435 lines
14 KiB
Lua
435 lines
14 KiB
Lua
local S = minetest.get_translator("arena_lib")
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local function initialise_queue_container() end
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local function assign_team() end
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local function countdown() end
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local function go_to_arena() end
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local function queue_format() end
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local players_in_queue = {} -- KEY: player name, VALUE: {(string) minigame, (int) arenaID}
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local active_queues = {} -- KEY: [mod] arena_name, VALUE: (int) current timer
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-- inizializzo il contenitore delle code una volta che tutti i minigiochi sono stati caricati
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minetest.after(0.1, function()
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initialise_queue_container()
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end)
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----------------------------------------
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function arena_lib.join_queue(mod, arena, p_name)
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-- se si è nell'editor
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if arena_lib.is_player_in_edit_mode(p_name) then
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minetest.chat_send_player(p_name, minetest.colorize("#e6482e", S("[!] You must leave the editor first!")))
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return end
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local arena_name = arena.name
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local arenaID = arena_lib.get_arena_by_name(mod, arena_name)
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-- se c'è `parties` e si è in gruppo...
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if minetest.get_modpath("parties") and parties.is_player_in_party(p_name) and arena_lib.get_queueID_by_player(p_name) ~= arenaID then
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-- se non si è il capo gruppo
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if not parties.is_player_party_leader(p_name) then
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minetest.chat_send_player(p_name, minetest.colorize("#e6482e", S("[!] Only the party leader can enter the queue!")))
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return end
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local party_members = parties.get_party_members(p_name)
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-- per tutti i membri...
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for _, pl_name in pairs(party_members) do
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-- se uno è in partita
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if arena_lib.is_player_in_arena(pl_name) then
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minetest.chat_send_player(p_name, minetest.colorize("#e6482e", S("[!] You must wait for all your party members to finish their ongoing games before entering a new one!")))
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return end
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-- se uno è attaccato a qualcosa
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if minetest.get_player_by_name(pl_name):get_attach() then
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minetest.chat_send_player(p_name, minetest.colorize("#e6482e", S("[!] Can't enter a game if some of your party members are attached to something! (e.g. boats, horses etc.)")))
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return end
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end
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--se non c'è spazio (no gruppo)
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if not arena.teams_enabled then
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if #party_members > arena.max_players - arena.players_amount then
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minetest.chat_send_player(p_name, minetest.colorize("#e6482e", S("[!] There is not enough space for the whole party!")))
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return end
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-- se non c'è spazio (gruppo)
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else
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local free_space = false
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for _, amount in pairs(arena.players_amount_per_team) do
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if #party_members <= arena.max_players - amount then
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free_space = true
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break
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end
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end
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if not free_space then
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minetest.chat_send_player(p_name, minetest.colorize("#e6482e", S("[!] There is no team with enough space for the whole party!")))
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return end
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end
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end
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local player = minetest.get_player_by_name(p_name)
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-- se si è attaccati a qualcosa
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if player:get_attach() then
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minetest.chat_send_player(p_name, minetest.colorize("#e6482e", S("[!] You must detach yourself from the entity you're attached to before entering!")))
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return end
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-- se non è abilitata
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if not arena.enabled then
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minetest.chat_send_player(p_name, minetest.colorize("#e6482e", S("[!] The arena is not enabled!")))
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return end
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-- se l'arena è piena
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if arena.players_amount == arena.max_players * #arena.teams and arena_lib.get_queueID_by_player(p_name) ~= arenaID then
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minetest.chat_send_player(p_name, minetest.colorize("#e6482e", S("[!] The arena is already full!")))
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return end
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-- se sta caricando o sta finendo
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if arena.in_loading or arena.in_celebration then
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minetest.chat_send_player(p_name, minetest.colorize("#e6482e", S("[!] The arena is loading, try again in a few seconds!")))
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return end
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local mod_ref = arena_lib.mods[mod]
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-- se è in corso e non permette l'entrata
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if arena.in_game and mod_ref.join_while_in_progress == false then
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minetest.chat_send_player(p_name, minetest.colorize("#e6482e", S("[!] This minigame doesn't allow to join while in progress!")))
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return end
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-- se il giocatore è già in coda
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if arena_lib.is_player_in_queue(p_name) then
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local queued_mod = arena_lib.get_mod_by_player(p_name)
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local queued_ID = arena_lib.get_queueID_by_player(p_name)
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-- se era in coda per la stessa arena, interrompo qua, sennò procedo per aggiungerlo nella nuova
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if queued_mod == mod and queued_ID == arenaID then
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minetest.chat_send_player(p_name, minetest.colorize("#e6482e", S("[!] You're already queuing for this arena!")))
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return
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else
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arena_lib.remove_player_from_queue(p_name)
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end
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end
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local p_team_ID
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-- determino eventuale squadra giocatore
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if arena.teams_enabled then
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p_team_ID = assign_team(mod_ref, arena, p_name)
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end
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local players_to_add = {}
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-- potrei avere o un giocatore o un intero gruppo da aggiungere. Quindi per evitare mille if, metto a prescindere il/i giocatore/i in una tabella per iterare in alcune operazioni successive
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if minetest.get_modpath("parties") and parties.is_player_in_party(p_name) then
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for k, v in pairs(parties.get_party_members(p_name)) do
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players_to_add[k] = v
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end
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else
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table.insert(players_to_add, p_name)
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end
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-- aggiungo il giocatore
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for _, pl_name in pairs(players_to_add) do
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arena.players[pl_name] = {kills = 0, deaths = 0, teamID = p_team_ID}
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arena.players_and_spectators[pl_name] = true
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end
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-- aumento il conteggio di giocatori in partita
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arena.players_amount = arena.players_amount + #players_to_add
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if arena.teams_enabled then
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arena.players_amount_per_team[p_team_ID] = arena.players_amount_per_team[p_team_ID] + #players_to_add
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end
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-- notifico i vari giocatori del nuovo giocatore
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if arena.in_game then
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for _, pl_name in pairs(players_to_add) do
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arena_lib.join_arena(mod, pl_name, arenaID)
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arena_lib.update_sign(arena)
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end
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return
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else
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for _, pl_name in pairs(players_to_add) do
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arena_lib.send_message_in_arena(arena, "both", minetest.colorize("#c8d692", arena_name .. " > " .. p_name))
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players_in_queue[p_name] = {minigame = mod, arenaID = arenaID}
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end
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end
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local arena_max_players = arena.max_players * #arena.teams
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-- se la coda non è partita...
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if not arena.in_queue and not arena.in_game then
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local players_required = arena_lib.get_players_amount_left_to_start_queue(arena)
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-- ...e ci sono abbastanza giocatori, parte il timer d'attesa
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if players_required <= 0 then
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local timer = mod_ref.settings.queue_waiting_time
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arena.in_queue = true
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active_queues[mod][arena_name] = timer
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countdown(mod, arena)
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-- sennò aggiorno semplicemente la HUD
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else
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arena_lib.HUD_send_msg_all("hotbar", arena, queue_format(arena, S("Waiting for more players...")) ..
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" (" .. players_required .. ")")
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end
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end
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-- se raggiungo i giocatori massimi e la partita non è iniziata, accorcio eventualmente la durata
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if arena.players_amount == arena_max_players and arena.in_queue then
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if active_queues[mod][arena_name] > 5 then
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active_queues[mod][arena_name] = 5
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end
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end
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arena_lib.update_sign(arena)
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return true
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end
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function arena_lib.remove_player_from_queue(p_name)
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local mod = arena_lib.get_mod_by_player(p_name)
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local mod_ref = arena_lib.mods[mod]
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local arena = arena_lib.get_arena_by_player(p_name)
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if not arena then return end
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-- creo una tabella che andrò poi ad iterare, perché se parliamo di un gruppo, dovrò
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-- eseguire la rimozione per ogni singolo membro
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local players_to_remove = {}
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-- se è un gruppo
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if minetest.get_modpath("parties") and parties.is_player_in_party(p_name) then
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-- (se non è il capogruppo, annullo)
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if not parties.is_player_party_leader(p_name) then
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minetest.chat_send_player(p_name, minetest.colorize("#e6482e", S("[!] Only the party leader can leave the queue!")))
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return end
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local party_members = parties.get_party_members(p_name)
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for _, pl_name in pairs(party_members) do
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players_to_remove[pl_name] = true
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end
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-- sennò singolo utente
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else
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players_to_remove[p_name] = true
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end
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for pl_name, _ in pairs(players_to_remove) do
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players_in_queue[pl_name] = nil
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arena.players_amount = arena.players_amount - 1
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if arena.teams_enabled then
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local p_team_ID = arena.players[pl_name].teamID
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arena.players_amount_per_team[p_team_ID] = arena.players_amount_per_team[p_team_ID] - 1
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end
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arena.players[pl_name] = nil
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arena.players_and_spectators[pl_name] = nil
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arena_lib.HUD_hide("all", pl_name)
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arena_lib.send_message_in_arena(arena, "both", minetest.colorize("#d69298", arena.name .. " < " .. pl_name))
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end
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local players_required = arena_lib.get_players_amount_left_to_start_queue(arena)
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-- se l'arena era in coda e ora ci son troppi pochi giocatori, annullo la coda
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if arena.in_queue and players_required > 0 then
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local arena_max_players = arena.max_players * #arena.teams
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arena.in_queue = false
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arena_lib.HUD_hide("broadcast", arena)
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arena_lib.HUD_send_msg_all("hotbar", arena, queue_format(arena, S("Waiting for more players...")) .. " (" .. players_required .. ")")
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arena_lib.send_message_in_arena(arena, "both", mod_ref.prefix .. S("The queue has been cancelled due to not enough players"))
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-- se già non era in coda, aggiorno HUD
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elseif players_required > 0 then
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arena_lib.HUD_send_msg_all("hotbar", arena, queue_format(arena, S("Waiting for more players...")) .. " (" .. players_required .. ")")
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-- idem se è rimasta in coda
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else
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local seconds = active_queues[mod][arena.name]
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arena_lib.HUD_send_msg_all("hotbar", arena, queue_format(arena, S("@1 seconds for the match to start", seconds)))
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end
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arena_lib.update_sign(arena)
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return true
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end
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----------------------------------------------
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-----------------GETTERS----------------------
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----------------------------------------------
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function arena_lib.get_players_amount_left_to_start_queue(arena)
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if not arena or arena.in_game then return end
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local arena_min_players = arena.min_players * #arena.teams
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local players_required
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if arena.teams_enabled then
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players_required = 0
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for _, amount in pairs(arena.players_amount_per_team) do
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if arena.min_players - amount > 0 then
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players_required = players_required + (arena.min_players - amount)
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end
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end
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else
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players_required = arena_min_players - arena.players_amount
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end
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return math.max(0, players_required)
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end
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function arena_lib.get_queueID_by_player(p_name)
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if players_in_queue[p_name] then
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return players_in_queue[p_name].arenaID
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end
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end
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-- internal use only, don't use it. It makes the API smoother for modders
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function arena_lib.get_mod_by_queuing_player(p_name)
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return players_in_queue[p_name].minigame
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end
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-- internal use only, don't use it. It makes the API smoother for modders
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function arena_lib.get_arena_by_queuing_player(p_name)
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local mod = players_in_queue[p_name].minigame
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local arenaID = players_in_queue[p_name].arenaID
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return arena_lib.mods[mod].arenas[arenaID]
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end
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----------------------------------------------
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--------------------UTILS---------------------
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----------------------------------------------
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function arena_lib.is_player_in_queue(p_name, mod)
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if not players_in_queue[p_name] then
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return false
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else
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-- se il campo mod è specificato, controllo che sia lo stesso
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if mod then
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if players_in_queue[p_name].minigame == mod then return true
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else return false
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end
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end
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return true
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end
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end
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----------------------------------------------
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---------------FUNZIONI LOCALI----------------
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----------------------------------------------
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function initialise_queue_container()
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for mod, _ in pairs(arena_lib.mods) do
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active_queues[mod] = {}
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end
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end
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function assign_team(mod_ref, arena, p_name)
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local assigned_team_ID = 1
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for i = 1, #arena.teams do
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if arena.players_amount_per_team[i] < arena.players_amount_per_team[assigned_team_ID] then
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assigned_team_ID = i
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end
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end
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local p_team = arena.teams[assigned_team_ID].name
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if minetest.get_modpath("parties") and parties.is_player_in_party(p_name) then
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for _, pl_name in pairs(parties.get_party_members(p_name)) do
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minetest.chat_send_player(pl_name, mod_ref.prefix .. S("You've joined team @1", minetest.colorize("#eea160", p_team)))
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end
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else
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minetest.chat_send_player(p_name, mod_ref.prefix .. S("You've joined team @1", minetest.colorize("#eea160", p_team)))
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end
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return assigned_team_ID
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end
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function countdown(mod, arena)
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if not arena.in_queue or not active_queues[mod][arena.name] then return end
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local seconds = active_queues[mod][arena.name]
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-- dai 5 secondi in giù il messaggio è stampato su broadcast e genero le squadre
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if seconds == 0 then
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go_to_arena(mod, arena)
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elseif seconds <= 5 then
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arena_lib.HUD_send_msg_all("broadcast", arena, S("Game begins in @1!", seconds), nil, "arenalib_countdown")
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arena_lib.HUD_send_msg_all("hotbar", arena, queue_format(arena, S("Get ready!")))
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else
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arena_lib.HUD_send_msg_all("hotbar", arena, queue_format(arena, S("@1 seconds for the match to start", seconds)))
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end
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minetest.after(1, function()
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active_queues[mod][arena.name] = seconds -1
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countdown(mod, arena)
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end)
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end
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function go_to_arena(mod, arena)
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active_queues[mod][arena.name] = nil
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arena.in_queue = false
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arena.in_game = true
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arena_lib.update_sign(arena)
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for pl_name, _ in pairs(arena.players) do
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players_in_queue[pl_name] = nil
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end
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local arena_ID = arena_lib.get_arena_by_name(mod, arena.name)
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arena_lib.HUD_hide("all", arena)
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arena_lib.load_arena(mod, arena_ID)
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end
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-- es. Foresta | 3/4 | Il match inizierà a breve
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function queue_format(arena, msg)
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local arena_max_players = arena.max_players * #arena.teams
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return arena.name .. " | " .. arena.players_amount .. "/" .. arena_max_players .. " | " .. msg
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end
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