
player_inv:set_list('main', {})
player:set_pos(lobby.spawn_pos)
player_attributes:set_string('mode', 'solo')
end
if not pro_player(player) then
player:set_pos(lobby.spawn_pos)
minetest.show_formspec(name, 'lobby:help_1', lobby_help_1)
end
lobby.save()
end)
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local player_attributes = player:get_meta()
local map_id = lobby.game[name]
local mode = player_attributes:get_string('mode')
local pos = vector.round(player:get_pos())
player_attributes:set_string('spawn_pos', minetest.pos_to_string(pos))
player:set_physics_override({speed=1})
if map_id ~= 'lobby' and mode == 'player' then
local player_inv = player:get_inventory()
player_inv:set_list('main', {})
local traitor = lobby.traitors[map_id]
local param2 = minetest.dir_to_facedir(player:get_look_dir())
local pos_node = minetest.get_node(pos)
local tone = player_attributes:get_int('tone')
local corpse_col = 'lobby:corpse_'..tone
if pos_node.name ~= 'air' then
local air = minetest.find_node_near(pos, 1, {'air'})
if air then
minetest.set_node(air, {name = corpse_col, param2 = param2})
lobby.corpse_entry(air, map_id)
pos = air
end
else
minetest.set_node(pos, {name = corpse_col, param2 = param2})
lobby.corpse_entry(pos, map_id)
end
local meta = minetest.get_meta(pos)
meta:set_string('infotext', name..'\'s Corpse.')
player:set_nametag_attributes({
color = {a = 0, r = 255, g = 255, b = 255}
})
player:set_properties({visual_size = {x = 0, y = 0}, collisionbox = {-0.3, 0.0, -0.3, 0.3, .2, 0.3}})
player_attributes:set_string('mode', 'ghost')
minetest.chat_send_player(name, 'You\'re now a ghost. Return to the lobby with the /lobby chat command.')
lobby.game[name] = map_id..'_ghost'
if name == traitor then
lobby.team_win(map_id)
else
lobby.update_maps(map_id)
end
elseif mode == 'solo' or mode == 'ghost' then
local player_inv = player:get_inventory()
player_inv:set_list('main', {})
end
end)
minetest.register_on_respawnplayer(function(player)
local name = player:get_player_name()
local player_attributes = player:get_meta()
local pos = minetest.string_to_pos(player_attributes:get_string('spawn_pos'))
local map_id = lobby.game[name]
local mode = player_attributes:get_string('mode')
player:set_armor_groups({immortal=1})
minetest.chat_send_player(name, 'You are immortal for 10 seconds.')
minetest.after(10, function()
player:set_armor_groups({})
minetest.chat_send_player(name, 'Immortallity has ended.')
end)
if map_id ~= 'lobby' and mode == 'ghost' then
player:set_pos(pos)
return true
elseif mode == 'builder' then
player:set_pos(pos)
return true
else
local player_attributes = player:get_meta()
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)
player_attributes:set_string('mode', 'solo')
return true
end
end)
minetest.register_on_leaveplayer(function(player, timed_out)
local name = player:get_player_name()
local map_id = lobby.game[name]
local player_attributes = player:get_meta()
local mode = player_attributes:get_string('mode')
if map_id ~= 'lobby' and mode == 'player' then
local game_data = lobby.savedata.data[map_id]
local map_name = game_data['map_name'] or map_id
local traitor = lobby.traitors[map_id]
minetest.chat_send_all('somebody quit the '..map_name..' level')
local player_inv = player:get_inventory()
player_inv:set_list('main', {})
lobby.update_maps(map_id)
if traitor == name then
lobby.team_win(map_id)
end
end
lobby.save()
end)