arena_lib/api.lua

337 lines
8.9 KiB
Lua

local storage = minetest.get_mod_storage()
storage:set_string("arenas", nil) -- PER RESETTARE LO STORAGE
arena_lib = { arenas = {} }
if minetest.deserialize(storage:get_string("arenas")) ~= nil then
arena_lib.arenas = minetest.deserialize(storage:get_string("arenas"))
end
function arena_lib.update_storage()
storage:set_string("arenas", minetest.serialize(arena_lib.arenas))
end
local function newArena() end
local function nextID() end
local arenasID
local players_in_game = {} --KEY: player name, INDEX: arenaID
local players_in_queue = {} --KEY: player name, INDEX: arenaID
local immunity_time = 3
local arena_default_max_players = 4
local arena_default_min_players = 2
local arena_default_kill_cap = 10
arena_lib.arena_default = {
name = "",
sign = {},
players = {}, --KEY: player name, INDEX: kills, deaths, killstreak
spawn_points = {},
max_players = arena_default_max_players,
min_players = arena_default_min_players,
kill_cap = arena_default_kill_cap,
kill_leader = "",
in_queue = false,
in_game = false,
in_celebration = false
}
function arena_lib.create_arena(sender, arena_name)
arenasID = nextID()
-- controllo che non ci siano duplicati
if arenasID > 1 and arena_lib.get_arena_by_name(arena_name) ~= nil then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Esiste già un'arena con quel nome!"))
return end
-- creo l'arena e la rinomino, aggiornando anche lo storage
arena_lib.arenas[arenasID] = newArena(arena_lib.arena_default)
arena_lib.arenas[arenasID].name = arena_name
arena_lib.update_storage()
minetest.chat_send_player(sender, "Arena " .. arena_name .. " creata con successo")
end
function arena_lib.remove_arena(sender, arena_name)
local id, arena = arena_lib.get_arena_by_name(arena_name)
if not arena then minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Non c'è nessun'arena chiamata " .. arena_name .. "!"))
return end
if arena.in_game then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Una partita è in corso nell'arena " .. arena_name .. ": impossibile rimuoverla"))
return end
--TODO: -chiedere conferma
-- rimozione cartello coi rispettivi metadati
if arena.sign ~= nil then
minetest.set_node(arena.sign, {name = "air"}) end
arena_lib.send_message_players_in_arena(id, "[Quake] L'arena per la quale eri in coda è stata rimossa... :(")
-- rimozione arena e aggiornamento storage
arena_lib.arenas[id] = nil
arena_lib.update_storage()
minetest.chat_send_player(sender, "Arena " .. arena_name .. " rimossa con successo")
end
function arena_lib.is_player_in_arena(p_name)
if not players_in_game[p_name] then return false
else return true end
end
function arena_lib.is_player_in_queue(p_name)
if not players_in_queue[p_name] then return false
else return true end
end
----------------------------------------------
---------------GESTIONE ARENA-----------------
----------------------------------------------
-- per tutti i giocatori quando finisce la coda
function arena_lib.load_arena(arena_ID)
local count = 1
local weapon = ItemStack("quake:railgun")
local arena = arena_lib.arenas[arena_ID]
-- teletrasporto giocatori e sostituisco l'inventario
for pl_name, stats 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 = 1.7,
jump = 1.5,
gravity = 1.15,
})
player:set_pos(arena.spawn_points[count])
player:get_inventory():set_list("main",{})
player:get_inventory():add_item("main", weapon)
players_in_queue[pl_name] = nil
players_in_game[pl_name] = arena_ID -- registro giocatori nella tabella apposita
count = count +1
end
end
-- per il player singolo a match iniziato
function arena_lib.join_arena(arena_ID)
--TODO
end
--a partita finita
function arena_lib.load_celebration(arena_ID, winner_name)
local arena = arena_lib.arenas[arena_ID]
arena.in_celebration = true
arena_lib.update_sign(arena.sign, arena)
arena_lib.update_storage()
for pl_name, stats in pairs(arena.players) do
local inv = minetest.get_player_by_name(pl_name):get_inventory()
local weapon = inv:get_stack("main", 1)
local meta = weapon:get_meta():set_int("immune", 1)
inv:set_stack("main", 1, weapon)
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, "[Quake] " .. winner_name .. " ha vinto la partita")
end
-- momento celebrazione
minetest.after(3, arena_lib.end_arena(arena))
end
function arena_lib.end_arena(arena)
for pl_name, stats in pairs(arena.players) do
arena.players[pl_name] = nil
players_in_game[pl_name] = nil
arena.in_celebration = false
arena.in_game = false
arena_lib.update_sign(arena.sign, arena)
arena_lib.update_storage()
minetest.get_player_by_name(pl_name):set_physics_override({
speed = 1,
jump = 1,
gravity = 1,
})
--TODO: teleport lobby, metti variabile locale
end
end
function arena_lib.add_to_queue(p_name, arena_ID)
players_in_queue[p_name] = arena_ID
end
function arena_lib.remove_from_queue(p_name)
players_in_queue[p_name] = nil
end
----------------------------------------------
--------------------UTILS---------------------
----------------------------------------------
function arena_lib.remove_player_from_arena(p_name)
local arena_ID = players_in_game[p_name]
arena[arena_ID].players[p_name] = nil
players_in_game[p_name] = nil
player_in_queue[p_name] = nil
arena_lib.send_message_players_in_arena(arena_ID, "[Quake] " .. p_name .. " ha abbandonato la partita")
--TODO: se in arena è rimasto solo un giocatore, ha vinto e end arena
end
function arena_lib.send_message_players_in_arena(arena_ID, msg)
for pl_name, stats in pairs(arena_lib.arenas[arena_ID].players) do
minetest.chat_send_player(pl_name, msg) end
end
function arena_lib.calc_kill_leader(arena, killer)
if arena.players[killer].kills > arena.player[kill_leader].kills then
arena.kill_leader = killer end
end
function arena_lib.immunity(player)
local p_name = player:get_player_name()
local weapon = player:get_inventory():get_stack("main", 1)
weapon:get_meta():set_int("immune", 1)
player:get_inventory():set_stack("main", 1, weapon)
minetest.after(immunity_time, function()
if player:get_inventory():get_stack("main", 1):get_meta():get_int("immune") == 1 then
weapon:get_meta():set_int("immune", 0)
player:get_inventory():set_stack("main", 1, weapon)
end
end)
end
----------------------------------------------
-----------------GETTERS----------------------
----------------------------------------------
function arena_lib.get_arena_by_name(arena_name)
for id, arena in pairs(arena_lib.arenas) do
if arena.name == arena_name then
return id, arena end
end
end
function arena_lib.get_arenaID_by_player(p_name)
return players_in_game[p_name]
end
function arena_lib.get_queueID_by_player(p_name)
return players_in_queue[p_name]
end
function arena_lib.get_arena_players_count(arena_ID)
local count = 0
local arena = arena_lib.arenas[arena_ID]
for id, spawn in pairs(arena.players) do
count = count+1
end
return count
end
function arena_lib.get_arena_spawners_count(arena_ID)
return table.maxn(arena_lib.arenas[arena_ID].spawn_points)
end
function arena_lib.get_random_spawner(arena_ID)
return arena_lib.arenas[arena_ID].spawn_points[math.random(1,arena_lib.get_arena_spawners_count(arena_ID))]
end
----------------------------------------------
-----------------SETTERS----------------------
----------------------------------------------
function arena_lib.set_immunity_time(time)
immunity_time = time
end
----------------------------------------------
---------------FUNZIONI LOCALI----------------
----------------------------------------------
--[[ 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 newArena(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[newArena(orig_key)] = newArena(orig_value)
end
setmetatable(copy, newArena(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 nextID()
local n = 0
for id, arena in pairs(arena_lib.arenas) do
if id > n then n = id end
end
return n+1
end