lazarr/mods/lzr_levels/init.lua

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local S = minetest.get_translator("lzr_levels")
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lzr_levels = {}
local ROOM_NODE = "lzr_core:wood"
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local WINDOW_NODE = "lzr_decor:woodframed_glass"
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local WINDOW_HEIGHT = 3
local WINDOW_DIST = 3
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local current_level = nil
local level_data = {}
lzr_levels.LAST_LEVEL = 0
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-- Mod storage for game progress
local mod_storage = minetest.get_mod_storage()
local flat_index_to_pos = function(index, size)
local d = index-1
local x = d % size.x
local y = math.floor((d / size.x) % size.y)
local z = math.floor((d / (size.x*size.y)) % size.z)
return vector.new(x,y,z)
end
-- Read the level schematics to find out some metadata about them
-- and count the number of levels
local analyze_levels = function()
local level_list_path = minetest.get_modpath("lzr_levels").."/data/level_data.csv"
local level_list_file = io.open(level_list_path, "r")
assert(level_list_file, "Could not load level_data.csv")
for line in level_list_file:lines() do
local matches = string.split(line, ",")
assert(matches ~= nil, "Malformed level_data.csv")
local filename = matches[1]
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local lname = matches[2]
table.insert(level_data, {filename=filename, name=lname})
end
lzr_levels.LAST_LEVEL = #level_data
-- Mark levels that contain at least 1 rotatable block
for l=1, #level_data do
local filename = level_data[l].filename
local filepath = minetest.get_modpath("lzr_levels").."/schematics/"..filename
local schem = minetest.read_schematic(filepath, {write_yslice_prob="none"})
assert(schem, "Could not load level file: "..filename)
level_data[l].contains_rotatable_block = false
level_data[l].size = schem.size
local size = level_data[l].size
for d=1, #schem.data do
local nodename = schem.data[d].name
local is_rotatable = minetest.get_item_group(nodename, "rotatable") == 1
if is_rotatable then
level_data[l].contains_rotatable_block = true
end
if nodename == "lzr_teleporter:teleporter_off" then
local start = flat_index_to_pos(d, size)
start = vector.add(start, vector.new(0, 0.5, 0))
level_data[l].start_pos = start
end
end
end
end
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local build_room = function(param)
local pos = param.pos
local psize = param.size
local posses_border = {}
local posses_window = {}
local size = vector.add(psize, {x=1,y=1,z=1})
for x=0,size.x do
for z=0,size.z do
for y=0,size.y do
local offset = {x=x-1, y=y-1, z=z-1}
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if not ((x >= 1 and x < size.x) and
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(y >= 1 and y < size.y) and
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(z >= 1 and z < size.z)) then
if y == WINDOW_HEIGHT and ((x >= 1 and x < size.x and x % WINDOW_DIST == 0) or (z >= 1 and z < size.z and z % WINDOW_DIST == 0)) then
table.insert(posses_window, vector.add(pos, offset))
else
table.insert(posses_border, vector.add(pos, offset))
end
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end
end
end
end
minetest.bulk_set_node(posses_border, {name=ROOM_NODE})
minetest.bulk_set_node(posses_window, {name=WINDOW_NODE})
end
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local get_singleplayer = function()
return minetest.get_player_by_name("singleplayer")
end
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local emerge_callback = function(blockpos, action, calls_remaining, param)
minetest.log("verbose", "[lzr_levels] emerge_callback() ...")
if action == minetest.EMERGE_ERRORED then
minetest.log("error", "[lzr_levels] Room emerging error.")
elseif action == minetest.EMERGE_CANCELLED then
minetest.log("error", "[lzr_levels] Room emerging cancelled.")
elseif calls_remaining == 0 and (action == minetest.EMERGE_GENERATED or action == minetest.EMERGE_FROM_DISK or action == minetest.EMERGE_FROM_MEMORY) then
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lzr_levels.clear_playfield(param.size)
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build_room(param)
if param.level then
local level_ok = lzr_levels.build_level(param.level)
if not level_ok then
minetest.log("error", "[lzr_levels] Room emerge callback done with error")
else
local player = get_singleplayer()
if player then
if param.spawn_pos then
player:set_pos(param.spawn_pos)
end
if param.yaw then
player:set_look_horizontal(param.yaw)
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player:set_look_vertical(0)
end
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lzr_messages.show_message(player, lzr_levels.get_level_name(param.level), 3)
minetest.sound_play({name = "lzr_levels_level_enter", gain = 1}, {to_player=player:get_player_name()}, true)
end
minetest.log("action", "[lzr_levels] Room emerge callback done")
end
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end
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end
end
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local prepare_room = function(pos, size, level, spawn_pos, yaw)
minetest.emerge_area(pos, vector.add(pos, size), emerge_callback, {pos=pos, size=size, level=level, spawn_pos=spawn_pos, yaw=yaw})
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end
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function lzr_levels.clear_playfield(room_size)
local posses_air = {}
local posses_water = {}
local size = lzr_globals.PLAYFIELD_SIZE
for z=0, size.z do
for y=0, size.y do
for x=0, size.x do
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local pos = vector.new(x,y,z)
pos = vector.add(pos, lzr_globals.PLAYFIELD_START)
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if pos.y <= lzr_globals.WATER_LEVEL and (x > room_size.x or z > room_size.z) then
table.insert(posses_water, pos)
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else
table.insert(posses_air, pos)
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end
end
end
end
minetest.bulk_set_node(posses_water, {name="lzr_core:water_source"})
minetest.bulk_set_node(posses_air, {name="air"})
end
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function lzr_levels.build_room(pos, size, level, spawn_pos, yaw)
prepare_room(pos, size, level, spawn_pos, yaw)
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end
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function lzr_levels.prepare_and_build_level(level, spawn_pos, yaw)
lzr_levels.build_room(lzr_globals.LEVEL_POS, level_data[level].size, level, spawn_pos, yaw)
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end
function lzr_levels.build_level(level)
local filepath = minetest.get_modpath("lzr_levels").."/schematics/"..level_data[level].filename
local schem = minetest.place_schematic(lzr_globals.LEVEL_POS, filepath, "0", {}, true, "")
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if schem then
-- Propagate lasers and check for insta-win
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lzr_laser.full_laser_update(lzr_globals.PLAYFIELD_START, lzr_globals.PLAYFIELD_END)
local done = lzr_laser.check_level_won()
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if done and lzr_gamestate.get_state() ~= lzr_gamestate.EDITOR then
lzr_levels.level_complete()
end
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else
minetest.log("error", "[lzr_levels] lzr_levels.build_level failed to build level")
end
return schem
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end
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local function clear_inventory(player)
local inv = player:get_inventory()
for i=1,inv:get_size("main") do
inv:set_stack("main", i, "")
end
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end
local function reset_inventory(player, needs_rotate)
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clear_inventory(player)
if needs_rotate then
local inv = player:get_inventory()
inv:add_item("main", "screwdriver2:screwdriver")
end
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end
function lzr_levels.start_level(level)
current_level = level
local player = get_singleplayer()
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local start_pos -- player start position, relative to level
local size = level_data[level].size
if level_data[level].start_pos then
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start_pos = level_data[level].start_pos
else
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-- Fallback start pos
start_pos = vector.new(math.floor(size.x/2), -0.5, math.floor(size.z/2))
end
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local spawn_pos = vector.add(lzr_globals.LEVEL_POS, start_pos) -- absolute spawn position
local yaw = 0
if start_pos.z > size.z/2 then
yaw = yaw + math.pi
end
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lzr_levels.prepare_and_build_level(level, spawn_pos, yaw)
local needs_rotate = level_data[current_level].contains_rotatable_block
reset_inventory(player, needs_rotate)
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if lzr_gamestate.get_state() ~= lzr_gamestate.EDITOR then
lzr_gamestate.set_state(lzr_gamestate.LEVEL)
end
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minetest.log("action", "[lzr_levels] Starting level "..level)
end
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function lzr_levels.clear_level_progress()
mod_storage:set_string("lzr_levels:levels", "")
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minetest.log("action", "[lzr_levels] Level progress was cleared")
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end
function lzr_levels.mark_level_as_complete(level)
local levels = minetest.deserialize(mod_storage:get_string("lzr_levels:levels"))
if not levels then
levels = {}
end
levels[level] = true
mod_storage:set_string("lzr_levels:levels", minetest.serialize(levels))
end
function lzr_levels.get_completed_levels()
local levels = minetest.deserialize(mod_storage:get_string("lzr_levels:levels"))
if not levels then
levels = {}
end
return levels
end
function lzr_levels.level_complete()
if lzr_gamestate.get_state() == lzr_gamestate.LEVEL_COMPLETE then
return false
end
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lzr_levels.mark_level_as_complete(current_level)
local player = get_singleplayer()
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lzr_messages.show_message(player, S("@1 complete!", lzr_levels.get_level_name(current_level)), 3)
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minetest.log("action", "[lzr_levels] Level "..current_level.." completed")
minetest.sound_play({name = "lzr_levels_level_complete", gain = 1}, {to_player=player:get_player_name()}, true)
lzr_gamestate.set_state(lzr_gamestate.LEVEL_COMPLETE)
minetest.after(3, function(completed_level)
if lzr_gamestate.get_state() == lzr_gamestate.LEVEL_COMPLETE and current_level == completed_level then
lzr_levels.next_level()
end
end, current_level)
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end
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function lzr_levels.next_level()
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local player = get_singleplayer()
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current_level = current_level + 1
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if current_level > lzr_levels.LAST_LEVEL then
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lzr_messages.show_message(player, S("Final level completed!"), 5)
lzr_levels.leave_level()
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else
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lzr_levels.start_level(current_level)
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end
end
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function lzr_levels.leave_level()
local player = get_singleplayer()
current_level = nil
clear_inventory(player)
player:set_pos(vector.add(lzr_globals.MENU_SHIP_POS, lzr_globals.MENU_SHIP_PLAYER_SPAWN_OFFSET))
player:set_look_horizontal(0)
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player:set_look_vertical(0)
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lzr_gamestate.set_state(lzr_gamestate.MENU)
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end
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function lzr_levels.get_current_level()
return current_level
end
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function lzr_levels.get_level_name(level)
local name = level_data[level].name
if name then
return level_data[level].name
else
return S("Level @1", level)
end
end
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function lzr_levels.restart_level()
local state = lzr_gamestate.get_state()
if state == lzr_gamestate.LEVEL or state == lzr_gamestate.EDITOR then
lzr_levels.start_level(current_level)
return true
else
return false
end
end
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minetest.register_chatcommand("restart", {
privs = {},
params = "",
description = S("Restart current level"),
func = function(name, param)
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local state = lzr_gamestate.get_state()
if state == lzr_gamestate.LEVEL or state == lzr_gamestate.EDITOR then
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lzr_levels.restart_level()
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return true
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elseif state == lzr_gamestate.LEVEL_COMPLETE then
return false, S("Cant restart level right now.")
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else
return false, S("Not playing in a level!")
end
end,
})
minetest.register_chatcommand("leave", {
privs = {},
params = "",
description = S("Leave current level"),
func = function(name, param)
if lzr_gamestate.get_state() == lzr_gamestate.LEVEL or lzr_gamestate.get_state() == lzr_gamestate.LEVEL_COMPLETE then
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lzr_levels.leave_level(current_level)
return true
else
return false, S("Not playing in a level!")
end
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end,
})
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minetest.register_chatcommand("reset_progress", {
privs = {},
params = "yes",
description = S("Reset level progress"),
func = function(name, param)
if param == "yes" then
lzr_levels.clear_level_progress()
return true, S("Level progress resetted.")
else
return false, S("To reset level progress, use “/reset_progress yes”")
end
end,
})
lzr_gamestate.register_on_enter_state(function(state)
if state == lzr_gamestate.LEVEL then
local player = minetest.get_player_by_name("singleplayer")
lzr_player.set_play_inventory(player)
lzr_gui.set_play_gui(player)
lzr_laser.full_laser_update(lzr_globals.PLAYFIELD_START, lzr_globals.PLAYFIELD_END)
end
end)
analyze_levels()