942 lines
26 KiB
Lua

arena_lib = {}
arena_lib.mods = {}
-- TODO: spostarlo in mod Hub
local hub_spawn_point = { x = 0, y = 20, z = 0}
local S = minetest.get_translator("arena_lib")
----------------------------------------------
--------------GESTIONE STORAGE----------------
----------------------------------------------
local storage = minetest.get_mod_storage()
--storage:set_string("mods", nil) -- PER RESETTARE LO STORAGE
--------------LEGACY START----------------
-- [!!!] for arena_lib 2.1.0 and lesser: it automatically converts your old arenas
-- into the new storage ystem. Please start your server at least once if you wanna
-- keep them as this will be removed in the who-knows-exactly-when upcoming 3.0.0
local function legacy_storage_conversion()
local old_table = minetest.deserialize(storage:get_string("mods"))
for mod, properties in pairs(old_table) do
minetest.log("action", "[ARENA_LIB] Converting mod " .. mod )
for id, arena in pairs(properties.arenas) do
-- salvo ogni arena in una stringa a parte
minetest.log("action", "[ARENA_LIB] Converting arena " .. arena.name )
local entry = mod .. "." .. id
-- azzero parametri temporanei
arena.players = {}
arena.in_queue = false
arena.in_loading = false
arena.in_game = false
arena.in_celebration = false
storage:set_string(entry, minetest.serialize(arena))
minetest.log("action", "[ARENA_LIB] Arena " .. arena.name .. " converted into " .. entry)
end
-- svuoto le arene per non salvarle insieme alla mod
arena_lib.mods[mod] = old_table[mod]
arena_lib.mods[mod].arenas = {}
-- salvo la mod in una stringa a parte
storage:set_string(mod, minetest.serialize(arena_lib.mods[mod]))
minetest.log("action", "[ARENA_LIB] Mod " .. mod .. " converted")
end
--svuoto il vecchio storage
storage:set_string("mods", "")
minetest.log("action", "[ARENA_LIB] Deprecated storage removed")
end
if minetest.deserialize(storage:get_string("mods")) ~= nil then
minetest.log("action", "[ARENA_LIB] Old storage system found: converting to arena_lib 2.2.0+ system")
legacy_storage_conversion()
end
--------------LEGACY END----------------
----------------------------------------------
---------------DICHIARAZIONI------------------
----------------------------------------------
local function init_storage() end
local function update_storage() end
local function new_arena() end
local function next_ID() end
local players_in_game = {} --KEY: player name, INDEX: {(string) minigame, (int) arenaID}
local players_in_queue = {} --KEY: player name, INDEX: {(string) minigame, (int) arenaID}
local arena_default = {
name = "",
sign = {},
players = {}, --KEY: player name, INDEX: kills, deaths, killstreak
spawn_points = {},
max_players = 4,
min_players = 2,
kill_cap = 10,
in_queue = false,
in_loading = false,
in_game = false,
in_celebration = false,
enabled = false
}
-- per inizializzare. Da lanciare all'inizio di ogni mod
function arena_lib.initialize(mod)
init_storage(mod)
--Se esiste già in memoria, ignora il resto
if arena_lib.mods[mod] ~= nil then return end
minetest.log("action", "[ARENA_LIB] new minigame found: " .. mod .. ". Initializing...")
arena_lib.mods[mod] = {}
arena_lib.mods[mod].arenas = {} -- KEY: (int) arenaID , VALUE: (table) arena properties
arena_lib.mods[mod].arenasID = 1 -- we start counting from 1, not 0
end
-- call this in your mod to override the default parameters
function arena_lib.settings(mod, def)
local mod_ref = arena_lib.mods[mod]
--default parameters
mod_ref.prefix = "[Arena_lib] "
mod_ref.hub_spawn_point = { x = 0, y = 20, z = 0}
mod_ref.join_while_in_progress = false
mod_ref.show_minimap = false
mod_ref.load_time = 3 --time in the loading phase (the pre-match)
mod_ref.celebration_time = 3 --time in the celebration phase
mod_ref.immunity_time = 3
mod_ref.immunity_slot = 9 --people may have tweaked the slots, hence the custom parameter
mod_ref.properties = {}
mod_ref.temp_properties = {}
if def.prefix then
mod_ref.prefix = def.prefix
end
if def.hub_spawn_point then
mod_ref.hub_spawn_point = def.hub_spawn_point
end
if def.join_while_in_progress == true then
mod_ref.join_while_in_progress = def.join_while_in_progress
end
if def.show_minimap == true then
mod_ref.show_minimap = def.show_minimap
end
if def.load_time then
mod_ref.load_time = def.load_time
end
if def.celebration_time then
mod_ref.celebration_time = def.celebration_time
end
if def.immunity_time then
mod_ref.immunity_time = def.immunity_time
end
if def.immunity_slot then
mod_ref.immunity_slot = def.immunity_slot
end
if def.properties then
mod_ref.properties = def.properties
end
if def.temp_properties then
mod_ref.temp_properties = def.temp_properties
end
storage:set_string(mod, minetest.serialize(mod_ref))
end
--[!!!] add this to your code only if you need to add some new property to your
-- old arenas
function arena_lib.update_properties(mod)
minetest.log("action", "[ARENA_LIB] Updating properties for arenas in " .. mod)
local mod_ref = arena_lib.mods[mod]
if mod_ref == nil then
minetest.log("error", "[ARENA_LIB] [!] There's no minigame called " .. mod .. ", properties update aborted")
return end
for id, arena in pairs(mod_ref.arenas) do
for property, v in pairs(mod_ref.properties) do
if arena[property] == nil then
arena[property] = v
end
end
update_storage(false, mod, id, arena)
for temp_property, v in pairs(mod_ref.temp_properties) do
arena[temp_property] = v
end
end
end
----------------------------------------------
---------------GESTIONE ARENA-----------------
----------------------------------------------
function arena_lib.create_arena(sender, mod, arena_name, min_players, max_players)
local mod_ref = arena_lib.mods[mod]
mod_ref.arenasID = next_ID(mod_ref)
-- controllo che non ci siano duplicati
if mod_ref.arenasID > 1 and arena_lib.get_arena_by_name(mod, arena_name) ~= nil then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] An arena with that name exists already!")))
return end
-- creo l'arena
mod_ref.arenas[mod_ref.arenasID] = new_arena(arena_default)
local arena = mod_ref.arenas[mod_ref.arenasID]
-- sovrascrivo con i parametri della funzione
arena.name = arena_name
if min_players and max_players then
arena.min_players = min_players
arena.max_players = max_players
end
-- aggiungo le proprietà custom
for property, value in pairs(mod_ref.properties) do
arena[property] = value
end
-- e quelle temp custom
for temp_property, value in pairs(mod_ref.temp_properties) do
arena[temp_property] = value
end
-- aggiungo allo storage
update_storage(false, mod, mod_ref.arenasID, arena)
--aggiorno l'ID globale nello storage
storage:set_string(mod, minetest.serialize(mod_ref))
minetest.chat_send_player(sender, mod_ref.prefix .. S("Arena @1 succesfully created", arena_name))
end
function arena_lib.remove_arena(sender, mod, arena_name)
local id, arena = arena_lib.get_arena_by_name(mod, arena_name)
if not arena then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] There is no arena named @1!", arena_name)))
return end
if arena.in_game then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] There is an ongoing match inside the arena @1: impossible to remove!", arena_name)))
return end
--TODO: -chiedere conferma
-- rimozione cartello coi rispettivi metadati
if arena.sign ~= nil then
minetest.set_node(arena.sign, {name = "air"}) end
local mod_ref = arena_lib.mods[mod]
arena_lib.send_message_players_in_arena(arena, mod_ref.prefix ..S("The arena you were queueing for has been removed... :("))
-- rimozione arena e aggiornamento storage
mod_ref.arenas[id] = nil
update_storage(true, mod, id, arena)
minetest.chat_send_player(sender, mod_ref.prefix .. S("Arena @1 successfully removed", arena_name))
end
-- Gli spawn points si impostano prendendo la coordinata del giocatore che lancia il comando.
-- Non ci possono essere più spawn points del numero massimo di giocatori e non possono essere impostati in aria
-- Indicando lo spawner_ID, si andrà a sovrascrivere lo spawner con quell'ID se esiste
function arena_lib.set_spawner(sender, mod, arena_name, spawner_ID)
local id, arena = arena_lib.get_arena_by_name(mod, arena_name)
-- controllo se esiste l'arena
if arena == nil then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] This arena doesn't exist!")))
return end
local spawn_points_count = arena_lib.get_arena_spawners_count(arena)
-- se provo a settare uno spawn point di troppo, annullo
if spawn_points_count == arena.max_players and spawner_ID == nil then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] Spawn points can't exceed the maximum number of players! If requested, you can overwrite them specifying the ID of the spawn as a parameter")))
return end
-- se l'ID dello spawner da sovrascrivere non corrisponde a nessun altro ID, annullo
if spawner_ID ~= nil and spawner_ID > spawn_points_count then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] No spawner with that ID to overwrite!")))
return end
local pos = vector.floor(minetest.get_player_by_name(sender):get_pos()) --tolgo i decimali per storare un int
local pos_Y_up = {x = pos.x, y = pos.y+1, z = pos.z} -- alzo Y di uno sennò tippa nel blocco
local pos_feet = {x = pos.x, y = pos.y-1, z = pos.z}
-- se il blocco sotto i piedi è aria, annullo
if minetest.get_node(pos_feet).name == "air" then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] You can't set the spawn point in the air!")))
return end
-- se c'è già uno spawner in quel punto, annullo
for id, spawn in pairs(arena.spawn_points) do
if minetest.serialize(pos_Y_up) == minetest.serialize(spawn) then minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] There's already a spawn in this point!")))
return end
end
local mod_ref = arena_lib.mods[mod]
-- sovrascrivo/creo lo spawnpoint
if spawner_ID ~= nil then
arena.spawn_points[spawner_ID] = pos_Y_up
minetest.chat_send_player(sender, mod_ref.prefix .. S("Spawn point #@1 successfully overwritten", spawner_ID))
else
arena.spawn_points[spawn_points_count +1] = pos_Y_up
minetest.chat_send_player(sender, mod_ref.prefix .. S("Spawn point #@1 successfully set", spawn_points_count +1))
end
update_storage(false, mod, id, arena)
end
function arena_lib.enable_arena(sender, mod, arena_ID)
local mod_ref = arena_lib.mods[mod]
local arena = mod_ref.arenas[arena_ID]
-- controllo se esiste l'arena
if not arena then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] There is no arena associated with this ID!")))
return end
-- check requisiti: spawner e cartello
if arena_lib.get_arena_spawners_count(arena) < arena.max_players then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] Insufficient spawners, the arena has been disabled!")))
arena.enabled = false
return end
if not arena.sign.x then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] Sign not set, the arena has been disabled!")))
arena.enabled = false
return end
-- abilito
arena.enabled = true
arena_lib.update_sign(arena.sign, arena)
update_storage(false, mod, arena_ID, arena)
minetest.chat_send_player(sender, mod_ref.prefix .. S("Arena successfully enabled"))
end
function arena_lib.disable_arena(sender, mod, arena_ID)
local mod_ref = arena_lib.mods[mod]
local arena = mod_ref.arenas[arena_ID]
-- controllo se esiste l'arena
if not arena then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] There is no arena associated with this ID!")))
return end
-- se è già disabilitata, annullo
if not arena.enabled then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] The arena is already disabled")))
return end
-- se una partita è in corso, annullo
if arena.in_loading or arena.in_game or arena.in_celebration then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] You can't disable an arena during an ongoing game!")))
return end
-- se c'è gente rimasta è in coda: annullo la coda e li avviso della disabilitazione
for pl_name, stats in pairs(arena.players) do
players_in_queue[pl_name] = nil
arena.players[pl_name] = nil
arena.in_queue = false
minetest.chat_send_player(pl_name, minetest.colorize("#e6482e", S("[!] The arena you were queueing for has been disabled!")))
end
-- disabilito
arena.enabled = false
arena_lib.update_sign(arena.sign, arena)
update_storage(false, mod, arena_ID, arena)
minetest.chat_send_player(sender, mod_ref.prefix .. S("Arena @1 successfully disabled", arena.name))
end
----------------------------------------------
--------------GESTIONE PARTITA-----------------
----------------------------------------------
-- per tutti i giocatori quando finisce la coda
function arena_lib.load_arena(mod, arena_ID)
local count = 1
local mod_ref = arena_lib.mods[mod]
local arena = mod_ref.arenas[arena_ID]
arena.in_loading = true
arena_lib.update_sign(arena.sign, arena)
-- teletrasporto giocatori, li blocco sul posto, nascondo i nomi e svuoto l'inventario
for pl_name, _ in pairs(arena.players) do
local player = minetest.get_player_by_name(pl_name)
player:set_nametag_attributes({color = {a = 0, r = 255, g = 255, b = 255}})
player: set_physics_override({
speed = 0,
})
player:set_pos(arena.spawn_points[count])
player:get_inventory():set_list("main",{})
players_in_queue[pl_name] = nil
players_in_game[pl_name] = {minigame = mod, arenaID = arena_ID} -- registro giocatori nella tabella apposita
-- disattivo eventualmente la minimappa
if not mod_ref.show_minimap then
player:hud_set_flags({minimap = false})
end
count = count +1
end
-- eventuale codice aggiuntivo
if mod_ref.on_load then
mod_ref.on_load(arena)
end
-- inizio l'arena dopo tot secondi
minetest.after(mod_ref.load_time, function()
arena_lib.start_arena(mod_ref, arena)
end)
end
function arena_lib.start_arena(mod_ref, arena)
arena.in_loading = false
arena.in_game = true
arena_lib.update_sign(arena.sign, arena)
for pl_name, stats in pairs(arena.players) do
minetest.get_player_by_name(pl_name):set_physics_override({
speed = 1,
jump = 1,
gravity = 1,
})
end
-- eventuale codice aggiuntivo
if mod_ref.on_start then
mod_ref.on_start(arena)
end
end
-- per il player singolo a match iniziato
function arena_lib.join_arena(mod, p_name, arena_ID)
local mod_ref = arena_lib.mods[mod]
local player = minetest.get_player_by_name(p_name)
local arena = mod_ref.arenas[arena_ID]
player:set_nametag_attributes({color = {a = 0, r = 255, g = 255, b = 255}})
player:get_inventory():set_list("main",{})
player:set_pos(arena_lib.get_random_spawner(arena))
players_in_game[p_name] = {minigame = mod, arenaID = arena_ID}
if not mod_ref.show_minimap then
player:hud_set_flags({minimap = false})
end
-- eventuale codice aggiuntivo
if mod_ref.on_join then
mod_ref.on_join(p_name, arena)
end
end
--a partita finita
function arena_lib.load_celebration(mod, arena, winner_name)
local mod_ref = arena_lib.mods[mod]
arena.in_celebration = true
arena_lib.update_sign(arena.sign, arena)
for pl_name, stats in pairs(arena.players) do
local inv = minetest.get_player_by_name(pl_name):get_inventory()
-- giocatori immortali
if not inv:contains_item("main", "arena_lib:immunity") then
inv:set_stack("main", mod_ref.immunity_slot, "arena_lib:immunity")
end
minetest.get_player_by_name(pl_name):set_nametag_attributes({color = {a = 255, r = 255, g = 255, b = 255}})
minetest.chat_send_player(pl_name, mod_ref.prefix .. S("@1 wins the game", winner_name))
end
-- eventuale codice aggiuntivo
if mod_ref.on_celebration then
mod_ref.on_celebration(arena, winner_name)
end
-- l'arena finisce dopo tot secondi
minetest.after(mod_ref.celebration_time, function()
arena_lib.end_arena(mod_ref, mod, arena)
end)
end
function arena_lib.end_arena(mod_ref, mod, arena)
-- copia da passare a on_end
local players = {}
for pl_name, stats in pairs(arena.players) do
players[pl_name] = stats
arena.players[pl_name] = nil
players_in_game[pl_name] = nil
local player = minetest.get_player_by_name(pl_name)
-- resetto inventario e teletraspoto nella lobby
player:get_inventory():set_list("main", {})
player:set_pos(mod_ref.hub_spawn_point)
-- riattivo la minimappa eventualmente disattivata
player:hud_set_flags({minimap = true})
end
-- resetto le proprietà temporanee
for temp_property, v in pairs(mod_ref.temp_properties) do
if type(v) == "string" then
arena[temp_property] = ""
elseif type(v) == "number" then
arena[temp_property] = 0
elseif type(v) == "boolean" then
arena[temp_property] = false
elseif type(v) == "table" then
arena[temp_property] = {}
end
end
local id = arena_lib.get_arena_by_name(mod, arena.name)
-- eventuale codice aggiuntivo
if mod_ref.on_end then
mod_ref.on_end(arena, players)
end
arena.in_celebration = false
arena.in_game = false
-- aggiorno storage per le properties e cartello
update_storage(false, mod, id, arena)
arena_lib.update_sign(arena.sign, arena)
end
function arena_lib.add_to_queue(p_name, mod, arena_ID)
players_in_queue[p_name] = {minigame = mod, arenaID = arena_ID}
end
function arena_lib.remove_from_queue(p_name)
players_in_queue[p_name] = nil
end
----------------------------------------------
--------------------UTILS---------------------
----------------------------------------------
--TODO: rename_arena
-- (p_name, (mod))
function arena_lib.is_player_in_arena(p_name, mod)
if not players_in_game[p_name] then
return false
else
-- se il campo mod è specificato, controllo che sia lo stesso
if mod ~= nil then
if players_in_game[p_name].minigame == mod then return true
else return false
end
end
return true
end
end
function arena_lib.is_player_in_queue(p_name)
if not players_in_queue[p_name] then
return false
else
-- se il campo mod è specificato, controllo che sia lo stesso
if mod ~= nil then
if players_in_queue[p_name].minigame == mod then return true
else return false
end
end
return true
end
end
function arena_lib.remove_player_from_arena(p_name, is_eliminated)
local mod, arena_ID
-- se non è in partita né in coda, annullo
if arena_lib.is_player_in_arena(p_name) then
mod = players_in_game[p_name].minigame
arena_ID = players_in_game[p_name].arenaID
elseif arena_lib.is_player_in_queue(p_name) then
mod = players_in_queue[p_name].minigame
arena_ID = players_in_queue[p_name].arenaID
else return end
local mod_ref = arena_lib.mods[mod]
local arena = mod_ref.arenas[arena_ID]
if arena == nil then return end
-- resetto la minimappa eventualmente disattivata
minetest.get_player_by_name(p_name):hud_set_flags({minimap = true})
-- lo rimuovo
arena.players[p_name] = nil
players_in_game[p_name] = nil
players_in_queue[p_name] = nil
arena_lib.update_sign(arena.sign, arena)
-- se è eliminato, lo teletrasporto fuori dall'arena e ripristino il nome
if is_eliminated then
local player = minetest.get_player_by_name(p_name)
player:set_pos(mod_ref.hub_spawn_point)
player:set_nametag_attributes({color = {a = 255, r = 255, g = 255, b = 255}})
arena_lib.send_message_players_in_arena(arena, mod_ref.prefix .. S("@1 has been eliminated", p_name))
else
arena_lib.send_message_players_in_arena(arena, mod_ref.prefix .. S("@1 has left the game", p_name))
end
-- se l'arena era in coda e ora ci son troppi pochi giocatori, annullo la coda
if arena.in_queue then
local timer = minetest.get_node_timer(arena.sign)
if arena_lib.get_arena_players_count(arena) < arena.min_players then
timer:stop()
arena.in_queue = false
arena_lib.send_message_players_in_arena(arena, mod_ref.prefix .. S("The queue has been cancelled due to not enough players"))
end
-- se invece erano rimasti solo 2 giocatori in partita, l'altro vince
elseif arena_lib.get_arena_players_count(arena) == 1 then
if is_eliminated then
arena_lib.send_message_players_in_arena(arena, mod_ref.prefix .. S("You're the last player standing: you win!"))
else
arena_lib.send_message_players_in_arena(arena, mod_ref.prefix .. S("You win the game due to not enough players"))
end
for pl_name, stats in pairs(arena.players) do
arena_lib.load_celebration(mod, arena, pl_name)
end
end
end
function arena_lib.send_message_players_in_arena(arena, msg)
for pl_name, stats in pairs(arena.players) do
minetest.chat_send_player(pl_name, msg) end
end
function arena_lib.immunity(player)
local immunity_item = ItemStack("arena_lib:immunity")
local inv = player:get_inventory()
local p_name = player:get_player_name()
local mod_ref = arena_lib.mods[arena_lib.get_mod_by_player(p_name)]
inv:set_stack("main", mod_ref.immunity_slot, immunity_item)
minetest.after(mod_ref.immunity_time, function()
if player == nil then return end -- they might have disconnected
if inv:contains_item("main", immunity_item) then
inv:remove_item("main", immunity_item)
end
end)
end
----------------------------------------------
-----------------GETTERS----------------------
----------------------------------------------
function arena_lib.get_hub_spawn_point()
return hub_spawn_point
end
function arena_lib.get_arena_by_name(mod, arena_name)
for id, arena in pairs(arena_lib.mods[mod].arenas) do
if arena.name == arena_name then
return id, arena end
end
end
function arena_lib.get_players_in_game()
return players_in_game
end
function arena_lib.get_mod_by_player(p_name)
if arena_lib.is_player_in_arena(p_name) then
return players_in_game[p_name].minigame
else
return players_in_queue[p_name].minigame
end
end
function arena_lib.get_arena_by_player(p_name)
local mod, arenaID
if arena_lib.is_player_in_arena(p_name) then -- è in partita
mod = players_in_game[p_name].minigame
arenaID = players_in_game[p_name].arenaID
else -- è in coda
mod = players_in_queue[p_name].minigame
arenaID = players_in_queue[p_name].arenaID
end
if not mod then return end -- se non è né l'uno né l'altro, annullo
return arena_lib.mods[mod].arenas[arenaID]
end
function arena_lib.get_arenaID_by_player(p_name)
return players_in_game[p_name].arenaID
end
function arena_lib.get_queueID_by_player(p_name)
return players_in_queue[p_name].arenaID
end
function arena_lib.get_arena_players_count(arena)
local count = 0
for pl_name, stats in pairs(arena.players) do
count = count+1
end
return count
end
function arena_lib.get_arena_spawners_count(arena)
return table.maxn(arena.spawn_points)
end
function arena_lib.get_random_spawner(arena)
return arena.spawn_points[math.random(1,table.maxn(arena.spawn_points))]
end
function arena_lib.get_immunity_slot(mod)
return arena_lib.mods[mod].immunity_slot
end
----------------------------------------------
-----------------SETTERS----------------------
----------------------------------------------
-- nothing to see here ¯\_(ツ)_/¯
----------------------------------------------
---------------FUNZIONI LOCALI----------------
----------------------------------------------
function init_storage(mod)
-- aggiungo la mod
local mod_ref = minetest.deserialize(storage:get_string(mod))
if mod_ref == nil then return end
arena_lib.mods[mod] = mod_ref
-- aggiungo le arene
local i = 1
for i = 1, arena_lib.mods[mod].arenasID do
local arena_str = storage:get_string(mod .. "." .. i)
-- se c'è una stringa con quell'ID, aggiungo l'arena e aggiorno il cartello con associato quell'ID
if arena_str ~= "" then
local arena = minetest.deserialize(arena_str)
arena_lib.mods[mod].arenas[i] = arena
--signs_lib ha bisogno di un attimo per caricare sennò tira errore
minetest.after(0.01, function()
if arena.sign.x then -- se non è ancora stato registrato nessun cartello per l'arena, evito il crash
arena_lib.update_sign(arena.sign, arena)
end
end)
else
-- se un'arena è stata cancellata, è comunque rimasta in mod_ref (perché
-- viene aggiornato solo all'avvio). Per ovviare a ciò, bisogna cancellarle
-- all'avvio
arena_lib.mods[mod].arenas[i] = nil
end
end
minetest.log("action", "[ARENA_LIB] Mini-game " .. mod .. " loaded")
end
function update_storage(erase, mod, id, arena)
-- ogni mod e ogni arena vengono salvate seguendo il formato mod.ID
local entry = mod .."." .. id
if erase then
storage:set_string(entry, "")
else
storage:set_string(entry, minetest.serialize(arena))
end
end
--[[ Dato che in Lua non è possibile istanziare le tabelle copiandole, bisogna istanziare ogni campo in una nuova tabella.
Ricorsivo per le sottotabelle. Codice da => http://lua-users.org/wiki/CopyTable]]
function new_arena(orig)
local orig_type = type(orig)
local copy
if orig_type == 'table' then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[new_arena(orig_key)] = new_arena(orig_value)
end
setmetatable(copy, new_arena(getmetatable(orig)))
else -- number, string, boolean, etc
copy = orig
end
return copy
end
--[[ l'ID di base parte da 1 (n+1) per non generare errori, tipo "if arenaID == 0" al verificare se non esiste.
In una sequenza 0, 1, 2, 3 se si rimuove "2" e si aggiunge un nuovo ID perciò si avrà 0, 1, 3, 4]]
function next_ID(mod_ref)
local n = 0
for id, arena in pairs(mod_ref.arenas) do
if id > n then n = id end
end
return n + 1
end