2023-01-26 21:51:22 +00:00

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# Arena_lib docs
# Table of Contents
* [1. Minigame configuration](#1-minigame-configuration)
* [1.1 Per server configuration](#11-per-server-configuration)
* [1.2 Privileges](#12-privileges)
* [1.3 Commands](#13-commands)
* [1.3.1 Admins only](#131-admins-only)
* [1.4 Callbacks](#14-callbacks)
* [1.4.1 Minigame callbacks](#141-minigame-callbacks)
* [1.4.2 Global callbacks](#142-global-callbacks)
* [1.5 Additional properties](#15-additional-properties)
* [1.5.1 Arena properties](#151-arena-properties)
* [1.5.1.1 Updating non temporary properties via code](#1511-updating-non-temporary-properties-via-code)
* [1.5.1.2 Updating properties for old arenas](#1512-updating-properties-for-old-arenas)
* [1.5.2 Player properties](#152-player-properties)
* [1.5.3 Team properties](#153-team-properties)
* [1.6 HUD](#16-hud)
* [1.7 Utils](#17-utils)
* [1.8 Getters](#18-getters)
* [1.9 Custom entrances](#19-custom-entrances)
* [1.10 Extendable editor](#110-extendable-editor)
* [1.11 Things you don't want to do with a light heart](#111-things-you-dont-want-to-do-with-a-light-heart)
* [1.12 Example file](#112-example-file)
* [2. Arenas](#2-arenas)
* [2.1 Storing arenas](#21-storing-arenas)
* [2.2 Setting up an arena](#22-setting-up-an-arena)
* [2.2.1 Editor](#221-editor)
* [2.2.2 CLI](#222-cli)
* [2.2.2.1 Changing arenas name, author, thumbnail](#2221-changing-arenas-name-author-thumbnail)
* [2.2.2.2 Players management](#2222-players-management)
* [2.2.2.3 Enabling/Disabling teams](#2223-enablingdisabling-teams)
* [2.2.2.4 Spawners](#2224-spawners)
* [2.2.2.5 Entrance](#2225-entrance)
* [2.2.2.6 Arena properties](#2226-arena-properties)
* [2.2.2.7 Timers](#2227-timers)
* [2.2.2.8 Music](#2228-music)
* [2.2.2.9 Celestial vault](#2229-celestial-vault)
* [2.2.2.10 Lighting](#22210-lighting)
* [2.3 Arena phases](#23-arena-phases)
* [2.4 Spectate mode](#24-spectate-mode)
* [3. About the author(s)](#3-about-the-authors)
## 1. Minigame configuration
First of all download the mod and put it in your mods folder.
Now you need to register your minigame, possibly inside the `init.lua` of your mod, via:
```lua
arena_lib.register_minigame("yourmod", {parameter1, parameter2 etc})
```
`"yourmod"` is how arena_lib will store your mod inside its storage, and it's also what it needs in order to understand you're referring to that specific minigame (that's why almost every `arena_lib` function contains `"mod"` as a parameter). You'll need it when calling for commands and callbacks. **Use the same name you used in mod.conf or some features won't be available**.
The second field, on the contrary, is a table of optional parameters: they define the very features of your minigame. They are:
* `name`: (string) the name of your minigame. If not specified, it takes the name used to register the minigame
* `prefix`: (string) what's going to appear in most of the lines printed by your mod. Default is `[<mg name>] `, where `<mg name>` is the name of your minigame
* `icon`: (string) optional icon to represent your minigame. Currently unused by default (`nil`), it comes in handy for external mods
* `teams`: (table) contains team names. If not declared, your minigame won't have teams and the table will be equal to `{-1}`. You can add as many teams as you like, as the number of spawners (and players) will be multiplied by the number of teams (so `max_players = 4` * 3 teams = `max_players = 12`)
* `teams_color_overlay`: (table) [color strings](https://drafts.csswg.org/css-color/#named-colors). It applies a color overlay onto the players' skin according to their team, to better distinguish them. It requires `teams`. Default is `nil`
* `is_team_chat_default`: (bool) whether players messages in a game should be sent to their teammates only. It requires `teams`, default is false
* `chat_all_prefix`: (string) prefix for every message sent in arena, team chat aside. Default is `[arena] ` (geolocalised)
* `chat_team_prefix`: (string) prefix for every message sent in the team chat. Default is `[team] ` (geolocalised)
* `chat_spectate_prefix`: (string) prefix for every message sent in the spectate chat. Default is `[spectator]` (geolocalised)
* `chat_all_color`: (string) color for every message sent in arena, team chat aside. Default is white (`"#ffffff"`)
* `chat_team_color`: (string) color for every message sent in the team chat. Default is light sky blue (`"#ddfdff"`)
* `chat_spectate_color`: color for every message sent in the spectate chat. Default is gray (`"#dddddd"`)
* `fov`: (int) changes the fov of every player
* `camera_offset`: (table) changes the offset of the camera for every player. It's structured as such: `{1st_person, 3rd_person}`, e.g. `{nil, {x=5, y=3, z=-4}}`
* `hotbar`: (table) overrides the server hotbar while inside an arena. Its fields are:
* `slots =`: (int) the number of slots
* `background_image =`: (string) the background image
* `selected_image =`: (string) the image to show when a slot is selected
If a field is not declared, it'll keep the server defaults
* `join_while_in_progress`: (bool) whether the minigame allows to join an ongoing match. Default is `false`
* `spectate_mode`: (bool) whether the minigame features the spectator mode. Default is `true`
* `disable_inventory`: (bool) whether to completely disable the inventory (pressing the inventory key won't do anything). Default is `false`
* `keep_inventory`: (bool) whether to keep players inventories when joining an arena. Default is `false`. No matter the option, players' inventories are stored when entering an arena and restored when leaving (or reconnecting, in case of crash)
* `show_nametags`: (bool) whether to show the players nametags while in game. Default is `false`
* `show_minimap`: (bool) whether to allow players to use the builtin minimap function. Default is `false`
* `time_mode`: (string) whether arenas will keep track of the time or not.
* `"none"`: no time tracking at all (default)
* `"incremental"`: incremental time (0, 1, 2, ...)
* `"decremental"`: decremental time, as in a timer (3, 2, 1, 0). The timer value is 300 seconds by default, but it can be changed per arena
* `load_time`: (int) the time in seconds between the loading state and the start of the match. Default is `5`
* `celebration_time`: (int) the time in seconds between the celebration state and the end of the match. Must be greater than 0. Default is `5`
* `in_game_physics`: (table) a physical override to set to each player when they enter an arena, following the Minetest `physics_override` parameters
* `disabled_damage_types`: (table) contains which damage types will be disabled once in a game. Damage types are strings, the same as in reason.type in the [minetest API](https://github.com/minetest/minetest/blob/master/doc/lua_api.txt)
* `properties`: see [1.5 Additional properties](#15-additional-properties)
* `temp_properties`: ^
* `player_properties`: ^
* `team_properties`: ^ (it won't work if `teams` hasn't been declared)
### 1.1 Per server configuration
There are also a couple of settings that can only be set in game via `/arenas settings <minigame>`. This because different servers might need different parameters. They are:
* `hub_spawn_point`: where players will be teleported when a match _in your mod_ ends. Default is `{ x = 0, y = 20, z = 0 }`. A bit of noise is applied on the x and z axis, ranging between `-1.5` and `1.5`.
* `queue_waiting_time`: the time to wait before the loading phase starts. It gets triggered when the minimum amount of players has been reached to start the queue. Default is `10`
> **BEWARE**: as you noticed, the hub spawn point is bound to the very minigame. In fact, there is no global spawn point as arena_lib could be used even in a survival server that wants to feature just a couple minigames. If you're looking for a hub manager because your goal is to create a full minigame server, have a look at my other mod [Hub](https://gitlab.com/zughy-friends-minetest/hub). Also, if you want to be sure to join the same arena/team with your friends, you need to install my other mod [Parties](https://gitlab.com/zughy-friends-minetest/parties)
### 1.2 Privileges
* `arenalib_admin`: allows to use a few more commands
### 1.3 Commands
A couple of general commands are already declared inside arena_lib, them being:
* `/quit`: quits a game
* `/all`: writes in the arena global chat
* `/t`: writes in the arena team chat (if teams are enabled)
#### 1.3.1 Admins only
A few more are available for players having the `arenalib_admin` privilege:
* `/arenas`
* `create <minigame> <arena> (<pmin> <pmax>)`: creates an arena named `arena` for the specified minigame. `pmin` and `pmax` are optional integers indicating the minimum and maximum amount of players
* `disable (<minigame>) <arena>`: disables an arena
* `edit (<minigame>) <arena>`: enters the arena editor
* `enable (<minigame>) <arena>`: enables an arena
* `entrances <minigame>`: changes the entrance types of `<minigame>`
* `flush (<minigame>) <arena>`: DEBUG ONLY: reset the properties of a bugged arena
* `forceend (<minigame>) <arena>`: forcibly ends an ongoing game
* `gamelist`: lists all the installed minigames, sorted alphabetically
* `glist`: see `gamelist`
* `info (<minigame>) <arena>`: prints all the info related to `<arena>`
* `kick player_name`: kicks a player out of an ongoing game, no matter the mod
* `list <minigame>`: lists all the arenas of `<minigame>`
* `remove (<minigame>) <arena>`: deletes an arena
* `settings <minigame>`: changes `<minigame>` settings
### 1.4 Callbacks
Callbacks are divided in two types: minigame callbacks and global callbacks. The former allow you to customise your mod even more, whilst the latter are great for external mods that want to customise the experience outside of a specific minigame (e.g. a server giving players some currency when winning, a HUD telling players what game is in progress).
#### 1.4.1 Minigame callbacks
* `arena_lib.on_enable(mod, function(arena, p_name)`: run more checks before enabling an arena. Must return `true` or the arena won't be enabled
* `arena_lib.on_disable(mod, function(arena, p_name)`: run more checks before disabling an arena. Must return `true` or the arena won't be disabled
* `arena_lib.on_prejoin_queue(mod, function(arena, p_name)`: run more checks when entering a queue. Must return `true` or the player won't be added
* `arena_lib.on_join_queue(mod, function(arena, p_name)`: additional actions to perform after a player has successfully joined a queue
* `arena_lib.on_leave_queue(mod, function(arena, p_name)`: same as above, but for when they leave
* `arena_lib.on_load(mod, function(arena)`: see [2.3 Arena phases](#23-arena-phases)
* `arena_lib.on_start(mod, function(arena))`: same as above
* `arena_lib.on_celebration(mod, function(arena, winners)`: same as above. `winners` can be either a string, an integer or a table of string/integers. If you want to have a single winner, return their name (string). If you want to have a whole team, return the team ID (integer). If you want to have more single winners, a table of strings, and more teams, a table of integers.
* `arena_lib.on_end(mod, function(arena, players, winners, spectators, is_forced))`: same as above. Players and spectators are given here because `end_arena` has already deleted them - hence these are a copy. `is_forced` returns `true` when the match has been forcibly terminated (via `force_arena_ending`)
* `arena_lib.on_join(mod, function(p_name, arena, as_spectator, was_spectator))`: called when a user joins an ongoing match. `as_spectator` returns true if they join as a spectator. `was_spectator` returns true if the user was spectating the arena when joining as an actual player
* `arena_lib.on_death(mod, function(arena, p_name, reason))`: called when a player dies
* `arena_lib.on_respawn(mod, function(arena, p_name))`: called when a player respawns
* `arena_lib.on_change_spectated_target(mod, function(arena, sp_name, t_type, t_name, prev_type, prev_spectated))`: called when a spectator (`sp_name`) changes who or what they're spectating, including when they get assigned someone to spectate at entering the arena.
* `t_type` represents the type of the target (either `"player"`, `"entity"` or `"area"`)
* `t_name` its name. If it's an entity or an area, it'll be the name used to register it through the `arena_lib.add_spectate...` functions
* if they were following someone/something else earlier, `prev_type` and `prev_spectated` follow the same logic of the aforementioned parameters
* Beware: as this gets called also when entering, keep in mind that it gets called before the `on_join` callback
* `arena_lib.on_time_tick(mod, function(arena))`: called every second if `time_mode` is different from `"none"`
* `arena_lib.on_timeout(mod, function(arena))`: called when the timer of an arena, if exists (`time_mode = "decremental"`), reaches 0. Not declaring it will make the server crash when time runs out
* `arena_lib.on_eliminate(mod, function(arena, p_name))`: called when a player is eliminated (see `arena_lib.remove_player_from_arena(...)`)
* `arena_lib.on_quit(mod, function(arena, p_name, is_spectator, reason))`: called when a player/spectator quits from a match. See `arena_lib.remove_player_from_arena(...)` to learn about the `reason` parameter
* `arena_lib.on_prequit(mod, function(arena, p_name))`: called when a player tries to quit with `/quit`. If it returns false, quit is cancelled. Useful to ask confirmation first, or simply to impede a player to quit
> **BEWARE**: there is a default behaviour already for most of these situations: for instance when a player dies, their deaths increase by 1. These callbacks exist just in case you want to add some extra behaviour to arena_lib's.
So for instance, if we want to add an object in the first slot when a player joins the pre-match, we can simply do:
```lua
arena_lib.on_load("mymod", function(arena)
local item = ItemStack("default:dirt")
for pl_name, stats in pairs(arena.players) do
pl_name:get_inventory():set_stack("main", 1, item)
end
end)
```
#### 1.4.2 Global callbacks
Global callbacks act in the same way of minigame callbacks with the same name. Keep in mind that not every minigame callback has a global counterpart.
* `arena_lib.register_on_enable(function(mod_ref, arena, p_name))`
* `arena_lib.register_on_disable(function(mod_ref, arena, p_name))`
* `arena_lib.register_on_prejoin_queue(function(mod_ref, arena, p_name))`
* `arena_lib.register_on_join_queue(function(mod_ref, arena, p_name, has_queue_status_changed))`: `has_queue_status_changed` is a boolean, returning true when the arena goes from in queue -> not in queue, and viceversa
* `arena_lib.register_on_leave_queue(function(mod_ref, arena, p_name, has_queue_status_changed))`: check the previous callback for `has_queue_status_changed`
* `arena_lib.register_on_load(function(mod_ref, arena))`
* `arena_lib.register_on_start(function(mod_ref, arena))`
* `arena_lib.register_on_join(function(mod_ref, arena, p_name, as_spectator, was_spectator))`
* `arena_lib.register_on_celebration(function(mod_ref, arena, winners))`
* `arena_lib.register_on_end(function(mod_ref, arena, players, winners, spectators, is_forced))`
* `arena_lib.register_on_eliminate(function(mod_ref, arena, p_name))`
* `arena_lib.register_on_quit(function(mod_ref, arena, p_name, is_spectator, reason))`
Let's say we want to stop people to enter minigames when there is an event on our server. We can simply do:
```lua
arena_lib.register_on_prejoin_queue(function(mod_ref, arena, p_name)
if myservermod.is_event_active() then
minetest.chat_send_player(p_name, "There is a special event in progress, minigames will be back once it ends!")
return
end
return true
end)
```
### 1.5 Additional properties
Let's say you want to add a kill leader parameter. `Arena_lib` doesn't provide specific parameters, as its role is to be generic. Instead, you can create your own kill leader parameter by using the four tables `properties`, `temp_properties`, `player_properties` and `team_properties`. The first two are for the arena, the third is for players and the fourth for teams.
No matter the type of property, they're all shared between arenas. Better said, their values can change, but there can't be an arena with more or less properties than another.
#### 1.5.1 Arena properties
The difference between `properties` and temp/player/team's is that the former will be stored by the the mod so that when the server reboots it'll still be there, while the others won't and they reset every time a match ends. Everything but `properties` is temporary. In our case, for instance, we don't want the kill leader to be preserved outside of a match, thus we go to our `arena_lib.register_minigame(...)` and write:
```lua
arena_lib.register_minigame("mymod", {
--whatever stuff we already have
temp_properties = {
kill_leader = ""
}
}
```
in doing so, we can easily access the `kill_leader` field whenever we want from every arena we have, via `ourarena.kill_leader`. E.g. when creating a function calculating the arena kill leader
> **BEWARE**: you DO need to initialise your properties (whatever type) or it'll return an error
##### 1.5.1.1 Updating non temporary properties via code
Let's say you want to change a property from your mod. A naive approach would be doing `yourarena.property = something`. This, though, won't update it in the storage, so when you restart the server it'll still have the old value.
Instead, the right way to permanently update a property for an arena is calling `arena_lib.change_arena_property(<sender>, mod, arena_name, property, new_value)`. If `sender` is nil, the output message will be printed in the log.
##### 1.5.1.2 Updating properties for old arenas
This is done automatically by arena_lib every time you change the properties declaration in `register_minigame`, so don't worry. Just, keep in mind that when a property is removed, it'll be removed from every arena; so if you're not sure about what you're doing, do a backup first.
#### 1.5.2 Player properties
These are a particular type of temporary properties, as they're attached to every player in the arena. Let's say you now want to keep track of how many kills a player does in a streak without dying. You just need to create a killstreak parameter, declaring it like so
```lua
arena_lib.register_minigame("mymod", {
--stuff
temp_properties = {
kill_leader = ""
},
player_properties = {
killstreak = 0
}
}
```
Now you can easily access the killstreak parameter by retrieving the player inside an arena via `ourarena.players[p_name].killstreak`. Also, don't forget to reset it when a player dies via the `on_death` callback we saw earlier:
```lua
arena_lib.on_death("mymod", function(arena, p_name, reason)
arena.players[p_name].killstreak = 0
end)
```
#### 1.5.3 Team properties
Same as above, but for teams. For instance, you could count how many rounds of a single match has been won by a specific team, and then call a load_celebration when one of them reaches 3 wins.
### 1.6 HUD
`arena_lib` also comes with a triple practical HUD: `title`, `broadcast` and `hotbar`. These HUDs only appear when a message is sent to them and they can be easily used via the following functions:
* `arena_lib.HUD_send_msg(HUD_type, p_name, msg, <duration>, <sound>, <color>)`: sends a message to the specified player/spectator in the specified HUD type (`"title"`, `"broadcast"` or `"hotbar"`). If no duration is declared, it won't disappear by itself. If a sound is declared, it'll be played at the very showing of the HUD. `color` must be in a hexadecimal format and, if not specified, it defaults to white (`0xFFFFFF`).
* `arena_lib.HUD_send_msg_all(HUD_type, arena, msg, <duration>, <sound>, <color>)`: same as above, but for all the players and spectators inside the arena
* `arena_lib.HUD_hide(HUD_type, player_or_arena)`: makes the specified HUD disappear; it can take both a player/spectator and a whole arena. Also, a special parameter `all` can be used in `HUD_type` to make all the HUDs disappear
### 1.7 Utils
There are also some other functions which might turn useful. They are:
* `arena_lib.is_player_in_queue(p_name, <mod>)`: returns a boolean. If a mod is specified, returns true only if it's inside a queue of that specific mod
* `arena_lib.is_player_in_arena(p_name, <mod>)`: returns a boolean. Same as above. It doesn't distinguish between an actual player and a spectator (for the latter, use `arena_lib.is_player_spectating(p_name)`)
* `arena_lib.is_player_in_same_team(arena, p_name, t_name)`: compares two players teams by the players names. Returns true if on the same team, false if not
* `arena_lib.is_team_declared(mod_ref, team_name)`: returns true if there is a team called `team_name`. Otherwise it returns false
* `arena_lib.start_arena(mod, arena)`: instantly starts a loading arena (useful for when you don't want to wait until the end)
* `arena_lib.load_celebration(mod, arena, winners)`: ends an ongoing arena, calling the celebration phase. `winners` can either be a string (the name of the winner), an integer (the ID of the winning team) or a table of strings/integers (more players/teams)
* `arena_lib.force_arena_ending(mod, arena, <sender>)`: forcibly ends an ongoing arena. It's usually called by `/forceend`, but it can be used, for instance, to annul a game. `sender` will inform players about who called the function. It returns `true` if successfully executed
* `arena_lib.join_queue(mod, arena, p_name)`: adds `p_name` to the queue of `arena`. Returns `true` if successful. If the player is already in a different queue, they'll be removed from the one they're currently in and automatically added to the new one
* `arena_lib.remove_player_from_queue(p_name)`: removes the player from the queue is in, if any. Returns `true` if successful
* `arena_lib.remove_player_from_arena(p_name, reason, <executioner>)`: removes the player from the arena and it brings back the player to the game world if still online. This is already extensively used within arena_lib, but modders can use it to customise their gameplay (e.g. to eliminate a player or to automatically kick a user who went AFK). This is *not* called when an arena is forcibly terminated
* `reason` is an integer, and it equals to...
* `0`: player disconnected. Default used when: players disconnect
* `1`: player eliminated. Default used when: ---
* `2`: player kicked. Default used when: players are kicked through `/arenas kick`
* `3`: player quits. Default used when: players do `/quit` or when they leave the spectator mode
* All these reasons call `on_quit`, with the only exception of `1`, that calls `on_eliminate` if declared, and that only calls `on_quit` if there is no spectator mode
* `executioner` can be passed to tell who removed the player. By default, this happens when someone uses `/arenas kick` and `/forceend`, so that these commands can't be abused without consequences for the admin
* `arena_lib.send_message_in_arena(arena, channel, msg, <teamID>, <except_teamID>)`: sends a message to all the players/spectators in that specific arena, according to what `channel` is: `"players"`, `"spectators"` or `"both"`. If `teamID` is specified, it'll be only sent to the players inside that very team. On the contrary, if `except_teamID` is `true`, it'll be sent to every player BUT the ones in the specified team. These last two fields are pointless if `channel` is equal to `"spectators"`
* `arena_lib.add_spectate_entity(mod, arena, e_name, entity)`: adds to the current ongoing match a spectatable entity, allowing spectators to spectate more than just players. `e_name` is the name that will appear in the spectator info hotbar, and `entity` the `luaentity` table. When the entity is removed/unloaded, automatically calls `remove_spectate_entity(...)`
* `arena_lib.add_spectate_area(mod, arena, pos_name, pos)`: same as `add_spectate_entity`, but it adds an area instead. `pos` is a table containing the coordinates of the area to spectate
* `arena_lib.remove_spectate_entity(mod, arena, e_name)`: removes an entity from the spectatable entities of an ongoing match
* `arena_lib.remove_spectate_area(mod, arena, pos_name)`: removes an area from the spectatable areas of an ongoing match
* `arena_lib.is_player_spectating(sp_name)`: returns whether a player is spectating a match, as a boolean
* `arena_lib.is_player_spectated(p_name)`: returns whether a player is being spectated
* `arena_lib.is_entity_spectated(mod, arena_name, e_name)`: returns whether an entity is being spectated
* `arena_lib.is_area_spectated(mod, arena_name, pos_name)`: returns whether an area is being spectated
* `arena_lib.is_arena_in_edit_mode(arena_name)`: returns whether the arena is in edit mode or not, as a boolean
* `arena_lib.is_player_in_edit_mode(p_name)`: returns whether a player is editing an arena, as a boolean
### 1.8 Getters
* `arena_lib.get_arena_by_name(mod, arena_name)`: returns the ID and the whole arena (so a table)
* `arena_lib.get_mod_by_player(p_name)`: returns the minigame a player's in (game or queue)
* `arena_lib.get_arena_by_player(p_name)`: returns the arena the player's in, (game or queue)
* `arena_lib.get_arenaID_by_player(p_name)`: returns the ID of the arena the player's playing in
* `arena_lib.get_queueID_by_player(p_name)`: returns the ID of the arena the player's queueing for
* `arena_lib.get_arena_spawners_count(arena, <team_ID>)`: returns the total amount of spawners declared in the specified arena. If team_ID is specified, it only counts the ones belonging to that team
* `arena_lib.get_random_spawner(arena, <team_ID>)`: returns a random spawner declared in the specified arena. If team_ID is specified, it only considers the ones belonging to that team
* `arena_lib.get_players_amount_left_to_start_queue(arena)`: returns the amount of player still needed to make a queue start, or `nil` if the arena is already in game
* `arena_lib.get_players_in_game()`: returns all the players playing in whatever arena of whatever minigame
* `arena_lib.get_players_in_minigame(mod, <to_player>)`: returns a table containing as value either the names of all the players inside the specified minigame (`mod`) or, if `to_player` is `true`, the players themselves
* `arena_lib.get_players_in_team(arena, team_ID, <to_player>)`: returns a table containing as value either the names of the players inside the specified team or, if `to_player` is `true`, the players themselves
* `arena_lib.get_active_teams(arena)`: returns an ordered table having as values the ID of teams that are not empty
* `arena_lib.get_player_spectators(p_name)`: returns a list containing all the people currently spectating `p_name`. Format `{sp_name = true}`
* `arena_lib.get_player_spectated(sp_name)`: returns the player `sp_name` is currently spectating, if any
* `arena_lib.get_spectate_entities(mod, arena_name)`: returns a table containing all the spectatable entities of `arena_name`, if any. Format `{e_name = entity}`, where `e_name` is the name used to register the entity in `add_spectate_entity(...)` and `entity` the `luaentity` table
* `arena_lib.get_spectate_areas(mod, arena_name)`: same as in `get_spectate_entities(...)` but for areas. Entities returned in the table are the dummy ObjectRef entities put at the area coordinates
* `arena_lib.get_player_in_edit_mode(arena_name)`: returns the name of the player who's editing `arena_name`, if any
### 1.9 Custom entrances
Since 5.3, signs are not the only way anymore to link an arena with the rest of the world. Instead, modders can create third party mods to register their own custom entrance type. To do that, the function is
```lua
arena_lib.register_entrance_type(mod, entrance, def)
```
* `mod`: (string) the name of the third party mod. There can only be one entrance type per mod
* `entrance`: (string) the name used to register the entrance type
* `def`: (table) a table containing the following fields:
* `name`: (string) the name of the entrance. Contrary to the previous `entrance` field, this can be translated
* `on_add`: (function(sender, mod, arena, ...)) must return the value that will be used by arena_lib to identify the entrance. For instance, built-in signs return their position. If nothing is returned, the adding process will be aborted. Substitute `...` with any additional parameters you may need (signs use it for their position). BEWARE: arena_lib will already run general preliminar checks (e.g. the arena must exist) and then set the new entrance. Use this callback just to run entrance-specific checks and return the value that arena_lib will then store as an entrance
* `on_remove`: (function(mod, arena)) additional actions to perform when an arena entrance is removed. BEWARE: arena_lib will already run general preliminar checks (e.g. the arena must exist) and then remove the entrance. Use this callback just to run entrance-specific checks.
* `on_update`: (function(mod, arena)) what should happen to each entrance when the status of the associated arena changes (e.g. when someone enters, when the arena gets disabled etc.)
* `on_load`: (function(arena)) additional actions to perform when the server starts. Useful for nodes, since they don't have an `on_activate` callback, contrary to entities
* `editor_settings`: (table) how the editor section should be structured, when an arena uses this entrance type. Fields are:
* `name`: (string) the name of the item representing the section
* `icon`: (string) the image of the item representing the section
* `description`: (string) the description of the section, shown in the semi-transparent black bar above the hotbar
* `tools`: (table) item list of max 6 entries. These items will be put into the entrance section, once opened
* `debug_output`: (function(entrance)): what the debug log should print (via `arena_lib.print_arena_info()`)
Then, a useful function you want to call through the tools in the editor section is `arena_lib.set_entrance(sender, mod, arena_name, action, ...)`, where `action` is a string taking either `"add"` or `"remove"`. In case of `"add"`, you can also attach whatever parameter you want after (`...`). For instance, built-in signs pass the pointed position, which is then checked on `on_add` and lastly returned so that arena_lib can add it. These checks are not run in the tool itself because this won't allow to run them outside the editor (i.e. CLI and custom calls from other mods).
If you're a bit confused, have a look at [this mod](https://gitlab.com/marco_a/arena_lib-entrance-test) for a practical implementation.
If the registration was successful, it'll appear in the list of entrances type displayed with `/arenas entrances <minigame>`.
### 1.10 Extendable editor
Since 4.0, every minigame can extend the editor with an additional custom section on the 6th slot. To do that, the function is
```lua
arena_lib.register_editor_section("yourmod", {parameter1, parameter2 etc})
```
On the contrary of when an arena is registered, every parameter here is mandatory. They are:
* `name`: the name of the item that will represent the section
* `icon`: the icon of the item that will represent the section
* `hotbar_message`: the message that will appear in the hotbar HUD once the section has been opened
* `give_items = function(itemstack, user, arena)`: this function must return the list of items to give to the player once the section has been opened, or nil if we want to deny the access. Having a function instead of a list is useful as it allows to run whatever check inside of it, and to give different items accordingly
When a player is inside the editor, they have 2 string metadata containing the name of the mod and the name of the arena that's currently being modified. These are necessary to do whatever arena operation with items passed via `give_items`, as they allow to obtain the arena ID and the arena itself via `arena_lib.get_arena_by_name(mod, arena_name)`. To better understand this, have a look at how [arena_lib does](src/editor/tools_players.lua)
### 1.11 Things you don't want to do with a light heart
* Changing the number of the teams: it'll delete your spawners (this has to be done in order to avoid further problems)
* Any action in the "Players" section of the editor, except changing their minimum amount: it'll delete your spawners (same as above)
* Removing properties in the minigame declaration: it'll delete them from every arena, without any possibility to get them back. Always do a backup first
* Disabling timers (`time_mode = "decremental"` to something else) when arenas have custom timer values: it'll reset every custom value, so you have to put them again manually if/when you decide to turning timers back up
### 1.12 Example file
Check [this](mod-init.lua.example) out for a full configuration file
<br>
## 2. Arenas
It all starts with a table called `arena_lib.mods = {}`. This table allows `arena_lib` to be subdivided per mod and it has different parameters, one being `arena_lib.mods[yourmod].arenas`. Here is where every new arena created gets put.
An arena is a table having as a key an ID and as a value its parameters. They are:
* `name`: (string) the name of the arena, declared when creating it
* `author`: (string) the name of the one who built/designed the map. Default is `"???"`. It appears in the signs infobox (right-click an arena sign)
* `thumbnail`: (string) the name of the optional file representing the arena, extension included. Default is `""`, meaning no thumbnail is associated with the arena. It must be put inside the `arena_lib/Thumbnails` world folder. If present, it can be seen by right-clicking built-in arena signs.
* `entrance_type`: (string) the type of the entrance of the arena. By default it takes the `arena_lib.DEFAULT_ENTRANCE` settings (which is `"sign"` by default)
* `entrance`: (can vary) the value used by arena_lib to retrieve the entrance linked to the arena. Built-in signs use their coordinates
* `players`: (table) where to store players information, such as their team ID (`teamID`) and `player_properties`. Format `{[p_name] = {stuff}, [p_name2] = {stuff}, ...}`
* `spectators`: (table) where to store spectators information. Format `{[sp_name] = true}`
* `players_and_spectators`: (table) where to store both players and spectators names. Format `{[psp_name] = true}`
* `past_present_players`: (table) keeps track of every player who took part to the match, even if they are spectators now or they left. Contrary to `players` and `players_and_spectators`, this is created when the arena loads, so it doesn't consider people who joined and left during the queue. Format `{[ppp_name] = true}`
* `past_present_players_inside`: (table) same as `past_present_players` but without keeping track of the ones who left
* `teams`: (table) where to store teams information, such as their name (`name`) and `team_properties`. If there are no teams, it's `{-1}`. If there are, format is `{[teamID] = {stuff}, [teamID2] = {stuff}, ...}`
* `teams_enabled`: (boolean) whether teams are enabled in the arena. Requires teams
* `players_amount`: (int) separately stores how many players are inside the arena/queue
* `players_amount_per_team`: (table) separately stores how many players currently are in a given team. Format `{[teamID] = amount}`. If teams are disabled, it's `nil`
* `spectators_amount`: (int) separately stores how many spectators are inside the arena
* `spectators_amount_per_team`: (table) like `players_amount_per_team`, but for spectators
* `spectate_entities_amount`: (int) the amount of entities that can be currently spectated in an ongoing game. If spectate mode is disabled, it's `nil`. Outside of ongoing games is always `nil`
* `spectate_areas_amount`: (int) like `spectate_entities_amount` but for areas
* `spawn_points`: (table) contains information about the spawn points. Format `{[spawnID] = {pos = coords, teamID = team ID}}`. If teams are disabled, `teamID` is `nil`
* `max_players`: (string) default is 4. When this value is reached, queue time decreases to 5 if it's not lower already
* `min_players`: (string) default is 2. When this value is reached, a queue starts
* `initial_time`: (int) in seconds. It's `nil` when the mod doesn't keep track of time, it's 0 when the mod does it incrementally and it's inherited by the mod if the mod has a timer. In this case, every arena can have its specific value. By default time tracking is disabled, hence it's `nil`
* `current_time`: (int) in seconds. It requires `initial_time` and it exists only when a game is in progress, keeping track of the current time
* `celestial_vault`: (table) if present, contains the information about the celestial vault to display to each player whilst in game, overriding the default one. Default is `nil`.
* `lighting`: (table) if present, contains the information about the lighting settings of the arena, overriding players' default ones. Default is `nil`
* `bgm`: (table) if present, contains the information about the audio track to play whilst in game. Audio tracks must be placed in the world folder in `/arena_lib/BGM` in order to be found. Default is `nil`
In-depth fields, all empty by default, are:
* `track`: (string) the audio file, without `.ogg`. Mandatory. If no track is specified, all the other fields will be consequently empty
* `title`: (string) the title. Built-in signs feature it in the infobox (shown by right-clicking a sign)
* `author`: (string) the author. Built-in signs feature it in the infobox (shown by right-clicking a sign)
* `gain`: (int) the volume of the track
* `pitch`: (int) the pitch of the track
* `in_queue`: (bool) about phases, look at "Arena phases" down below
* `in_loading`: (bool)
* `in_game`: (bool)
* `in_celebration`: (bool)
* `enabled`: (bool) by default an arena is disabled, to avoid any unwanted damage
> **BEWARE**: don't edit these parameters manually! Each one of them can be set through some arena_lib function, which runs the required checks in order to avoid any collateral damage
Being arenas stored by ID, they can be easily retrieved by `arena_libs.mods[yourmod].arenas[THEARENAID]`.
There are two ways to know an arena ID: the first is in-game via the two built-in commands:
* `/arenas list <minigame>`: concise
* `/arenas info (<minigame>) <arena>`: extended with much more information (this is also implemented in the editor by default - the "i" icon)
The second is via code through the functions:
* `arena_lib.get_arenaID_by_player(p_name)`: the player must be queueing for the arena, or playing it
* `arena_lib.get_arena_by_name(mod, arena_name)`: it returns both the ID and the arena (so the table)
### 2.1 Storing arenas
Arenas and their settings are stored inside the mod storage. What is *not* stored are players, their stats and such.
Better said, these kind of parameters are emptied every time the server starts. And not when it ends, because handling situations like crashes is simply not possible.
### 2.2 Setting up an arena
In order for an arena to be playable, four conditions must be satisfied: the arena has to exist, spawners have to be set, an arena entrance must be put (to allow players to enter the minigame), and any potential custom check in the `arena_lib.on_enable` callback must go through.
If you love yourself, there is a built-in editor that allows you to easily make these things and many many more. Or, if you don't love yourself, you can connect every setup function to your custom CLI. Either way, run `/arenas create <minigame> <arena>` to create your first arena.
### 2.2.1 Editor
arena_lib comes with a fancy editor via hotbar so you don't have to configure and memorise a lot of commands.
In order to use the editor, no other players shall be editing the same arena and there shall not be any ongoing game. When entering, the arena is disabled automatically. The rest is pretty straightforward :D if you're not sure of what something does, just open the inventory and read its name.
The command calling the editor is `/arenas edit (<minigame>) <arena>`. Feel now free to skip to [2.3 Arena phases](#23-arena-phases).
#### 2.2.2 CLI
If you don't want to rely on the hotbar, or you want both the editor and the commands via chat, here's how the commands work. Note that there actually is another parameter at the end of each of these functions named `in_editor` but, since it's solely used by the editor itself in order to run less checks, I've chosen to omit it.
##### 2.2.2.1 Changing arenas name, author, thumbnail
`arena_lib.rename_arena(sender, mod, arena_name, new_name)`: renames an arena. Being arenas stored by ID, changing their names is no big deal.
`arena_lib.set_author(sender, mod, arena_name, author)`: changes the name of the author who has built the arena.
`arena_lib.set_thumbnail(sender, mod, arena_name, thumbnail)`: changes the thumbnail of the arena. `thumbnail` is the name of the file, including its extension. It must be inside the `arena_lib/Thumbnails` world folder.
##### 2.2.2.2 Players management
`arena_lib.change_players_amount(sender, mod, arena_name, min_players, max_players)` changes the amount of players in a specific arena. It also works by specifying only one field (such as `([...] myarena, 3)` or `([...] myarena, nil, 6)`). It returns true if it succeeded.
##### 2.2.2.3 Enabling/Disabling teams
`arena_lib.toggle_teams_per_arena(sender, mod, arena_name, enable)` enables/disables teams per single arena. `enable` is an int, where `0` disables teams and `1` enables them.
##### 2.2.2.4 Spawners
`arena_lib.set_spawner(sender, mod, arena_name, <teamID_or_name>, <param>, <ID>)` creates a spawner where the sender is standing, so be sure to stand where you want the spawn point to be. Spawners can't exceed the maximum players of an arena and, more specifically, they must be the same number. A spawner is a table with `pos` and `team_ID` as values.
* `teamID_or_name` can be both a string and a number. It must be specified if your arena uses teams
* `param` is a string, specifically `"overwrite"`, `"delete"` or `"deleteall"`. `"deleteall"` aside, the other ones need an ID after them. Also, if a team is specified with `"deleteall"`, it will only delete the spawners belonging to that team
* `ID` is the spawner ID, for `param`
Back on [ChatCmdBuilder](https://content.minetest.net/packages/rubenwardy/lib_chatcmdbuilder/), here are few `set_spawner` examples:
```lua
-- whatever previous subcommand
-- for creating spawners without teams
cmd:sub("setspawn :arena", function(sender, arena)
arena_lib.set_spawner(sender, yourmod, arena)
end)
-- for creating spawners with teams
cmd:sub("setspawn :arena :team:word", function(sender, arena, team)
arena_lib.set_spawner(sender, yourmod, arena, team)
end)
-- for using 'param' (just pass a random number for deleteall as it won't matter)
cmd:sub("setspawn :arena :param:word :ID:int", function(sender, arena, param, ID)
arena_lib.set_spawner(sender, yourmod, arena, nil, param, ID)
end)
-- for using 'param' with teams
cmd:sub("setspawn :arena :team:word :param:word :ID:int", function(sender, arena, team, param, ID)
arena_lib.set_spawner(sender, yourmod, arena, team, param, ID)
end)
-- etc.
```
##### 2.2.2.5 Entrance
To set an entrance, use `arena_lib.set_entrance(sender, mod, arena_name, action, ...)`. For further documentation, see [1.9 Custom entrances](#19-custom-entrances).
To change entrance type, use `arena_lib.set_entrance_type(sender, mod, arena_name, type)`, where `type` is a string representing the name of the registered entrance type you want to use
##### 2.2.2.6 Arena properties
[Arena properties](#151-arena-properties) allow you to create additional persistent attributes specifically suited for what you have in mind (e.g. a score to reach to win the game).
`arena_lib.change_arena_property(sender, mod, arena_name, property, new_value)` changes the specified arena property with `new_value`. Keep in mind you can't change a property type (a number must remain a number, a string a string etc), and strings need quotes surrounding them - so `false` is a boolean, but `"false"` is a string. Also, as the title suggests, this works for *arena* properties only. Not for temporary, players, nor team ones.
##### 2.2.2.7 Timers
`arena_lib.set_timer(sender, mod, arena_name, timer)` changes the timer of the arena. It only works if timers are enabled (`time_mode = "decremental"`).
##### 2.2.2.8 Music
`arena_lib.set_bgm(sender, mod, arena_name, track, title, author, volume, pitch)` sets the background music of the arena. The audio file (`track`) must be inside the `sounds` folder of the minigame mod (NOT arena_lib's), and `.ogg` shall be omitted from the string. If `track` is nil, `arena.bgm` will be set to `nil` too
##### 2.2.2.9 Celestial vault
By default, the arena's celestial vault reflects the celestial vault of the player before entering the match (meaning there are no default values inside arena_lib).
`arena_lib.set_celestial_vault(sender, mod, arena_name, element, params)` allows you to change parts of the vault, forcing it to players entering the arena. `element` is a string representing the part of the vault to be changed (`"sky"`, `"sun"`, `"moon"`, `"stars"`, `"clouds"`, or the explained later `"all"`), and `params` a table with the new values. This table is the same as the one used in the Minetest API `set_sky(...)`, `set_sun(...)` etc. functions, so for instance doing
```lua
local sun_params = {
scale = 2.5,
sunrise_visible = false
}
arena_lib.set_celestial_vault(sender, mod, arena, "sun", sun_params)
```
will increase the size of the sun inside the arena and hide the sunrise texture. `params` can also be `nil`, and in that case will remove any custom setting previously set.
Last but not least, the special element `"all"` allows you to change everything, and it needs a table with the following optional parameters: `{sky={...}, sun={...}, moon={...}, stars={...}, clouds={...}}`. If `params` is nil, it'll reset the whole celestial vault.
##### 2.2.2.10 Lighting
NOTE: EXPERIMENTAL FEATURE. EXPECT BREAKAGE IN THE FUTURE (according to the direction Minetest will choose to go with lighting)
By default, the arena's lighting settings reflect the lighting settings of the player before entering the match (meaning there are no default values inside arena_lib).
`arena_lib.set_lighting(sender, mod, arena_name, light_table)` allows you to override those settings. As for now, `light_table` only takes one field, `light`, a float between 0 and 1 that changes the intensity of the global lighting. If `light_table` is `nil`, it'll reset the whole lighting settings.
### 2.3 Arena phases
An arena comes in 4 phases:
* `queuing phase`: the queuing process. People interact with the entrance waiting for other players to play with
* `loading phase`: the pre-match. By default players get teleported in the arena, waiting for the game to start. Relevant callback: `on_load`
* `fighting phase`: the actual game. Relevant callbacks: `on_start`, `on_join`
* `celebration phase`: the after-match. By default people stroll around for the arena knowing who won, waiting to be teleported. Relevant function: `arena_lib.load_celebration(...)`. Relevant callbacks: `on_celebration`, `on_end`.
### 2.4 Spectate mode
Every minigame has this mode enabled by default. As the name suggests, it allows people to spectate a match, and there are two ways to enter this mode: the first is by getting eliminated (`remove_player_from_arena` with `1` as a reason), whereas the other is through the very entrance of the arena (if implemented). While in this state, they can't interact in any way with the actual match: neither by hitting entities/blocks, nor by writing in chat. The latter, more precisely, is a separated chat that spectators and spectators only are able to read. Vice versa, they're not able to read the players one.
By default, spectate mode allows to follow players, but it also allows modders to expand it to entities and areas. To do that, have a look at `arena_lib.add_spectate_entity(...)` and `arena_lib.add_spectate_area(...)`
<br>
## 3. About the author(s)
I'm Zughy (Marco), a professional Italian pixel artist who fights for FOSS and digital ethics. If this library spared you a lot of time and you want to support me somehow, please consider donating on [Liberapay](https://liberapay.com/Zughy/). Also, this project wouldn't have been possible if it hadn't been for some friends who helped me testing through: `Giov4`, `SonoMichele`, `_Zaizen_` and `Xx_Crazyminer_xX`