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GNU GENERAL PUBLIC LICENSE
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How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
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free software which everyone can redistribute and change under these terms.
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Minetest block_league
Copyright (C) 2020 Marco
This program is free software: you can redistribute it and/or modify
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Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
Minetest block_league Copyright (C) 2020 Marco
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
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For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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# Minetest Block League
S4 League inspired shooter minigame for Minetest.
### Dependencies
* [achievements_lib](https://gitlab.com/zughy-friends-minetest/achievements_lib) by me
* [arena_lib](https://gitlab.com/zughy-friends-minetest/arena_lib/) by me and friends
* (already inside) [ChatCMDBuilder](https://github.com/rubenwardy/ChatCmdBuilder/) by rubenwardy
* [controls](https://github.com/Arcelmi/minetest-controls) by Arcelmi
* [panel_lib](https://gitlab.com/zughy-friends-minetest/panel_lib) by me and friends
### Resources
2D Graphic assets by me
3D models by Scarecrow
Bouncer sound by [iozonic](https://freesound.org/people/iozonic/sounds/380763/)
HMG shooting sound by [tcpp](https://freesound.org/people/tcpp/sounds/105025/)
Pixelgun shooting sound by [debsound](https://freesound.org/people/debsound/sounds/339169/)
Rocket launcher shooting sound by [Audionautics](https://freesound.org/people/Audionautics/sounds/171655/)
Shotgun shooting sound by [coolguy](https://freesound.org/people/coolguy244e/sounds/266977/)
Shotgun reloading sound by [jeseid77](https://freesound.org/people/jeseid77/sounds/86246/)
SMG shooting sound by [kafokafo](https://freesound.org/people/kafokafo/sounds/128229/)
Hit sound by [cabled_mess](https://freesound.org/people/cabled_mess/sounds/350926/)
Kill sound by [jmayoff](https://freesound.org/people/jmayoff/sounds/255156/)
Voice acting clips by [EFlexMusic](https://freesound.org/people/EFlexMusic/)
Crowd cheering by [wangzhuokun](https://freesound.org/people/wangzhuokun/sounds/442583/)
Crowd "oh no" by [dobroide](https://freesound.org/people/dobroide/sounds/35034/)
Ball "resetting" voice by [tim.kahn](https://freesound.org/people/tim.kahn/sounds/107546/)
Most audio files have been tweaked by me
---
Images and models are under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/)

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local S = minetest.get_translator("block_league")
function block_league.weapons_hud_create(p_name)
local inv = minetest.get_player_by_name(p_name):get_inventory()
local sub_img_elems = {}
local sub_txt_elems = {}
local offset = -120
for i = 0,inv:get_size("main"),1 do
local stack = inv:get_stack("main", i)
local item_name = stack:get_name()
local definition = minetest.registered_nodes[item_name]
if definition ~= nil and (definition.throwable_by_hand ~= nil or definition.bullet ~= nil) then
sub_img_elems[item_name .. "_icon"] = {
scale = { x = 2, y = 2 },
offset = { x = 10, y = offset },
alignment = { x = 1, y = 0 },
text = definition.inventory_image,
z_index = 1
}
sub_img_elems[item_name .. "_bg"] = {
scale = { x = 2, y = 2 },
offset = { x = 10, y = offset },
alignment = { x = 1, y = 0 },
text = "background_weapons.png",
z_index = 0
}
local conto = 0
if definition.bullet then
for i=0,inv:get_size("main"),1 do
local stack = inv:get_stack("main", i)
local item_name = stack:get_name()
if item_name == definition.bullet then
conto = stack:get_count()
break
end
end
end
local conto_proiettili = definition.throwable_by_hand and stack:get_count() or conto
--[[
sub_txt_elems[definition.name .. "_count_txt"] = {
alignment = { x = 1, y = 0 },
offset = { x = 50, y = offset },
--text = ((definition.consume_bullets or definition.consume_on_throw) and conto_proiettili or "-1") .. " | " .. (definition.reload and definition.reload or "-1"),
text = (definition.consume_bullets or definition.consume_on_throw) and conto_proiettili or "-1",
z_index = 1
}]]
sub_txt_elems[definition.name .. "_reload_txt"] = {
alignment = { x = 3, y = 0 },
offset = { x = 50, y = offset },
text = definition.reload and definition.reload or "-1",
z_index = 1
}
offset = offset - 50
end
end
local panel = Panel:new({
name = "bullets_hud",
player = p_name,
bg = "",
position = { x = 0, y = 1 },
alignment = { x = -1, y = 0 },
title = "",
sub_img_elems = sub_img_elems,
sub_txt_elems = sub_txt_elems
})
end
function get_bullet_count(definition, inv)
if definition.throwable_by_hand then
return stack:get_count()
else
local conto = 0
if definition.bullet then
for i=0,inv:get_size("main"),1 do
local stack = inv:get_stack("main", i)
local item_name = stack:get_name()
if item_name == definition.bullet then
return stack:get_count()
end
end
end
end
end
function block_league.weapons_hud_update(arena, p_name, item_name, bullet_count, reload_count)
local definition = minetest.registered_nodes[item_name]
local panel = panel_lib.get_panel(p_name, "bullets_hud")
panel:update(nil,
{
--[[
[definition.name .. "_count_txt"] = {
--text = ((bullet_count ~= nil) and bullet_count or (panel[definition.name .. "_count_txt"].text - 1)) .. " | " .. ((reload_count ~= nil) and reload_count or (panel[definition.name .. "_reload_txt"].text - 1))
text = (bullet_count ~= nil) and bullet_count or (panel[definition.name .. "_count_txt"].text ~= "-1" and (panel[definition.name .. "_count_txt"].text - 1) or "-1")
},]]
[definition.name .. "_reload_txt"] = {
text = (reload_count ~= nil) and reload_count or (panel[definition.name .. "_reload_txt"].text ~= "-1" and (panel[definition.name .. "_reload_txt"].text - 1) or "- 1")
}
})
end

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local function new_HUD() return end
local saved_huds = {} -- p_name = {indexes}
local show_time = {} -- p_name = time
-- la istanzio ogni volta tramite new_HUD
local HUD = {
hud_elem_type = "image",
position = {x = 0.5, y = 0.25},
offset = {x = 0, y = 0},
text = "",
scale = { x = 4, y = 4},
number = 0xFFFFFF,
}
function block_league.HUD_achievements_create(p_name)
local player = minetest.get_player_by_name(p_name)
local basic_HUD = new_HUD(HUD)
local slot_ID = player:hud_add(basic_HUD)
saved_huds[p_name] = {slot_ID}
show_time[p_name] = 0
end
function block_league.show_achievement(mod_key, p_name, achvmt_ID)
local player = minetest.get_player_by_name(p_name)
local last_ID = saved_huds[p_name][#saved_huds[p_name]] -- prendo l'ultimo elemento della lista
local last_HUD = player:hud_get(last_ID)
local img = achievements_lib.get_achievement(mod_key, achvmt_ID).img
-- se già sta mostrando un achievement, slitto la HUD
if player:hud_get(last_ID).text ~= "" then
show_time[p_name] = show_time[p_name] + 2.5
local shift = 0.05
local length = #saved_huds[p_name]
-- ridichiaro perché l'ultimo indice è cambiato se un altro achievement è
-- stato impilato
last_HUD = player:hud_get(saved_huds[p_name][length])
for i = 0, length-1 do
local idx = saved_huds[p_name][length-i]
player:hud_change(idx, "position", { x = player:hud_get(idx).position.x - shift, y = 0.25})
end
-- sistemo i valori del nuovo slot
local new_HUD = new_HUD(HUD)
new_HUD.position.x = last_HUD.position.x + shift
new_HUD.text = img
-- lo aggiungo
local new_slot_ID = player:hud_add(new_HUD)
table.insert(saved_huds[p_name], new_slot_ID)
else
player:hud_change(last_ID, "text", img)
end
-- lo uso per verificare che questo achievement sia stato l'ultimo aggiunto dopo
-- i 2.5 secondi dell'after. Perché ogni achievement nuovo incrementa show_time
local current_time = show_time[p_name]
-- le immagini spariscono dopo 2.5 secondi
minetest.after(2.5, function()
-- se non è online, annullo
if minetest.get_player_by_name(p_name) == nil then return end
-- se ha ottenuto un nuovo achievement, annullo
if current_time ~= show_time[p_name] then return end
-- se ha più achievement a schermo, rimuovo gli slot tranne il primo
if #saved_huds[p_name] > 1 then
for i = 2, #saved_huds[p_name] do
player:hud_remove(saved_huds[p_name][i])
end
end
local original_ID = saved_huds[p_name][1]
-- resetto tutto
player:hud_change(original_ID, "text", "")
player:hud_change(original_ID, "position", { x = 0.5, y = 0.25 })
show_time[p_name] = 0
saved_huds[p_name] = {original_ID}
end)
end
function new_HUD(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_HUD(orig_key)] = new_HUD(orig_value)
end
setmetatable(copy, new_HUD(getmetatable(orig)))
else -- number, string, boolean, etc
copy = orig
end
return copy
end

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local saved_huds = {} -- p_name = {indexes}
function block_league.HUD_broadcast_create(p_name)
local HUD = {
hud_elem_type = "text",
position = {x = 0.5, y = 0.35},
alignment = { x = 0, y = 0},
text = "",
size = { x = 2 },
number = "0xFFFFFF"
}
local player = minetest.get_player_by_name(p_name)
local HUD_ID = player:hud_add(HUD)
saved_huds[p_name] = HUD_ID
end
function block_league.HUD_broadcast_remove(p_name)
minetest.get_player_by_name(p_name):hud_remove(saved_huds[p_name])
saved_huds[p_name] = nil
end
function block_league.HUD_broadcast_player(p_name, msg, duration, hex_color)
local HUD_ID = saved_huds[p_name]
local player = minetest.get_player_by_name(p_name)
local hex_color = hex_color == nil and "0xFFFFFF" or hex_color
player:hud_change(HUD_ID, "text", msg)
player:hud_change(HUD_ID, "number", hex_color)
minetest.after(duration, function()
if not minetest.get_player_by_name(p_name) then return end -- potrebbe essersi disconnesso
if not player:hud_get(HUD_ID) then return end -- potrebbe essere uscito dalla partita (che rimuove la HUD)
local current_message = player:hud_get(HUD_ID).text
if msg == current_message then
player:hud_change(HUD_ID, "text", "")
end
end)
end

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function block_league.energy_create(arena, p_name)
local panel = Panel:new({
name = "blockleague_energy",
player = p_name,
bg = "",
title = "",
position = { x = 0.5, y = 1 },
alignment = { x = 0, y = 0 },
sub_img_elems = {
energy_indicator = {
scale = {x = 1/5, y = 1.7},
offset = {x = 0, y = -110},
alignment = { x = 0, y = 0 },
text = "block_league_hud_panel_playerindicator.png"
},
},
sub_txt_elems = {
energy_clmn = {
alignment = { x = 0, y = 1 },
offset = {x = 0, y = -118},
text = ""
},
}
})
end
function block_league.energy_update(arena, p_name)
local panel = panel_lib.get_panel(p_name, "blockleague_energy")
panel:update(nil,
{energy_clmn = {
text = arena.players[p_name].energy
}}
)
panel:update(nil,
{energy_indicator = {
scale = {x = arena.players[p_name].energy/5, y = 1.7},
}}
)
end

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function block_league.scoreboard_create(arena, p_name)
local panel = Panel:new({
name = "blockleague_scoreboard",
player = p_name,
bg_scale = { x = 45, y = 28 },
position = { x = 0.5, y = 0.5 },
alignment = { x = 0, y = 0 },
title = "PLAYERS\t\t\t\t\t\t\t\t\t\t\t\t\t\t \t\t\t\t\t\t\t\tKILLS\t\t\t\t\t\t\t\t \t\t\t\t\t\t\t\t\t\t\t\t\t\tDEATHS",
title_offset = { x = 0, y = -150},
title_color = 0xdff6f5,
sub_img_elems = {
player_indicator = {
scale = {x = 44, y = 1.7},
offset = {x = 0, y = -121},
alignment = { x = 0, y = 0 },
text = "block_league_hud_panel_playerindicator_teams.png"
},
team_indicator_red = {
scale = {x = 44, y = 1.7},
offset = {x = 0, y = -121},
alignment = { x = 0, y = 0 },
text = "block_league_hud_panel_teamindicator_red.png"
},
team_indicator_blue = {
scale = {x = 44, y = 1.7},
offset = {x = 0, y = -121},
alignment = { x = 0, y = 0 },
text = "block_league_hud_panel_teamindicator_blue.png"
},
},
sub_txt_elems = {
players_clmn = {
alignment = { x = 0, y = 1 },
offset = {x = -250, y = -130},
text = "player"
},
kls_clmn = {
alignment = { x = 0, y = 1 },
offset = {x = 0, y = -130},
text = "0"
},
dts_clmn = {
alignment = { x = 0, y = 1 },
offset = {x = 250, y = -130},
text = "0"
},
}
})
end
function block_league.scoreboard_update(arena)
local plyrs_clmn = ""
local kills_clmn = ""
local deaths_clmn = ""
-- creo una tabella per avere i giocatori ordinati con nome come KEY
local players_idx = {}
local bar_red = -121
local bar_blue = -121
local bar_pos = -121 -- posizione Y più alta della barra per evidenziare il giocatore client
local dist_between_bars = 36 -- distanza Y tra un giocatore e l'altro (equivalente a "\n\n")
local sorted_teams = {}
-- ordino i team
for id, team in pairs(arena.teams) do
--salvo anche l'id del team così da non dover iterare di nuovo
table.insert(sorted_teams, {name = team.name, kills = team.kills, deaths = team.deaths, id = id})
end
-- determino come stampare i team seguiti dai giocatori
for _, team in pairs(sorted_teams) do
plyrs_clmn = plyrs_clmn .. S("Team") .. " " .. team.name .. "\n\n"
kills_clmn = kills_clmn .. team.kills .. "\n\n"
deaths_clmn = deaths_clmn .. team.deaths .. "\n\n"
if team.name == S("red") then
bar_red = bar_pos
elseif team.name == S("blue") then
bar_blue = bar_pos
end
bar_pos = bar_pos + dist_between_bars
local sorted_players = {}
for _, pl_name in pairs(arena_lib.get_players_in_team(arena, team.id)) do
table.insert(sorted_players, {pl_name, arena.players[pl_name].kills, arena.players[pl_name].deaths})
end
table.sort(sorted_players, function (a,b) return a[2] > b[2] end)
-- creo le stringhe dei giocatori
for _, stats in pairs(sorted_players) do
plyrs_clmn = plyrs_clmn .. stats[1] .. "\n\n"
kills_clmn = kills_clmn .. stats[2] .. "\n\n"
deaths_clmn = deaths_clmn .. stats[3] .. "\n\n"
players_idx[stats[1]] = bar_pos
bar_pos = bar_pos + dist_between_bars
end
plyrs_clmn = plyrs_clmn .. "\n\n"
kills_clmn = kills_clmn .. "\n\n"
deaths_clmn = deaths_clmn .. "\n\n"
bar_pos = bar_pos + dist_between_bars
end
-- aggiorno il pannello
for pl_name, stats in pairs(arena.players) do
local panel = panel_lib.get_panel(pl_name, "blockleague_scoreboard")
local bar_height = players_idx[pl_name] -- l'altezza della barra che segnala al client dove si trova nel panello
panel:update(nil,
{players_clmn = {
text = plyrs_clmn
},
kls_clmn = {
text = kills_clmn
},
dts_clmn = {
text = deaths_clmn
}},
{player_indicator = {
offset = { x = 0, y = bar_height }
},
team_indicator_red = {
offset = { x = 0, y = bar_red }
},
team_indicator_blue = {
offset = { x = 0, y = bar_blue }
},
})
end
end

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function block_league.HUD_teams_score_create(p_name)
local panel = Panel:new({
name = "blockleague_teams_score",
player = p_name,
position = { x = 0.5, y = 0},
alignment = { x = 0, y = 0},
bg = "",
bg_scale = { x = 15, y = 6},
title = "",
sub_txt_elems = {
team_red_score = {
offset = { x = -50, y = 25 },
size = { x = 3 },
number = "0xFF0000",
text = "0"
},
team_blue_score = {
offset = { x = 50, y = 25 },
size = { x = 3 },
number = "0x00FFFF",
text = "0"
}
}
})
end
function block_league.HUD_teams_score_update(arena, p_name, teamID)
local panel = panel_lib.get_panel(p_name, "blockleague_teams_score")
local score = 0
if arena.mod == 1 then
score = arena.teams[teamID].TDs
else
score = arena.teams[teamID].kills
end
if teamID == 1 then
panel:update(nil,
{team_red_score = {
text = score
}})
else
panel:update(nil,
{team_blue_score = {
text = score
}})
end
end

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local S = minetest.get_translator("block_league")
local function reset_meta() end
arena_lib.on_load("block_league", function(arena)
for pl_name, stats in pairs(arena.players) do
reset_meta(pl_name)
block_league.HUD_broadcast_create(pl_name)
block_league.scoreboard_create(arena, pl_name)
block_league.HUD_teams_score_create(pl_name)
block_league.energy_create(arena, pl_name)
panel_lib.get_panel(pl_name, "blockleague_teams_score"):show()
panel_lib.get_panel(pl_name, "blockleague_energy"):show()
minetest.sound_play("block_league_voice_countdown", {
to_player = pl_name,
})
-- non crea E aggiorna l'HUD al tempo stesso, dacché l'after...
minetest.after(0.1, function()
block_league.energy_update(arena, pl_name)
end)
end
minetest.after(0.01, function()
block_league.scoreboard_update(arena)
end)
end)
function block_league.add_default_weapons(inv, arena)
local default_weapons = {"block_league:smg", "block_league:sword", "block_league:pixelgun", "block_league:bouncer"}
for i, weapon_name in pairs(default_weapons) do
inv:add_item("main", ItemStack(weapon_name))
end
end
function block_league.remove_default_weapons(inv, arena)
local default_weapons = {"block_league:smg", "block_league:sword", "block_league:pixelgun", "block_league:bouncer"}
for i, weapon_name in pairs(default_weapons) do
inv:remove_item("main", ItemStack(weapon_name .. "99"))
end
end
arena_lib.on_start("block_league", function(arena)
for pl_name, stats in pairs(arena.players) do
local player = minetest.get_player_by_name(pl_name)
block_league.add_default_weapons(player:get_inventory(), arena)
block_league.weapons_hud_create(pl_name)
panel_lib.get_panel(pl_name, "bullets_hud"):show()
player:set_physics_override({
speed = arena.high_speed,
jump = 1.5,
gravity = 1.15,
sneak_glitch = true,
new_move = true
})
minetest.sound_play("block_league_voice_fight", {
to_player = pl_name,
})
player:set_armor_groups({immortal = nil})
end
if arena.prototipo_spawn ~= nil then
local pos1 = {x = arena.prototipo_spawn.x - 1, y = arena.prototipo_spawn.y - 1, z = arena.prototipo_spawn.z - 1}
local pos2 = {x = arena.prototipo_spawn.x + 1, y = arena.prototipo_spawn.y + 1, z = arena.prototipo_spawn.z + 1}
--minetest.load_area(pos1, pos2)
--minetest.emerge_area(pos1, pos2)
minetest.forceload_block(pos1, pos2)
minetest.after(3, function()
local ent = minetest.add_entity(arena.prototipo_spawn,"block_league:prototipo",arena.name)
end)
end
block_league.energy_refill(arena)
end)
arena_lib.on_join("block_league", function(p_name, arena)
reset_meta(p_name)
local player = minetest.get_player_by_name(p_name)
block_league.HUD_broadcast_create(p_name)
block_league.scoreboard_create(arena, p_name)
block_league.HUD_teams_score_create(p_name)
block_league.energy_create(arena, p_name)
panel_lib.get_panel(p_name, "blockleague_teams_score"):show()
panel_lib.get_panel(p_name, "blockleague_energy"):show()
block_league.add_default_weapons(player:get_inventory(), arena)
block_league.weapons_hud_create(p_name)
panel_lib.get_panel(p_name, "bullets_hud"):show()
player:set_physics_override({
speed = arena.high_speed,
jump = 1.5,
gravity = 1.15,
sneak_glitch = true,
new_move = true
})
minetest.sound_play("block_league_voice_fight", {
to_player = p_name,
})
player:set_armor_groups({immortal = nil})
minetest.after(0.01, function()
block_league.energy_update(arena, p_name)
block_league.scoreboard_update(arena)
block_league.HUD_teams_score_update(arena, p_name, arena.players[p_name].teamID)
end)
end)
arena_lib.on_celebration("block_league", function(arena, winner_name)
--block_league.add_xp(winner_name, 50)
minetest.after(0.01, function()
for pl_name, stats in pairs(arena.players) do
local inv = minetest.get_player_by_name(pl_name):get_inventory()
block_league.remove_default_weapons(inv, arena)
inv:add_item("main", ItemStack("block_league:match_over"))
local player = minetest.get_player_by_name(pl_name)
player:set_armor_groups({immortal=1})
panel_lib.get_panel(pl_name, "blockleague_scoreboard"):show()
end
end)
end)
arena_lib.on_end("block_league", function(arena, players)
for pl_name, stats in pairs(players) do
--local stats = panel_lib.get_panel(pl_name, "blockleague_stats")
local scoreboard = panel_lib.get_panel(pl_name, "blockleague_scoreboard")
local team_score = panel_lib.get_panel(pl_name, "blockleague_teams_score")
--stats:remove()
scoreboard:remove()
team_score:remove()
panel_lib.get_panel(pl_name, "bullets_hud"):remove()
block_league.HUD_broadcast_remove(pl_name)
panel_lib.get_panel(pl_name, "blockleague_energy"):remove()
block_league.update_storage(pl_name)
local player = minetest.get_player_by_name(pl_name)
player:set_armor_groups({immortal = nil})
-- se non c'è hub_manager, resetto la fisica
if not minetest.get_modpath("hub_manager") then
minetest.get_player_by_name(pl_name):set_physics_override({
speed = 1,
jump = 1,
gravity = 1,
sneak_glitch = false
})
end
end
end)
arena_lib.on_death("block_league", function(arena, p_name, reason)
-- se muoio suicida, perdo una kill
if reason.type == "fall" or reason.player_name == p_name then
local p_stats = arena.players[p_name]
p_stats.kills = p_stats.kills - 1
local team = arena.teams[p_stats.teamID]
team.deaths = team.deaths + 1
block_league.scoreboard_update(arena)
block_league.subtract_exp(p_name, 10)
end
end)
arena_lib.on_quit("block_league", function(arena, p_name)
--local stats = panel_lib.get_panel(p_name, "blockleague_stats")
local scoreboard = panel_lib.get_panel(p_name, "blockleague_scoreboard")
local team_score = panel_lib.get_panel(p_name, "blockleague_teams_score")
--stats:remove()
scoreboard:remove()
team_score:remove()
panel_lib.get_panel(p_name, "bullets_hud"):remove()
panel_lib.get_panel(p_name, "blockleague_energy"):remove()
block_league.HUD_broadcast_remove(p_name)
local player = minetest.get_player_by_name(p_name)
player:set_armor_groups({immortal = nil})
player:get_meta():set_int("blockleague_has_ball", 0)
-- se non c'è hub_manager, resetto la fisica
if not minetest.get_modpath("hub_manager") then
minetest.get_player_by_name(p_name):set_physics_override({
speed = 1,
jump = 1,
gravity = 1,
sneak_glitch = false
})
end
end)
----------------------------------------------
---------------FUNZIONI LOCALI----------------
----------------------------------------------
function reset_meta(p_name)
local player = minetest.get_player_by_name(p_name)
player:get_meta():set_int("blockleague_has_ball", 0)
player:get_meta():set_int("blockleague_weap_delay", 0)
player:get_meta():set_int("blockleague_weap_secondary_delay", 0)
player:get_meta():set_int("blockleague_bouncer_delay", 0)
player:get_meta():set_int("blockleague_death_delay", 0)
player:get_meta():set_int("reloading", 0)
end

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-- for any override of arena_lib's properties

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_immunity/immunity.lua Normal file
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function block_league.immunity(player)
local p_name = player:get_player_name()
local immunity_time = arena_lib.get_arena_by_player(p_name).immunity_time
local immunity_ID = 0
player:set_armor_groups({immortal=1})
-- in caso uno spari, perda l'immunità, muoia subito e resusciti, il tempo d'immunità riparte da capo.
-- Ne tengo traccia con un metadato che comparo nell'after
immunity_ID = player:get_meta():get_int("immunity_ID") + 1
player:get_meta():set_int("immunity_ID", immunity_ID)
minetest.after(immunity_time, function()
if not player or not player:get_meta() then return end -- potrebbe essersi disconnesso
if immunity_ID == player:get_meta():get_int("immunity_ID") then
if player:get_armor_groups().immortal and player:get_armor_groups().immortal == 1 then
player:set_armor_groups({immortal = nil})
end
player:get_meta():set_int("immunity_ID", 0)
end
end)
end

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local S = minetest.get_translator("block_league")
local function cast_entity_ray() end
local function check_for_touchdown() end
local function add_point() end
local function announce_ball_possession_change() end
-- entità
local ball = {
initial_properties = {
physical = true,
collide_with_objects = true,
visual = "cube",
visual_size = {x = 1.0, y = 1.0, z = 1.0},
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
textures = {
"block_league_bullet_rocket.png",
"block_league_bullet_rocket.png",
"block_league_bullet_rocket.png",
"block_league_bullet_rocket.png",
"block_league_bullet_rocket.png",
"block_league_bullet_rocket.png",
},
timer_limit = 10,
},
wielder = nil,
team_name = nil,
timer_bool = false,
timer = 0,
has_scored = false
}
-- eseguito quando l'entità viene distrutta
function ball:_destroy()
self.object:remove()
return
end
function ball:get_staticdata()
if self == nil or self.arena == nil then return end
return self.wielder
end
function ball:on_activate(staticdata, d_time)
if staticdata ~= nil then
local id, arena = arena_lib.get_arena_by_name("block_league", staticdata)
if arena == nil or not arena.in_game then
self:_destroy()
return
end
self.wielder = nil
self.team_name = nil
self.timer_bool = false
self.timer = 0
self.arena = arena
local velocity = self.object:get_velocity()
velocity.y = velocity.y + 1
cast_entity_ray(self.object)
self.object:set_velocity(velocity)
minetest.after(1, function()
if self.object ~= nil then
velocity = self.object:get_velocity()
if velocity ~= nil then
velocity.y = -velocity.y
self.object:set_velocity(velocity)
end
end
end)
else --se gli staticdata sono nil
self:_destroy()
return
end
end
function ball:on_step(d_time, moveresult)
local id, arena = arena_lib.get_arena_by_name("block_league", self.arena.name)
if not arena or not arena.in_game then
self:_destroy()
return
end
--se nessuno la sta portando a spasso...
if self.wielder == nil then
-- se il timer per il reset è attivo, controllo a che punto sta
if self.timer_bool then
self.timer = self.timer + d_time
if self.timer > self.initial_properties.timer_limit then
self:reset()
return
end
end
local pos = self.object:get_pos()
local objects = minetest.get_objects_inside_radius(pos, 1.5)
-- se nel suo raggio trova un giocatore in vita, si attacca
for i, object in pairs(objects) do
if object:is_player() and object:get_hp() > 0 then
self:attach(object)
return
end
end
local velocity = self.object:get_velocity()
-- sennò oscilla
for index, table in pairs(moveresult.collisions) do
if table.type == "node" and table.axis == "y" then
velocity.y = -table.old_velocity.y
self.object:set_velocity(velocity)
minetest.after(1, function()
if self.object ~= nil then
velocity = self.object:get_velocity()
if velocity ~= nil then
velocity.y = -velocity.y
self.object:set_velocity(velocity)
end
end
end)
break
end
end
-- se ce l'ha qualcuno
else
local wielder = self.wielder
local w_name = wielder:get_player_name()
-- se il giocatore è morto, si sgancia e torna a oscillare
if wielder:get_hp() <= 0 then
if wielder:get_pos().y < arena.min_y then
self:reset()
return end
self:detach()
local velocity = self.object:get_velocity()
velocity.y = velocity.y + 1
self.object:set_velocity(velocity)
minetest.after(1, function()
if self.object ~= nil then
velocity = self.object:get_velocity()
if velocity ~= nil then
velocity.y = -velocity.y
self.object:set_velocity(velocity)
end
end
end)
return
end
local w_pos = wielder:get_pos()
-- se il giocatore è vivo
if w_pos == nil then return end
local goal = self.team_name == S("red") and arena.destinazione_red or arena.destinazione_blue
check_for_touchdown(id, arena, self, wielder, w_pos, goal)
end
end
function ball:attach(player)
local arena = self.arena
local p_name = player:get_player_name()
announce_ball_possession_change(arena, p_name)
player:get_meta():set_int("blockleague_has_ball", 1)
block_league.energy_drain(arena, p_name)
self.object:set_attach(player, "Head", {x=0, y=5.5, z=0}, {x=0, y=0, z=0})
self.wielder = player
local teamID = arena.players[p_name].teamID
self.team_name = arena.teams[teamID].name
self.timer_bool = false
self.timer = 0
end
function ball:detach()
local player = self.wielder
announce_ball_possession_change(self.arena, player:get_player_name(), true)
player:get_meta():set_int("blockleague_has_ball", 0)
player:set_physics_override({
speed = 0,
jump = 0
})
self.object:set_detach()
self.wielder = nil
self.timer_bool = true
self.timer = 0
end
function ball:reset()
local arena = self.arena
-- annuncio
for pl_name, _ in pairs(arena.players) do
minetest.sound_play("blockleague_ball_reset", {to_player = pl_name})
block_league.HUD_broadcast_player(pl_name, "Ball reset", 3)
end
if ball.wielder then
ball.wielder:set_physics_override({
speed = arena.high_speed,
jump = 1.5
})
end
self:_destroy()
minetest.add_entity(arena.prototipo_spawn,"block_league:prototipo",arena.name)
return
end
----------------------------------------------
---------------FUNZIONI LOCALI----------------
----------------------------------------------
function cast_entity_ray(ent)
minetest.add_particlespawner({
attached = ent, -- If defined, particle positions, velocities and accelerations are relative to this object's position and yaw
amount = 10,
time = 0,
minpos = {x=0, y=1, z=0},
maxpos = {x=0, y=1, z=0},
minvel = vector.multiply({x= 0, y = 1, z = 0}, 30),
maxvel = vector.multiply({x= 0, y = 1, z = 0}, 30),
minsize = 20,
maxsize = 20,
vertical = true,
texture = "block_league_raggio_palla.png"
})
end
function check_for_touchdown(id, arena, ball, wielder, w_pos, goal)
if
math.abs(w_pos.x - goal.x) <= 1.5 and
math.abs(w_pos.z - goal.z) <= 1.5 and
w_pos.y >= goal.y - 1 and
w_pos.y <= goal.y + 3 then
add_point(wielder:get_player_name(), arena)
wielder:set_physics_override({
speed = arena.high_speed,
jump = 1.5
})
wielder:get_meta():set_int("blockleague_has_ball", 0)
local arena = arena
arena.weapons_disabled = true
minetest.after(5, function()
teleport_players(arena)
local pos1 = {x = arena.prototipo_spawn.x - 1, y = arena.prototipo_spawn.y - 1, z = arena.prototipo_spawn.z - 1}
local pos2 = {x = arena.prototipo_spawn.x + 1, y = arena.prototipo_spawn.y + 1, z = arena.prototipo_spawn.z + 1}
--minetest.load_area(pos1, pos2)
minetest.forceload_block(pos1, pos2)
--minetest.emerge_area(pos1, pos2)
minetest.add_entity(arena.prototipo_spawn,"block_league:prototipo",arena.name)
arena.weapons_disabled = false
end)
ball:_destroy()
end
end
function teleport_players(arena)
for id, team in pairs(arena.teams) do
local players = arena_lib.get_players_in_team(arena, id, true)
for index, player in pairs(players) do
player:set_hp(20)
local p_name = player:get_player_name()
arena.players[p_name].energy = 100
player:get_meta():set_int("reloading", 0)
panel_lib.get_panel(p_name, "bullets_hud"):remove()
arena.players[p_name].weapons_reload = {}
block_league.weapons_hud_create(p_name)
panel_lib.get_panel(p_name, "bullets_hud"):show()
block_league.energy_update(arena, p_name)
player:set_pos(arena_lib.get_random_spawner(arena, id))
end
end
end
function add_point(w_name, arena)
local teamID = arena.players[w_name].teamID
local enemy_teamID = teamID == 1 and 2 or 1
local team = arena_lib.get_players_in_team(arena, teamID)
local enemy_team = arena_lib.get_players_in_team(arena, enemy_teamID)
for _, pl_name in pairs(team) do
minetest.sound_play("block_league_crowd_cheer", {to_player = pl_name})
block_league.HUD_broadcast_player(pl_name, "NICE POINT!", 3, "0x43e6FF")
end
for _, pl_name in pairs(enemy_team) do
minetest.sound_play("block_league_crowd_ohno", {to_player = pl_name})
block_league.HUD_broadcast_player(pl_name, "ENEMY TEAM SCORED...", 3, "0xFF5D43")
end
arena.teams[teamID].TDs = arena.teams[teamID].TDs + 1
for pl_name, stats in pairs(arena.players) do
block_league.HUD_teams_score_update(arena, pl_name, teamID)
end
-- se i TD della squadra raggiungono il cap, vince
if arena.teams[teamID].TDs == arena.score_cap then
arena_lib.load_celebration("block_league", arena, {w_name})
end
end
function announce_ball_possession_change(arena, w_name, is_ball_lost)
local teamID = arena.players[w_name].teamID
local enemy_teamID = teamID == 1 and 2 or 1
local team = arena_lib.get_players_in_team(arena, teamID)
local enemy_team = arena_lib.get_players_in_team(arena, enemy_teamID)
if is_ball_lost then
for _, pl_name in pairs(team) do
minetest.sound_play("block_league_crowd_ohno", {to_player = pl_name})
block_league.HUD_broadcast_player(pl_name, "Your team lost the ball!", 3, "0xFF5D43")
end
for _, pl_name in pairs(enemy_team) do
minetest.sound_play("block_league_crowd_cheer", {to_player = pl_name})
block_league.HUD_broadcast_player(pl_name, "Enemy team lost the ball!", 3, "0x43e6FF")
end
else
for _, pl_name in pairs(team) do
minetest.sound_play("block_league_crowd_cheer", {to_player = pl_name})
block_league.HUD_broadcast_player(pl_name, "Your team got the ball!", 3, "0x43e6FF")
end
block_league.HUD_broadcast_player(w_name, "You got the ball!", 3, "0x43e6FF")
for _, pl_name in pairs(enemy_team) do
minetest.sound_play("block_league_crowd_ohno", {to_player = pl_name})
block_league.HUD_broadcast_player(pl_name, "Enemy team got the ball!", 3, "0xFF5D43")
end
end
end
minetest.register_entity("block_league:prototipo", ball)

49
_misc/energy.lua Normal file
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local recursive_time = 0.1
function block_league.energy_refill(arena)
if not arena.in_game then return end
for pl_name, stats in pairs(arena.players) do
local player = minetest.get_player_by_name(pl_name)
local health = player:get_hp()
-- se è vivo
if health > 0 then
if player:get_meta() and player:get_meta():get_int("blockleague_has_ball") == 0 and arena.players[pl_name].energy < arena.max_energy then
arena.players[pl_name].energy = arena.players[pl_name].energy + 1
block_league.energy_update(arena, pl_name)
end
if player:get_pos().y < arena.min_y then
player:set_hp(0)
player:get_meta():set_int("blockleague_has_ball", 0)
end
end
end
minetest.after(recursive_time, function() block_league.energy_refill(arena) end)
end
function block_league.energy_drain(arena, w_name)
-- per vedere se è online devo per forza fare minetest.ecc, dacché è inutile passare l'intero giocatore come parametro (dato che mi serve il nome)
local wielder = minetest.get_player_by_name(w_name)
if not arena.in_game or not wielder or wielder:get_meta():get_int("blockleague_has_ball") == 0 then return end
if arena.players[w_name].energy > 0 then
arena.players[w_name].energy = arena.players[w_name].energy -1
block_league.energy_update(arena, w_name)
else
wielder:set_physics_override({speed = arena.low_speed})
return
end
minetest.after(recursive_time, function() block_league.energy_drain(arena, w_name) end)
end

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_weapons/bouncer.lua Normal file
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minetest.register_tool("block_league:bouncer", {
description = "Bouncer",
drawtype = "mesh",
mesh = "block_league_pixelgun.obj",
tiles = {"block_league_pixelgun.png"},
wield_scale = {x=1.3, y=1.3, z=1.3},
inventory_image = "block_league_bouncer.png",
jump_height = 5,
groups = {oddly_breakable_by_hand = "2"},
on_drop = function() end,
on_place = function() end,
on_use = function(itemstack, user, pointed_thing)
----- gestione delay dell'arma -----
if user:get_meta():get_int("blockleague_bouncer_delay") == 1 or user:get_meta():get_int("blockleague_death_delay") == 1 then return end
user:get_meta():set_int("blockleague_bouncer_delay", 1)
minetest.after(0.3, function()
user:get_meta():set_int("blockleague_bouncer_delay", 0)
end)
----- fine gestione delay -----
local p_name = user:get_player_name()
local arena = arena_lib.get_arena_by_player(p_name)
if not arena then return end
-- se non ha abbastanza energia o non sta puntando un nodo, annullo
if not (arena.players[p_name].energy >= 20) or pointed_thing.type ~= "node" then return end
local dir = user:get_look_dir()
local knockback = user:get_player_velocity().y < 1 and -15 or -10
user:add_player_velocity(vector.multiply(dir, knockback))
minetest.sound_play("block_league_bouncer", {to_player = p_name, max_hear_distance = 5})
arena.players[p_name].energy = arena.players[p_name].energy - 20
end,
})

330
_weapons/bullets.lua Normal file
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function block_league.register_bullet(name, def)
minetest.register_node(name,{
name = name,
description = def.description,
inventory_image = def.inventory_image,
wield_scale = def.wield_scale,
drawtype = def.mesh and "mesh" or "item",
mesh = def.mesh or nil,
tiles = def.tiles or nil,
wield_image = def.wield_image or nil,
impaling = def.impaling,
knockback = def.knockback,
decrease_damage_with_distance = def.decrease_damage_with_distance,
bullet_damage = def.bullet_damage,
bullet_trail = def.bullet_trail,
bullet = def.bullet,
stack_max = def.stack_max,
on_drop = function() end,
on_place = function(itemstack, user, pointed_thing)
if def.throwable_by_hand then
local inv = user:get_inventory()
-- se sono immune e sparo, perdo l'immunità
if user:get_armor_groups().immortal and user:get_armor_groups().immortal == 1 then
user:set_armor_groups({immortal = nil})
end
local p_name = user:get_player_name()
-- Check if the player is in the arena and is fighting, if not it exits
if not arena_lib.is_player_in_arena(p_name) then return end
local arena = arena_lib.get_arena_by_player(p_name)
if not arena or not arena.in_game or user:get_hp() <= 0 or arena.weapons_disabled then return end
if def.consume_on_throw then
itemstack:take_item()
end
block_league.shoot_bullet(name, def, nil, itemstack, user, pointed_thing)
end
return itemstack
end,
on_secondary_use = function(itemstack, user, pointed_thing)
if def.throwable_by_hand then
local inv = user:get_inventory()
-- se sono immune e sparo, perdo l'immunità
if user:get_armor_groups().immortal and user:get_armor_groups().immortal == 1 then
user:set_armor_groups({immortal = nil})
end
local p_name = user:get_player_name()
-- Check if the player is in the arena and is fighting, if not it exits
if not arena_lib.is_player_in_arena(p_name) then return end
local arena = arena_lib.get_arena_by_player(p_name)
if not arena or not arena.in_game or user:get_hp() <= 0 or arena.weapons_disabled then return end
if def.consume_on_throw then
itemstack:take_item()
end
block_league.shoot_bullet(name, def, nil, itemstack, user, pointed_thing)
end
return itemstack
end,
})
if def.shootable then
-- Ottiene la definizione dell'entità
local bullet_entity = bullet_set_entity(name, def)
-- Registra l'entità
minetest.register_entity(name .. "_entity", bullet_entity)
end
end
function bullet_set_entity(name, def)
local bullet_entity = {
initial_properties = {
name = name,
bullet_speed = def.bullet.bullet_speed,
bullet_explosion_damage = def.bullet.bullet_explosion_damage,
physical = true,
collide_with_objects = true,
visual_size = def.bullet.visual_size,
collisionbox = def.bullet.collisionbox,
visual = def.bullet.mesh and "mesh" or "item",
mesh = def.bullet.mesh,
textures = def.bullet.textures,
wield_item = name,
bullet_explosion_texture = def.bullet.bullet_explosion_texture,
bullet_speed = def.bullet.bullet_speed,
explode_on_contact = def.bullet.explode_on_contact,
bullet_explosion_range = def.bullet.bullet_explosion_range,
gravity = def.bullet.gravity,
on_right_click = def.bullet.on_right_click,
on_destroy = def.bullet.on_destroy,
duration = def.duration,
bullet_trail = def.bullet_trail,
bullet_damage = def.bullet_damage,
is_bullet = true
}
}
function bullet_entity:_destroy()
-- Crea le particelle dell'esplosione
spawn_particles_sphere(self.object:get_pos(), self.initial_properties.bullet_explosion_texture)
-- Se ha una funzione apposita da usare quando esplode la esegue
if self.initial_properties.on_destroy then
self.initial_properties.on_destroy(self)
end
-- Distrugge l'entità
self.object:remove()
end
-- Ottiene gli staticdata ogni 18 secondi circa
function bullet_entity:get_staticdata(self)
if self == nil or self.p_name == nil then return end
return self.p_name
end
-- L'entità esplode quando colpita
function bullet_entity:on_punch()
if self.initial_properties.on_right_click then
self.initial_properties.on_right_click(self)
end
end
-- quando si istanzia un'entità
function bullet_entity:on_activate(staticdata)
if staticdata ~= "" and staticdata ~= nil then
self.p_name = staticdata -- nome utente come staticdata
self.lifetime = 0 -- tempo in aria
self.sliding = 0 -- se sta scivolando
self.particle = 0 -- contatore di buffer per le particelle della granata
self.object:set_armor_groups({immortal = 1}) -- lo imposta come immortale
else -- se non ci sono gli staticdata necessari allora rimuove l'entità
self.object:remove()
return
end
end
function bullet_entity:on_step(dtime, moveresult)
self.lifetime = self.lifetime + dtime
if self.lifetime >= self.initial_properties.duration then
-- ESPLODE
self:_destroy()
return
end
local obj = self.object
local velocity = obj:get_velocity()
local pos = obj:getpos()
-- Controlla che il timer per mostrare le particelle che tracciano la granata sia superiore al valore definito e che eista una definizione delle particelle da creare
if self.initial_properties.bullet_trail and self.particle >= self.initial_properties.bullet_trail.interval then
-- Imposta il timer a 0
self.particle = 0
-- Aggiunge le particelle di tracciamento
minetest.add_particle({
pos = obj:get_pos(),
velocity = vector.divide(velocity, 2),
acceleration = vector.divide(obj:get_acceleration(), -5),
expirationtime = self.initial_properties.bullet_trail.life,
size = self.initial_properties.bullet_trail.size,
collisiondetection = false,
collision_removal = false,
vertical = false,
texture = self.initial_properties.bullet_trail.image,
glow = self.initial_properties.bullet_trail.glow
})
-- Controlla che il timer per mostrare le particelle che tracciano la granata sia inferiore al valore definito e che eista una definizione delle particelle da creare
elseif self.initial_properties.bullet_trail and self.particle < self.initial_properties.bullet_trail.interval then
-- Incrementa il timer
self.particle = self.particle + 1
end
if self.initial_properties.explode_on_contact then
-- controlla se collide con qualcosa
if moveresult.collides == true then
local buffer_boolean = false
for k, collision in pairs(moveresult.collisions) do
--object è l'oggetto(player/entità) con cui collide il proiettile
if collision.object then
--controlla se è un player
if collision.object:is_player() then
if collision.object:get_player_name() ~= self.p_name then
block_league.shoot(minetest.get_player_by_name(self.p_name), collision.object, self.initial_properties.bullet_damage, 0, false)
buffer_boolean = true
elseif collision.object:get_player_name() == self.p_name then
if self.lifetime < (15 / self.initial_properties.bullet_speed) then
obj:set_velocity({
x=(collision.old_velocity.x),
y=(collision.old_velocity.y),
z=(collision.old_velocity.z),
})
end
end
elseif collision.object:get_luaentity() then
--quando non è un player allora è una entity quindi la memorizzo per alleggerire il numero di accessi
local entity = collision.object:get_luaentity()
--i prossimi 2 check servono a verificare l'entità sia un proiettile
if entity and entity.initial_properties ~= nil then
if entity.initial_properties.is_bullet then
--distrugge sia il proiettile con cui collide che se stesso
buffer_boolean = true
entity:_destroy()
end
end
end
elseif collision.type == "node" then
buffer_boolean = true
end
end
if buffer_boolean then
self:_destroy()
return
end
end
else
if moveresult.collides and moveresult.collisions[1] and not vector.equals(moveresult.collisions[1].old_velocity, velocity) and vector.distance(moveresult.collisions[1].old_velocity, velocity) > 4 then
if math.abs(moveresult.collisions[1].old_velocity.x - velocity.x) > 5 then -- Controlla se c'è stata una grande riduzione di velocità
velocity.x = moveresult.collisions[1].old_velocity.x * (self.initial_properties.gravity and -0.5 or -1) -- Inverte la velocità e la riduce
end
if math.abs(moveresult.collisions[1].old_velocity.y - velocity.y) > 5 then -- Controlla se c'è stata una grande riduzione di velocità
velocity.y = moveresult.collisions[1].old_velocity.y * (self.initial_properties.gravity and -0.3 or -1) -- Inverte la velocità e la riduce
end
if math.abs(moveresult.collisions[1].old_velocity.z - velocity.z) > 5 then -- Controlla se c'è stata una grande riduzione di velocità
velocity.z = moveresult.collisions[1].old_velocity.z * (self.initial_properties.gravity and -0.5 or -1) -- Inverte la velocità e la riduce
end
obj:set_velocity(velocity)
end
if self.initial_properties.gravity then
if self.sliding == 0 and velocity.y == 0 then -- Controlla se la granata sta scivolando
self.sliding = 1 -- Attiva l'attrito
elseif self.sliding > 0 and velocity.y ~= 0 then
self.sliding = 0 -- Non influisce sull'attrito
end
if self.sliding > 1 then -- Sta scivolando?
if vector.distance(vector.new(), velocity) <= 1 and not vector.equals(velocity, vector.new()) then -- Se la granata si muove a malapena
obj:set_velocity(vector.new(0, -9.8, 0)) -- Si assicura sia ferma
obj:set_acceleration(vector.new())
end
end
end
end
if self.initial_properties.gravity then
local direction = vector.normalize(velocity)
local node = minetest.get_node(pos)
local speed = vector.length(velocity)
local drag = math.max(minetest.registered_nodes[node.name].liquid_viscosity, 0.1) * self.sliding -- Ottiene l'attrito generato dal liquido che attraversa
local yaw = minetest.dir_to_yaw(direction)
local pitch = math.acos(velocity.y/speed) - math.pi/3
-- Controlla che il pitch sia un numero
if tostring(pitch) ~= 'nan' then
obj:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch}) -- Imposta la rotazione
end
local acceleration = vector.multiply(velocity, -drag)
acceleration.x = acceleration.x * (self.sliding * 10 * 2 + 1) -- Modifica la x in base a se sta scivolando o meno
acceleration.y = acceleration.y - 10 * ((7 - drag) / 7) -- Perdita in altezza del proiettile in base all' attrito
acceleration.z = acceleration.z * (self.sliding * 10 * 2 + 1) -- Modifica la Z in base a se sta scivolando o meno
-- Controlla che l'accelerazione sia un numero
if tostring(acceleration) ~= 'nan' then
obj:set_acceleration(acceleration) -- Imposta l'accelerazione
end
end
end
-- Restituisce la definizione dell'entità
return bullet_entity
end
-- Aggiunge le particelle dell'esplosione
function spawn_particles_sphere(pos, particle_texture)
if not pos then return end
minetest.add_particlespawner({
amount = 80,
time = .1,
minpos = {x=pos.x,y=pos.y,z=pos.z},
maxpos = {x=pos.x,y=pos.y,z=pos.z},
minvel = {x=-4, y=-4, z=-4},
maxvel = {x=4, y=4, z=4},
minacc = {x=0, y=-0.4, z=0},
maxacc = {x=0, y=-0.8, z=0},
minexptime = .5,
maxexptime = .5,
minsize = 1,
maxsize = 5,
collisiondetection = false,
vertical = false,
texture = particle_texture,
})
end

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block_league.register_bullet("block_league:grenade", {
description = "grenade",
mesh = "block_league_grenade.obj",
tiles = {"block_league_grenade.png"},
wield_scale = {x=1.5, y=1.5, z=1.5},
inventory_image = "block_league_grenade_icon.png",
stack_max = 99,
impaling = false,
throwable_by_hand = true,
bullet_damage = 10,
decrease_damage_with_distance = false,
bullet_trail = {
image = "block_league_bullet_rocket.png",
life = 1,
size = 2,
glow = 0,
interval = 5,
amount = 20,
},
knockback = 0,
duration = 1.5,
shootable = true,
bullet = {
bullet_speed = 17,
bullet_explosion_damage = 16,
visual_size = {x=7, y=7, z=7},
mesh = "block_league_grenade.obj",
bullet_explosion_texture = "block_league_rocket_particle.png",
explode_on_contact = false,
textures = {"block_league_grenade.png"},
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
bullet_explosion_range = 4,
gravity = true,
on_destroy = block_league.grenade_explode,
on_right_click = function(self)
self:_destroy()
end
},
})

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block_league.register_weapon("block_league:grenade_launcher", {
description = S("Grenade Launcher"),
mesh = "block_league_rocketlauncher.obj",
tiles = {"block_league_rocketlauncher.png"},
wield_scale = {x=1.3, y=1.3, z=1.3},
inventory_image = "block_league_grenade_launcher.png",
weap_delay = 0.8,
weap_sound_shooting = "block_league_rocketlauncher_shoot",
continuos_fire = false,
slow_down_when_firing = false,
consume_bullets = false,
type = 2,
launching_force = 10,
bullet = "block_league:grenade",
})

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_weapons/pixelgun.lua Normal file
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block_league.register_weapon("block_league:pixelgun", {
--Definizione apparenza
description = S("pixelgun"),
mesh = "block_league_pixelgun.obj",
tiles = {"block_league_pixelgun.png"},
wield_scale = {x=1.3, y=1.3, z=1.3},
inventory_image = "block_league_pixelgun_icon.png",
weap_sound_shooting = "block_league_pixelgun_shoot",
consume_bullets = false,
reload = 4,
reload_delay = 4,
type = 1,
weap_delay = 0.9,
slow_down_when_firing = true,
continuos_fire = false,
bullet = "block_league:pixelgun_bullet",
range = 100, --Se non hitscan calcolarsi il tempo necessario per percorrere quello
--spazio in base alla velocità
})

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block_league.register_bullet("block_league:pixelgun_bullet", {
description = "proiettile pixelgun",
mesh = "block_league_grenade.obj",
tiles = {"block_league_grenade.png"},
wield_scale = {x=1.5, y=1.5, z=1.5},
inventory_image = "block_league_grenade_icon.png",
stack_max = 99,
throwable_by_hand = false,
impaling = true,
knockback = 0,
decrease_damage_with_distance = false,
bullet_damage = 777,
shootable = false,
bullet_trail = {
image = "block_league_pixelgun_trail.png",
life = 1,
size = 2,
glow = 0,
interval = 5,
amount = 20,
},
})

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_weapons/rocket.lua Normal file
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block_league.register_bullet("block_league:rocket",{
description = "rocket",
mesh = "block_league_rocket.obj",
wield_scale = {x=1, y=1, z=1},
tiles = {"block_league_bullet_rocket.png"},
stack_max = 99,
-- {xmin, ymin, zmin, xmax, ymax, zmax}
bullet_damage = 10,
throwable_by_hand = false,
duration = 5,
impaling = false,
decrease_damage_with_distance = false,
bullet_trail = {
image = "block_league_bullet_rocket.png",
life = 1,
size = 2,
glow = 0,
interval = 5,
amount = 20,
},
knockback = 0,
shootable = true,
bullet = {
mesh = "block_league_rocket.obj",
visual_size = {x=1, y=1, z=1},
textures = {"block_league_bullet_rocket.png"},
bullet_explosion_texture = "block_league_rocket_particle.png",
bullet_speed = 30,
collisionbox = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1},
bullet_explosion_range = 4,
bullet_explosion_damage = 10,
on_destroy = block_league.explode,
on_right_click = function(self)
self:_destroy()
end,
explode_on_contact = true,
gravity = false,
}
})

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block_league.register_weapon("block_league:rocket_launcher", {
description = S("Rocket Launcher"),
mesh = "block_league_rocketlauncher.obj",
tiles = {"block_league_rocketlauncher.png"},
wield_scale = {x=1.3, y=1.3, z=1.3},
inventory_image = "block_league_rocketlauncher_icon.png",
weap_delay = 0.8,
weap_sound_shooting = "block_league_rocketlauncher_shoot",
type = 2,
continuos_fire = true,
slow_down_when_firing = false,
consume_bullets = false,
launching_force = 10,
bullet = "block_league:rocket",
})

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block_league.register_weapon("block_league:nomearma", {
description = "descrizione", --Descrizione
inventory_image = "inventory_image.png", --Immagine nell'inventario
wield_scale = {x=1, y=1, z=1}, --Dimensione in mano
--Se si vuole l'arma 3D
mesh = "mesh.obj", --Modello
tiles = {"tiles.png"}, --Textures del modello
--Se si vuole l'arma 2D
wield_image = "wield_image.png", --Immagine da mostrare in mano
weap_sound_shooting = "weap_sound_shooting", --Suono quando si usa l'arma
weap_delay = 10, --Delay tra gli spari
weap_secondary_delay = 2, --Delay tra l'uso del destro
type = 1, --1) Hitscan 2) Entity based 3) Sword
range = 100, --Range nel quale opera il raggio hitscan
continuos_fire = false, --Se può sparare tenendo premuto il sinistro
slow_down_when_firing = true, --Se rallentare chi spara
consume_bullets = true, --Se usa proiettili
reload = 0, --Dopo quanti colpi ricaricare
reload_delay = 5,
bullet = "block_league:nomeproiettile", --Che proiettile/granata spara aka quello che viene consumato all'uso
on_right_click = function(arena, name, def, itemstack, user, pointed_thing) end, --Cosa fare quando si clicca destro
type = 2, --1) Hitscan 2) Entity based 3) Sword
continuos_fire = false, --Se può sparare tenendo premuto il sinistro
slow_down_when_firing = true, --Se rallentare chi spara
consume_bullets = true, --Se usa proiettili
reload = 0, --Dopo quanti colpi ricaricare
reload_delay = 5,
launching_force = 10,
bullet = "block_league:nomeproiettile", --Che proiettile/granata spara
on_right_click = function(arena, name, def, itemstack, user, pointed_thing) end, --Cosa fare quando si clicca destro
type = 3, --1) Hitscan 2) Entity based 3) Sword
weap_damage = 10, --Danno inflitto
knockback = 0, --Il contraccolpo da applicare al bersaglio
on_right_click = function(arena, name, def, itemstack, user, pointed_thing) end, --Cosa fare quando si clicca destro
})
block_league.register_bullet("block_league:nomeproiettile", {
description = "descrizione", --Descrizione
inventory_image = "inventory_image.png", --Immagine nell'inventario
wield_scale = {x=1, y=1, z=1}, --Dimensione in mano
--Se si vuole il proiettile 3D
mesh = "mesh.obj", --Modello
tiles = {"tiles.png"}, --Textures del modello
--Se si vuole il proiettile 2D
wield_image = "wield_image.png", --Immagine da mostrare in mano
stack_max = 99, --Numero massimo di proiettili possedibili
throwable_by_hand = true, --Se si può lanciare a mano
consume_on_throw = true,
impaling = true, --Se può attraversare il bersaglio NB: Utilizzabile solo con proiettili hitscan
knockback = 0, --Il contraccolpo da applicare al bersaglio
decrease_damage_with_distance = true, --Se il danno diminuisce con la distanza
bullet_damage = 10, --Danno inflitto
bullet_trail = {
image = "weap_trail.png",
life = 1,
size = 2,
glow = 0,
interval = 5,
amount = 20,
},
duration = 10, --Tempo di vita dell'entità (da spostare dentro bullet)
bullet = {
visual_size = {x=7, y=7, z=7}, --Dimensione in aria
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
--Se si vuole il proiettile 3D
mesh = "mesh.obj", --Modello
textures = {"textures.png"}, --Textures del modello
--Se si vuole il proiettile 2D
--Si può lasciare vuoto, prenderà in automatico la texture dell'item
explode_on_contact = true, --Se rimbalza quando si scontra con qualcosa
bullet_explosion_damage = 10, --Danno inflitto con l'esplosione
bullet_explosion_range = 4, --Raggio dell'esplosione
bullet_explosion_texture = "explosion_texture.png",
bullet_speed = 30, --Velocità a cui lanciare/sparare il proiettile
gravity = true, --Se la gravità ha effetto sul proiettile
on_right_click = block_league.bullet_right_click, --Cosa fare quando si clicca destro sul proiettile
on_destroy = block_league.bullet_on_destroy,
}
})

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_weapons/smg.lua Normal file
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block_league.register_weapon("block_league:smg", {
description = S("Sub Machine Gun"),
wield_image = "block_league_smg.png",
wield_scale = {x=1, y=1, z=1},
inventory_image = "block_league_smg.png",
weap_sound_shooting = "block_league_smg_shoot",
type = 1,
weap_delay = 0.1,
slow_down_when_firing = true,
continuos_fire = true,
bullet = "block_league:smg_bullet",
consume_bullets = false,
reload = 30,
reload_delay = 2,
range = 30, --Se non hitscan calcolarsi il tempo necessario per percorrere quello
--spazio in base alla velocità
})

25
_weapons/smg_bullet.lua Normal file
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block_league.register_bullet("block_league:smg_bullet", {
description = S("Proiettile SMG"),
wield_image = "block_league_smg.png",
wield_scale = {x=1, y=1, z=1},
inventory_image = "block_league_smg.png",
stack_max = 99,
throwable_by_hand = false,
impaling = false,
knockback = 0,
decrease_damage_with_distance = true,
bullet_damage = 3,
shootable = false,
bullet_trail = {
image = "block_league_smg_trail.png",
life = 1,
size = 2,
glow = 0,
interval = 5,
amount = 5,
},
})

48
_weapons/sword.lua Normal file
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block_league.register_weapon("block_league:sword", {
description = "Spada",
inventory_image = "block_league_sword.png",
wield_scale = {x=1.3, y=1.3, z=1.3},
wield_image = "block_league_sword.png",
weap_delay = 2,
weap_secondary_delay = 3,
type = 3,
weap_damage = 7,
knockback = 40,
on_right_click = function(arena, name, def, itemstack, user, pointed_thing)
local dir = user:get_look_dir()
local pos = user:get_pos()
local pos_head = {x = pos.x, y = pos.y+1.475, z = pos.z}
local pointed_players = block_league.get_pointed_players(pos_head, dir, 0, 5, user, nil, true)
dir.y = 0
local player_vel = user:get_player_velocity()
local sprint = vector.multiply(dir,18)
user:add_player_velocity(sprint)
player_vel = vector.multiply(player_vel, -0.7)
user:add_player_velocity(player_vel)
user:set_physics_override({
speed = 0.5,
jump = 0
})
minetest.after(2.5, function()
if user then
local vel = user:get_meta():get_int("blockleague_has_ball") == 0 and arena.high_speed or arena.low_speed
user:set_physics_override({
speed = vel,
jump = 1.5
})
end
end)
if not pointed_players then return end
block_league.shoot(user, pointed_players, def.weap_damage, def.knockback, false)
end,
})

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function block_league.register_weapon(name, def)
minetest.register_node(name, {
name = name,
description = def.description,
inventory_image = def.inventory_image,
wield_scale = def.wield_scale,
drawtype = def.mesh and "mesh" or "item",
mesh = def.mesh or nil,
tiles = def.tiles or nil,
wield_image = def.wield_image or nil,
weap_sound_shooting = def.weap_sound_shooting or nil,
weap_trail = def.weap_trail or nil,
weap_damage = def.weap_damage or nil,
consume_bullets = def.consume_bullets or nil,
bullet = def.bullet or nil,
reload = def.reload or nil,
on_drop = function(itemstack, user, pointed_thing)
weapon_reload(user, def, name)
end,
on_place = function(itemstack, user, pointed_thing)
if not def.on_right_click then return end
----- gestione delay dell'arma -----
if user:get_meta():get_int("blockleague_weap_secondary_delay") == 1 or
user:get_meta():get_int("blockleague_death_delay") == 1 then
return end
user:get_meta():set_int("blockleague_weap_secondary_delay", 1)
local inv = user:get_inventory()
minetest.after(def.weap_secondary_delay, function()
if user then
if inv:contains_item("main", "block_league:match_over") then return end
user:get_meta():set_int("blockleague_weap_secondary_delay", 0)
end
end)
----- fine gestione delay -----
-- se sono immune e sparo, perdo l'immunità
if user:get_armor_groups().immortal and user:get_armor_groups().immortal == 1 then
user:set_armor_groups({immortal = nil})
end
local p_name = user:get_player_name()
-- Check if the player is in the arena and is fighting, if not it exits
if not arena_lib.is_player_in_arena(p_name) then return end
local arena = arena_lib.get_arena_by_player(p_name)
if not arena or not arena.in_game or user:get_hp() <= 0 or arena.weapons_disabled then return end
if def.on_right_click then
def.on_right_click(arena, name, def, itemstack, user, pointed_thing)
end
end,
on_use = function(itemstack, user, pointed_thing)
local p_name = user:get_player_name()
if not gestione_sparo(p_name, user, def, name, nil) then return end
if def.weap_sound_shooting then
-- riproduzione suono
minetest.sound_play(def.weap_sound_shooting, {
to_player = p_name,
max_hear_distance = 5,
})
end
if def.slow_down_when_firing then
user:set_physics_override({
speed = arena_lib.get_arena_by_player(p_name).low_speed,
jump = 1.5,
gravity = 1.15,
sneak_glitch = true,
new_move = true
})
end
shoot_generic(def, p_name, itemstack, user, pointed_thing)
if def.continuos_fire then
controls.register_on_hold(function(player, key, time)
if key~="LMB" then return end
local inv = player:get_inventory()
local wielditem = player:get_wielded_item()
if wielditem:get_name()==name then
local p_name = player:get_player_name()
if not gestione_sparo(p_name, player, def, name, inv) then return end
if def.weap_sound_shooting then
-- riproduzione suono
minetest.sound_play(def.weap_sound_shooting, {
to_player = p_name,
max_hear_distance = 5,
})
end
shoot_generic(def, p_name, itemstack, player, pointed_thing)
elseif def.slow_down_when_firing and player:get_meta():get_int("blockleague_has_ball") == 0 and arena_lib.is_player_in_arena(p_name) then
if player then
player:set_physics_override({
speed = arena_lib.get_arena_by_player(p_name).high_speed,
jump = 1.5,
gravity = 1.15,
sneak_glitch = true,
new_move = true
})
end
end
end)
end
controls.register_on_release(function(player, key, time)
if key~="LMB" then return end
local inv = player:get_inventory()
local wielditem = player:get_wielded_item()
if wielditem:get_name()==name then
if def.slow_down_when_firing and player:get_meta():get_int("blockleague_has_ball") == 0 then
minetest.after(0.1, function()
if player then
player:set_physics_override({
speed = arena_lib.get_arena_by_player(player:get_player_name()).high_speed,
jump = 1.5,
gravity = 1.15,
sneak_glitch = true,
new_move = true
})
end
end)
end
elseif def.slow_down_when_firing and player:get_meta():get_int("blockleague_has_ball") == 0 and arena_lib.is_player_in_arena(player:get_player_name()) then
if player then
player:set_physics_override({
speed = arena_lib.get_arena_by_player(player:get_player_name()).high_speed,
jump = 1.5,
gravity = 1.15,
sneak_glitch = true,
new_move = true
})
end
end
end)
end,
on_secondary_use = function(itemstack, user, pointed_thing)
if not def.on_right_click then return end
----- gestione delay dell'arma -----
if user:get_meta():get_int("blockleague_weap_secondary_delay") == 1 or
user:get_meta():get_int("blockleague_death_delay") == 1 then
return end
user:get_meta():set_int("blockleague_weap_secondary_delay", 1)
local inv = user:get_inventory()
minetest.after(def.weap_secondary_delay, function()
if user then
if inv:contains_item("main", "block_league:match_over") then return end
user:get_meta():set_int("blockleague_weap_secondary_delay", 0)
end
end)
----- fine gestione delay -----
-- se sono immune e sparo, perdo l'immunità
if user:get_armor_groups().immortal and user:get_armor_groups().immortal == 1 then
user:set_armor_groups({immortal = nil})
end
local p_name = user:get_player_name()
-- Check if the player is in the arena and is fighting, if not it exits
if not arena_lib.is_player_in_arena(p_name) then return end
local arena = arena_lib.get_arena_by_player(p_name)
if not arena or not arena.in_game or user:get_hp() <= 0 or arena.weapons_disabled then return end
if def.on_right_click then
def.on_right_click(arena, name, def, itemstack, user, pointed_thing)
end
end,
})
end
function weapon_reload(user, def, name)
local p_name = user:get_player_name()
if not arena_lib.is_player_in_arena(p_name) then return false end
local arena = arena_lib.get_arena_by_player(p_name)
if not arena or not arena.in_game or user:get_hp() <= 0 or arena.weapons_disabled then return end
if def.type == 3 then return end
if def.reload and def.reload > 0 and user:get_meta():get_int("reloading") == 0 then
user:get_meta():set_int("reloading", 1)
minetest.after(def.reload_delay, function()
if user and user:get_meta() then
local inv = user:get_inventory()
if inv:contains_item("main", "block_league:match_over") then return false end
user:get_meta():set_int("blockleague_weap_delay", 0)
user:get_meta():set_int("reloading", 0)
block_league.weapons_hud_update(arena, p_name, name, nil, def.reload)
arena.players[p_name].weapons_reload[name] = 0
end
end)
end
end
function gestione_sparo(p_name, user, def, name, inv)
-- Check if the player is in the arena and is fighting, if not it exits
if not arena_lib.is_player_in_arena(p_name) then return false end
local arena = arena_lib.get_arena_by_player(p_name)
----- gestione delay dell'arma -----
if user:get_meta():get_int("blockleague_weap_delay") == 1 or
user:get_meta():get_int("blockleague_death_delay") == 1 or
user:get_meta():get_int("reloading") == 1 then
return false end
user:get_meta():set_int("blockleague_weap_delay", 1)
if def.reload then
if not arena.players[p_name].weapons_reload[name] then
arena.players[p_name].weapons_reload[name] = 0
end
end
if not inv then
inv = user:get_inventory()
end
minetest.after(def.weap_delay, function()
if user and user:get_meta() then
if inv:contains_item("main", "block_league:match_over") then return false end
if def.reload and user:get_meta():get_int("reloading") == 0 then
user:get_meta():set_int("blockleague_weap_delay", 0)
elseif not def.reload then
user:get_meta():set_int("blockleague_weap_delay", 0)
end
end
end)
----- fine gestione delay -----
-- se sono immune e sparo, perdo l'immunità
if user:get_armor_groups().immortal and user:get_armor_groups().immortal == 1 then
user:set_armor_groups({immortal = nil})
end
if not arena or not arena.in_game or user:get_hp() <= 0 or arena.weapons_disabled then return false end
if def.consume_bullets then
if inv:contains_item("main", def.bullet) then
inv:remove_item("main", def.bullet)
block_league.weapons_hud_update(arena, p_name, name, nil, nil)
else
return false
end
end
if def.reload and def.reload > 0 then
arena.players[p_name].weapons_reload[name] = arena.players[p_name].weapons_reload[name] + 1
if arena.players[p_name].weapons_reload[name] == def.reload and user:get_meta():get_int("reloading") == 0 then
user:get_meta():set_int("reloading", 1)
minetest.after(def.reload_delay, function()
if user and user:get_meta() then
if inv:contains_item("main", "block_league:match_over") then return false end
user:get_meta():set_int("blockleague_weap_delay", 0)
user:get_meta():set_int("reloading", 0)
block_league.weapons_hud_update(arena, p_name, name, nil, def.reload)
arena.players[p_name].weapons_reload[name] = 0
end
end)
end
end
if def.type and def.type ~= 3 then
block_league.weapons_hud_update(arena, p_name, name, nil, nil)
end
return true
end
function shoot_generic(def, name, itemstack, user, pointed_thing)
if def.type == 1 or def.type == 2 then
local bullet_definition = def.bullet and minetest.registered_nodes[def.bullet] or nil
if def.type == 1 then
block_league.shoot_hitscan(name, def, bullet_definition, itemstack, user, pointed_thing)
elseif def.type == 2 then
block_league.shoot_bullet(name, def, bullet_definition, itemstack, user, pointed_thing)
end
elseif def.type == 3 then
if pointed_thing.type == "object" and pointed_thing.ref:is_player() then
local dir = user:get_look_dir()
block_league.shoot(user, pointed_thing.ref, def.weap_damage, def.knockback, false, dir)
end
end
end
function block_league.shoot_hitscan(name, def, bullet_definition, itemstack, user, pointed_thing)
local dir = user:get_look_dir()
local pos = user:get_pos()
local pos_head = {x = pos.x, y = pos.y+1.475, z = pos.z}
local pointed_players = block_league.get_pointed_players(pos_head, dir, 0, def.range, user, bullet_definition.bullet_trail, bullet_definition.impaling)
if pointed_players then
block_league.shoot(user, pointed_players, bullet_definition.bullet_damage, bullet_definition.knockback, bullet_definition.decrease_damage_with_distance)
end
end
function block_league.shoot_bullet(name, def, def2, itemstack, user, pointed_thing)
local yaw = user:get_look_horizontal()
local pitch = user:get_look_vertical()
local dir = user:get_look_dir()
local pos = user:get_pos()
local pos_head = {x = pos.x, y = pos.y + user:get_properties().eye_height, z = pos.z}
local username = user:get_player_name()
local bullet_name = nil
local speed = nil
if def2 then
bullet_name = (def2.name and def2.name or name) .. '_entity'
speed = def2.bullet.bullet_speed + def.launching_force
else
bullet_name = (def.name and def.name or name) .. '_entity'
speed = def.bullet.bullet_speed
end
local bullet = minetest.add_entity(pos_head, bullet_name, username)
bullet:set_velocity({
x=(dir.x * speed),
y=(dir.y * speed),
z=(dir.z * speed),
})
--local rotation = vector.new(0, yaw + math.pi/2, pitch + math.pi/6)
local rotation = ({x = -pitch, y = yaw, z = 0})
bullet:set_rotation(rotation)
end
function block_league.get_dist(pos1, pos2)
local lenx = math.abs(pos1.x - pos2.x)
local leny = math.abs(pos1.y - pos2.y)
local lenz = math.abs(pos1.z - pos2.z)
local hypot = math.sqrt((lenx * lenx) + (lenz * lenz))
local dist = math.sqrt((hypot * hypot) + (leny * leny))
return dist
end
--Ritorna la direzione da un punto ad un altro.
function block_league.get_dir_from_pos(pos1, pos2)
local dir = vector.subtract(pos1,pos2)
return dir
end
-- ritorna un array di player con il numero di player trovati a index 1. Se non
-- trova player diversi da se stessi ritorna nil
function block_league.get_pointed_players(head_pos, dir, dist1, dist2, user, particle, trafigge)
local p1 = vector.add(head_pos, vector.multiply(dir, dist1))
--block_league.mostra_posizione(p1, 100)
local p2 = vector.add(head_pos, vector.multiply(dir, dist2))
--block_league.mostra_posizione(p2, 100)
local ray = minetest.raycast(p1, p2, true, false)
local players = {}
-- check su ogni cosa attraversata dal raycast (p1 a p2)
for hit in ray do
-- se è un oggetto
if hit.type == "object" then
if hit.ref then
-- se è un giocatore
if hit.ref:is_player() then
-- e non è colui che spara
if hit.ref ~= user then
table.insert(players, hit.ref)
end
elseif hit.ref:get_luaentity() then
local entity = hit.ref:get_luaentity()
if entity.initial_properties ~= nil then
if entity.initial_properties.is_bullet or entity.initial_properties.is_grenade then
--distrugge sia il proiettile con cui collide che se stesso
entity.old_p_name = entity.p_name
entity.p_name = user:get_player_name()
entity:_destroy()
end
end
end
end
else
-- se è un nodo mi fermo, e ritorno l'array se > 0 (ovvero ha trovato giocatori)
if hit.type == "node" then
if #players > 0 then
if particle ~= nil and particle ~= false then
if not trafigge then
local dist3 = block_league.get_dist(head_pos, players[1]:get_pos())
minetest.add_particlespawner({
amount = particle.amount,
time = 0.3,
minpos = p1,
maxpos = p1,
minvel = vector.multiply(dir, dist2),
maxvel = vector.multiply(dir, dist2),
minexptime = dist3/(dist2 * 1.5),
maxexptime = dist3/(dist2 * 1.5),
size = 2,
collisiondetection = false,
vertical = false,
texture = particle.image,
--texture = "block_league_pixelgun_trail.png"
})
else
local dist3 = block_league.get_dist(head_pos, hit.intersection_point)
minetest.add_particlespawner({
amount = particle.amount,
time = 0.3,
minpos = p1,
maxpos = p1,
minvel = vector.multiply(dir, dist2),
maxvel = vector.multiply(dir, dist2),
minexptime = dist3/(dist2 * 1.5),
maxexptime = dist3/(dist2 * 1.5),
size = 2,
collisiondetection = false,
vertical = false,
texture = particle.image,
--texture = "block_league_pixelgun_trail.png"
})
end
end
return players
else
if particle ~= nil and particle ~= false then
local dist3 = block_league.get_dist(head_pos, hit.intersection_point)
minetest.add_particlespawner({
amount = particle.amount,
time = 0.3,
minpos = p1,
maxpos = p1,
minvel = vector.multiply(dir, dist2),
maxvel = vector.multiply(dir, dist2),
minexptime = dist3/(dist2 * 1.5),
maxexptime = dist3/(dist2 * 1.5),
size = 2,
collisiondetection = false,
vertical = false,
texture = particle.image,
--texture = "block_league_pixelgun_trail.png"
})
end
return nil
end
end
end
end
-- se ho sparato a qualcuno puntando in aria (quindi senza incrociare blocchi)
if #players > 0 then
if trafigge then
if particle ~= nil and particle ~= false then
minetest.add_particlespawner({
amount = particle.amount,
time = 0.3,
minpos = p1,
maxpos = p1,
minvel = vector.multiply(dir, 120),
maxvel = vector.multiply(dir, 120),
minexptime = dist2/120,
maxexptime = dist2/120,
size = 2,
collisiondetection = false,
vertical = false,
texture = particle.image,
--texture = "block_league_pixelgun_trail.png"
})
end
return players
else
if particle ~= nil and particle ~= false then
local dist3 = block_league.get_dist(head_pos, players[1]:get_pos())
minetest.add_particlespawner({
amount = particle.amount,
time = 0.3,
minpos = p1,
maxpos = p1,
minvel = vector.multiply(dir, dist2),
maxvel = vector.multiply(dir, dist2),
minexptime = dist3/(dist2 * 1.5),
maxexptime = dist3/(dist2 * 1.5),
size = 2,
collisiondetection = false,
vertical = false,
texture = particle.image,
--texture = "block_league_pixelgun_trail.png"
})
end
return {players[1]}
end
else
if particle ~= nil and particle ~= false then
minetest.add_particlespawner({
amount = particle.amount,
time = 0.3,
minpos = p1,
maxpos = p1,
minvel = vector.multiply(dir, 120),
maxvel = vector.multiply(dir, 120),
minexptime = dist2/120,
maxexptime = dist2/120,
size = 2,
collisiondetection = false,
vertical = false,
texture = particle.image,
--texture = "block_league_pixelgun_trail.png"
})
end
return nil
end
end
--block_league.shoot(user, pointed_players, bullet_definition.bullet_damage, bullet_definition.knockback, bullet_definition.decrease_damage_with_distance)
-- può avere uno o più target: formato ObjectRef
function block_league.shoot(user, targets, damage, knockback, decrease_damage_with_distance, knockback_dir)
local p_name = user:get_player_name()
local arena = arena_lib.get_arena_by_player(p_name)
local killed_players = 0
if not arena or arena.in_queue or arena.in_loading or arena.in_celebration then return end
if type(targets) ~= "table" then
targets = {targets}
end
-- per ogni giocatore colpito
for _, target in pairs(targets) do
if target:get_hp() <= 0 then return end
-- controllo le immunità
if target:get_inventory():contains_item("main", "arena_lib:immunity") then
--TODO: sostituire con un suono
minetest.chat_send_player(p_name, minetest.colorize("#d7ded7", S("You can't hit @1 due to immunity", target:get_player_name())))
return end
local t_name = target:get_player_name()
-- se player e target sono nella stessa squadra, annullo
if arena_lib.is_player_in_same_team(arena, p_name, t_name) then return end
-- eventuale knockback
if knockback > 0 and knockback_dir then
local knk= vector.multiply(knockback_dir,knockback)
target:add_player_velocity(knk)
end
local remaining_HP = target:get_hp() - damage
-- applico il danno
target:set_hp(remaining_HP, {type = "set_hp", player_name = p_name})
-- se è ancora vivo, riproduco suono danno
if target:get_hp() > 0 then
minetest.sound_play("block_league_hit", {
to_player = p_name,
max_hear_distance = 1,
})
-- sennò kaputt
else
kill(arena, p_name, target)
if t_name ~= p_name then
killed_players = killed_players +1
end
end
end
-- calcoli post-danno
after_shoot(arena, p_name, killed_players)
end
function after_shoot(arena, p_name, killed_players)
-- eventuale achievement doppia/tripla uccisione
if killed_players > 1 then
if killed_players == 2 then
block_league.add_achievement(p_name, 1)
elseif killed_players >= 3 then
block_league.add_achievement(p_name, 2)
end
arena_lib.send_message_players_in_arena(arena, minetest.colorize("#eea160", p_name .. " ") .. minetest.colorize("#d7ded7", S("has killed @1 players in a row!", killed_players)))
end
end
function kill(arena, p_name, target)
-- riproduco suono morte
minetest.sound_play("block_league_kill", {
to_player = p_name,
max_hear_distance = 1,
})
local t_name = target:get_player_name()
if t_name ~= p_name then
-- informo dell'uccisione
block_league.HUD_broadcast_player(p_name, S("YOU'VE KILLED @1", t_name), 2.5)
minetest.chat_send_player(t_name, minetest.colorize("#d7ded7", S("You've been killed by @1", minetest.colorize("#eea160", p_name))))
local p_stats = arena.players[p_name]
local team = arena.teams[arena.players[p_name].teamID]
-- aggiungo la kill
team.kills = team.kills +1
p_stats.kills = p_stats.kills +1
-- aggiorno HUD
block_league.scoreboard_update(arena)
for pl_name, stats in pairs(arena.players) do
block_league.HUD_teams_score_update(arena, pl_name, p_stats.teamID)
end
-- se è DM e il cap è raggiunto, finisce match
if arena.mod == 2 then
local team = arena.teams[arena.players[p_name].teamID]
if team.kills == arena.score_cap then
local mod = arena_lib.get_mod_by_player(p_name)
arena_lib.load_celebration(mod, arena, {p_name})
end
end
else
block_league.HUD_broadcast_player(t_name, S("You've killed yourself"), 2.5)
end
end

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block_league.explode = function(self)
local explosion_range = self.initial_properties.bullet_explosion_range
local explosion_damage = self.initial_properties.bullet_explosion_damage
local origin = self.object:get_pos()
local p_name = self.p_name
if origin == nil then return end
if origin.x == nil or origin.y == nil or origin.z == nil then return end
local objs = minetest.env:get_objects_inside_radius(origin, explosion_range)
local entities = {}
-- Se ho colpito qualcosa
if objs then
for _, obj in ipairs(objs) do
if obj:is_player() then
local p_pos = obj:get_pos()
local lenx = math.abs(p_pos.x - origin.x)
local leny = math.abs(p_pos.y - origin.y)
local lenz = math.abs(p_pos.z - origin.z)
local hypot = math.sqrt((lenx * lenx) + (lenz * lenz))
local dist = math.sqrt((hypot * hypot) + (leny * leny))
local damage = explosion_damage - (explosion_damage * dist / explosion_range)
local target_name = obj:get_player_name()
if self.old_p_name and p_name == target_name then
p_name = self.old_p_name
end
-- Se colpisco me stesso, prendo 1/5 di danno
if (target_name ~= p_name) then
block_league.shoot(minetest.get_player_by_name(p_name), obj, damage, 0, false)
else
block_league.shoot(minetest.get_player_by_name(p_name), obj, (damage/5), 0, false)
end
elseif obj ~= self.object and obj:get_luaentity() then
local entity = obj:get_luaentity()
table.insert(entities, entity)
end
end
end
if #entities == 0 then return end
self.object:remove()
for _,entity in pairs(entities) do
if entity.initial_properties ~= nil then
if entity.initial_properties.is_bullet then
entity.old_p_name = entity.p_name
entity.p_name = p_name
entity:_destroy()
end
end
end
end
block_league.grenade_explode = function(self)
local explosion_range = self.initial_properties.bullet_explosion_range
local explosion_damage = self.initial_properties.bullet_explosion_damage
local origin = self.object:get_pos()
local p_name = self.p_name
if origin == nil then return end
if origin.x == nil or origin.y == nil or origin.z == nil then return end
local objs = minetest.env:get_objects_inside_radius(origin, explosion_range)
local entities = {}
-- Se ho colpito qualcosa
if objs then
for _, obj in ipairs(objs) do
if obj:is_player() then
local p_pos = obj:get_pos()
local lenx = math.abs(p_pos.x - origin.x)
local leny = math.abs(p_pos.y - origin.y)
local lenz = math.abs(p_pos.z - origin.z)
local hypot = math.sqrt((lenx * lenx) + (lenz * lenz))
local dist = math.sqrt((hypot * hypot) + (leny * leny))
local damage = explosion_damage - (explosion_damage * dist / explosion_range)
local target_name = obj:get_player_name()
if self.old_p_name and p_name == target_name then
p_name = self.old_p_name
end
block_league.shoot(minetest.get_player_by_name(p_name), obj, damage, 0, false)
elseif obj ~= self.object and obj:get_luaentity() then
local entity = obj:get_luaentity()
table.insert(entities, entity)
end
end
end
if #entities == 0 then return end
self.object:remove()
for _,entity in pairs(entities) do
if entity.initial_properties ~= nil then
if entity.initial_properties.is_bullet then
entity.old_p_name = entity.p_name
entity.p_name = p_name
entity:_destroy()
end
end
end
end

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--
-- ATTENZIONE: questa classe funziona da magazzino per gli achievement. Se
-- invece si vuole vederne la parte grafica (come quando appaiono a schermo),
-- vedere /_HUD/hud_achievements.lua
local S = minetest.get_translator("block_league")
local achievements = {
[1] = { name = S("two in one"), img = "block_league_achievement_doublekill.png" },
[2] = { name = S("three in one"), img = "block_league_achievement_triplekill.png" }
}
local access_key = achievements_lib.register_achievements("block_league", achievements)
function block_league.add_achievement(p_name, achvmt_ID)
achievements_lib.add_achievement(p_name, access_key, achvmt_ID)
block_league.show_achievement(access_key, p_name, achvmt_ID)
end
function block_league.list_achievements(sender, t_name)
local p_name = t_name or sender
-- se il giocatore non esiste, annullo
if not achievements_lib.is_player_in_storage(p_name, "block_league") then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", S("[!] This player doesn't exist!")))
return end
local p_achievements = achievements_lib.get_player_achievements(p_name, access_key)
local current_achievements = 0
local achievements_to_text = "\n"
for i = 1, #achievements do
if p_achievements[i] then
achievements_to_text = achievements_to_text .. minetest.colorize("#b6d53c", "[X] " .. achievements[i].name) .. "\n"
current_achievements = current_achievements +1
else
achievements_to_text = achievements_to_text .. minetest.colorize("#cfc6b8", "[ ] " .. achievements[i].name) .. "\n"
end
end
minetest.chat_send_player(sender,
minetest.colorize("#cfc6b8", "====================================") .. "\n" ..
minetest.colorize("#eea160", S("@1 ACHIEVEMENTS", p_name) .. ": " .. current_achievements .. "/" .. #achievements) .. achievements_to_text
)
end

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ChatCmdBuilder = {}
function ChatCmdBuilder.new(name, func, def)
def = def or {}
local cmd = ChatCmdBuilder.build(func)
cmd.def = def
def.func = cmd.run
minetest.register_chatcommand(name, def)
return cmd
end
local STATE_READY = 1
local STATE_PARAM = 2
local STATE_PARAM_TYPE = 3
local bad_chars = {}
bad_chars["("] = true
bad_chars[")"] = true
bad_chars["."] = true
bad_chars["%"] = true
bad_chars["+"] = true
bad_chars["-"] = true
bad_chars["*"] = true
bad_chars["?"] = true
bad_chars["["] = true
bad_chars["^"] = true
bad_chars["$"] = true
local function escape(char)
if bad_chars[char] then
return "%" .. char
else
return char
end
end
local dprint = function() end
ChatCmdBuilder.types = {
pos = "%(? *(%-?[%d.]+) *, *(%-?[%d.]+) *, *(%-?[%d.]+) *%)?",
text = "(.+)",
number = "(%-?[%d.]+)",
int = "(%-?[%d]+)",
word = "([^ ]+)",
alpha = "([A-Za-z]+)",
modname = "([a-z0-9_]+)",
alphascore = "([A-Za-z_]+)",
alphanumeric = "([A-Za-z0-9]+)",
username = "([A-Za-z0-9-_]+)",
}
function ChatCmdBuilder.build(func)
local cmd = {
_subs = {}
}
function cmd:sub(route, func, def)
dprint("Parsing " .. route)
def = def or {}
if string.trim then
route = string.trim(route)
end
local sub = {
pattern = "^",
params = {},
func = func
}
-- End of param reached: add it to the pattern
local param = ""
local param_type = ""
local should_be_eos = false
local function finishParam()
if param ~= "" and param_type ~= "" then
dprint(" - Found param " .. param .. " type " .. param_type)
local pattern = ChatCmdBuilder.types[param_type]
if not pattern then
error("Unrecognised param_type=" .. param_type)
end
sub.pattern = sub.pattern .. pattern
table.insert(sub.params, param_type)
param = ""
param_type = ""
end
end
-- Iterate through the route to find params
local state = STATE_READY
local catching_space = false
local match_space = " " -- change to "%s" to also catch tabs and newlines
local catch_space = match_space.."+"
for i = 1, #route do
local c = route:sub(i, i)
if should_be_eos then
error("Should be end of string. Nothing is allowed after a param of type text.")
end
if state == STATE_READY then
if c == ":" then
dprint(" - Found :, entering param")
state = STATE_PARAM
param_type = "word"
catching_space = false
elseif c:match(match_space) then
print(" - Found space")
if not catching_space then
catching_space = true
sub.pattern = sub.pattern .. catch_space
end
else
catching_space = false
sub.pattern = sub.pattern .. escape(c)
end
elseif state == STATE_PARAM then
if c == ":" then
dprint(" - Found :, entering param type")
state = STATE_PARAM_TYPE
param_type = ""
elseif c:match(match_space) then
print(" - Found whitespace, leaving param")
state = STATE_READY
finishParam()
catching_space = true
sub.pattern = sub.pattern .. catch_space
elseif c:match("%W") then
dprint(" - Found nonalphanum, leaving param")
state = STATE_READY
finishParam()
sub.pattern = sub.pattern .. escape(c)
else
param = param .. c
end
elseif state == STATE_PARAM_TYPE then
if c:match(match_space) then
print(" - Found space, leaving param type")
state = STATE_READY
finishParam()
catching_space = true
sub.pattern = sub.pattern .. catch_space
elseif c:match("%W") then
dprint(" - Found nonalphanum, leaving param type")
state = STATE_READY
finishParam()
sub.pattern = sub.pattern .. escape(c)
else
param_type = param_type .. c
end
end
end
dprint(" - End of route")
finishParam()
sub.pattern = sub.pattern .. "$"
dprint("Pattern: " .. sub.pattern)
table.insert(self._subs, sub)
end
if func then
func(cmd)
end
cmd.run = function(name, param)
for i = 1, #cmd._subs do
local sub = cmd._subs[i]
local res = { string.match(param, sub.pattern) }
if #res > 0 then
local pointer = 1
local params = { name }
for j = 1, #sub.params do
local param = sub.params[j]
if param == "pos" then
local pos = {
x = tonumber(res[pointer]),
y = tonumber(res[pointer + 1]),
z = tonumber(res[pointer + 2])
}
table.insert(params, pos)
pointer = pointer + 3
elseif param == "number" or param == "int" then
table.insert(params, tonumber(res[pointer]))
pointer = pointer + 1
else
table.insert(params, res[pointer])
pointer = pointer + 1
end
end
if table.unpack then
-- lua 5.2 or later
return sub.func(table.unpack(params))
else
-- lua 5.1 or earlier
return sub.func(unpack(params))
end
end
end
return false, "Invalid command"
end
return cmd
end
local function run_tests()
if not (ChatCmdBuilder.build(function(cmd)
cmd:sub("bar :one and :two:word", function(name, one, two)
if name == "singleplayer" and one == "abc" and two == "def" then
return true
end
end)
end)).run("singleplayer", "bar abc and def") then
error("Test 1 failed")
end
local move = ChatCmdBuilder.build(function(cmd)
cmd:sub("move :target to :pos:pos", function(name, target, pos)
if name == "singleplayer" and target == "player1" and
pos.x == 0 and pos.y == 1 and pos.z == 2 then
return true
end
end)
end).run
if not move("singleplayer", "move player1 to 0,1,2") then
error("Test 2 failed")
end
if not move("singleplayer", "move player1 to (0,1,2)") then
error("Test 3 failed")
end
if not move("singleplayer", "move player1 to 0, 1,2") then
error("Test 4 failed")
end
if not move("singleplayer", "move player1 to 0 ,1, 2") then
error("Test 5 failed")
end
if not move("singleplayer", "move player1 to 0, 1, 2") then
error("Test 6 failed")
end
if not move("singleplayer", "move player1 to 0 ,1 ,2") then
error("Test 7 failed")
end
if not move("singleplayer", "move player1 to ( 0 ,1 ,2)") then
error("Test 8 failed")
end
if move("singleplayer", "move player1 to abc,def,sdosd") then
error("Test 9 failed")
end
if move("singleplayer", "move player1 to abc def sdosd") then
error("Test 10 failed")
end
if not (ChatCmdBuilder.build(function(cmd)
cmd:sub("does :one:int plus :two:int equal :three:int", function(name, one, two, three)
if name == "singleplayer" and one + two == three then
return true
end
end)
end)).run("singleplayer", "does 1 plus 2 equal 3") then
error("Test 11 failed")
end
local checknegint = ChatCmdBuilder.build(function(cmd)
cmd:sub("checknegint :x:int", function(name, x)
return x
end)
end).run
if checknegint("checker","checknegint -2") ~= -2 then
error("Test 12 failed")
end
local checknegnumber = ChatCmdBuilder.build(function(cmd)
cmd:sub("checknegnumber :x:number", function(name, x)
return x
end)
end).run
if checknegnumber("checker","checknegnumber -3.3") ~= -3.3 then
error("Test 13 failed")
end
local checknegpos = ChatCmdBuilder.build(function(cmd)
cmd:sub("checknegpos :pos:pos", function(name, pos)
return pos
end)
end).run
local negpos = checknegpos("checker","checknegpos (-13.3,-4.6,-1234.5)")
if negpos.x ~= -13.3 or negpos.y ~= -4.6 or negpos.z ~= -1234.5 then
error("Test 14 failed")
end
local checktypes = ChatCmdBuilder.build(function(cmd)
cmd:sub("checktypes :int:int :number:number :pos:pos :word:word :text:text", function(name, int, number, pos, word, text)
return int, number, pos.x, pos.y, pos.z, word, text
end)
end).run
local int, number, posx, posy, posz, word, text
int, number, posx, posy, posz, word, text = checktypes("checker","checktypes -1 -2.4 (-3,-5.3,6.12) some text to finish off with")
--dprint(int, number, posx, posy, posz, word, text)
if int ~= -1 or number ~= -2.4 or posx ~= -3 or posy ~= -5.3 or posz ~= 6.12 or word ~= "some" or text ~= "text to finish off with" then
error("Test 15 failed")
end
dprint("All tests passed")
end
if not minetest then
run_tests()
end

180
commands.lua Normal file
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@ -0,0 +1,180 @@
S = minetest.get_translator("block_league")
local mod = "block_league"
ChatCmdBuilder.new("bleagueadmin", function(cmd)
-- creazione arene
cmd:sub("create :arena :tipologia:int", function(sender, arena_name, tipologia)
arena_lib.create_arena(sender, mod, arena_name)
local id, arena = arena_lib.get_arena_by_name("block_league", arena_name)
arena_lib.change_arena_property(sender, "block_league", arena_name, "mod" , tipologia)
end)
cmd:sub("create :arena :minplayers:int :maxplayers:int :tipologia:int", function(sender, arena_name, min_players, max_players, tipologia)
arena_lib.create_arena(sender, mod, arena_name, min_players, max_players)
local id, arena = arena_lib.get_arena_by_name("block_league", arena_name)
arena_lib.change_arena_property(sender, "block_league", arena_name, "mod" , tipologia)
end)
cmd:sub("create :arena :minplayers:int :maxplayers:int :scorecap:int :tipologia:int", function(sender, arena_name, min_players, max_players, score_cap, tipologia)
arena_lib.create_arena(sender, mod, arena_name, min_players, max_players)
local id, arena = arena_lib.get_arena_by_name("block_league", arena_name)
arena_lib.change_arena_property(sender, "block_league", arena_name, "mod" , tipologia)
arena_lib.change_arena_property(sender, "block_league", arena_name, "score_cap" , score_cap)
end)
-- rimozione arene
cmd:sub("remove :arena", function(sender, arena_name)
arena_lib.remove_arena(sender, mod, arena_name)
end)
-- rinominazione arene
cmd:sub("rename :arena :newname", function(sender, arena_name, new_name)
arena_lib.rename_arena(sender, mod, arena_name, new_name)
end)
--
cmd:sub("properties :arena :property :newvalue:text", function(sender, arena_name, property, new_value)
arena_lib.change_arena_properties(sender, mod, arena_name, property, new_value)
end)
-- cambio giocatori minimi/massimi
cmd:sub("setplayers :arena :minplayers:int :maxplayers:int", function(sender, arena_name, min_players, max_players)
arena_lib.change_players_amount(sender, mod, arena_name, min_players, max_players)
end)
-- abilitazione/disabilitazione team per arena (enable 0 o 1)
cmd:sub("toggleteams :arena :enable:int", function(sender, arena_name, enable)
arena_lib.toggle_teams_per_arena(sender, mod, arena_name, enable)
end)
-- lista arene
cmd:sub("list", function(sender)
arena_lib.print_arenas(sender, mod)
end)
-- info su un'arena specifica
cmd:sub("info :arena", function(sender, arena_name)
arena_lib.print_arena_info(sender, mod, arena_name)
end)
-- info su stats partita
cmd:sub("score :arena", function(sender, arena_name)
arena_lib.print_arena_stats(sender, mod, arena_name)
end)
-- modifiche arena
--editor
cmd:sub("edit :arena", function(sender, arena)
arena_lib.enter_editor(sender, mod, arena)
end)
--inline
-- cartello arena
cmd:sub("setsign :arena", function(sender, arena)
arena_lib.set_sign(sender, nil, nil, mod, arena)
end)
-- spawner (ie. deleteall)
cmd:sub("setspawn :arena :param:word :ID:int", function(sender, arena, param, ID)
arena_lib.set_spawner(sender, mod, arena, nil, param, ID)
end)
-- spawner (ie. deleteall)
cmd:sub("setspawn :arena :team:word :param:word :ID:int", function(sender, arena, team_name, param, ID)
arena_lib.set_spawner(sender, mod, arena, team_name, param, ID)
end)
cmd:sub("setspawn :arena", function(sender, arena)
arena_lib.set_spawner(sender, mod, arena)
end)
-- teletrasporto
cmd:sub("tp :arena", function(sender, arena)
arena_lib.teleport_in_arena(sender, mod, arena)
end)
-- abilitazione e disabilitazione arene
cmd:sub("enable :arena", function(sender, arena)
arena_lib.enable_arena(sender, mod, arena)
end)
cmd:sub("disable :arena", function(sender, arena)
arena_lib.disable_arena(sender, mod, arena)
end)
cmd:sub("adddestination :arena :team", function(sender, arena_name, team)
local id, arena = arena_lib.get_arena_by_name("block_league", arena_name)
local pos = vector.round(minetest.get_player_by_name(sender):get_pos())
if team == "red" then
arena_lib.change_arena_property(sender, "block_league", arena_name, "destinazione_red" , pos)
print("Aggiunta destinazione red")
else
arena_lib.change_arena_property(sender, "block_league", arena_name, "destinazione_blue" , pos)
print("Aggiunta destinazione blue")
end
end)
--Rimuove la destinazione.
cmd:sub("removedestination :arena :team", function(sender, arena_name, team)
local id, arena = arena_lib.get_arena_by_name("block_league", arena_name)
if team == "red" then
arena_lib.change_arena_property(sender, "block_league", arena_name, "destinazione_red" , {})
print("Rimossa destinazione red")
else
arena_lib.change_arena_property(sender, "block_league", arena_name, "destinazione_blue" , {})
print("Rimossa destinazione blue")
end
end)
cmd:sub("addspawn :arena", function(sender, arena_name)
local id, arena = arena_lib.get_arena_by_name("block_league", arena_name)
local pos = vector.round(minetest.get_player_by_name(sender):get_pos())
arena_lib.change_arena_property(sender, "block_league", arena_name, "prototipo_spawn" , pos)
print("Aggiunto spawn")
end)
cmd:sub("removespawn :arena", function(sender, arena_name)
local id, arena = arena_lib.get_arena_by_name("block_league", arena_name)
arena_lib.change_arena_property(sender, "block_league", arena_name, "prototipo_spawn" , {})
print("Rimosso spawn")
end)
cmd:sub("addminy :arena", function(sender, arena_name)
local id, arena = arena_lib.get_arena_by_name("block_league", arena_name)
local pos = vector.round(minetest.get_player_by_name(sender):get_pos())
arena_lib.change_arena_property(sender, "block_league", arena_name, "min_y" , pos.y)
print("Aggiunta y minima")
end)
cmd:sub("removeminy :arena", function(sender, arena_name)
local id, arena = arena_lib.get_arena_by_name("block_league", arena_name)
arena_lib.change_arena_property(sender, "block_league", arena_name, "min_y" , 0)
print("Rimossa y minima")
end)
end, {
description = S("mod management"),
privs = { block_league_admin = true }
})
ChatCmdBuilder.new("bleague", function(cmd)
cmd:sub("achievements", function(sender)
block_league.list_achievements(sender)
end)
cmd:sub("achievements :playername", function(sender, p_name)
block_league.list_achievements(sender, p_name)
end)
end,{})

33
database_manager.lua Normal file
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block_league.players = {} -- KEY: p_name, INDEX: {lv (int), xp (int), kills (int), time_playing (int)}
local storage = minetest.get_mod_storage()
function block_league.init_storage()
-- carico tutti i giocatori
for pl_name, pl_stats in pairs(storage:to_table().fields) do
block_league.players[pl_name] = minetest.deserialize(pl_stats)
end
end
function block_league.add_player_to_storage(p_name)
block_league.players[p_name] = {LV = 0, XP = 0, KILLS = 0, TIME_PLAYING = 0}
storage:set_string(p_name, minetest.serialize(block_league.players[p_name]))
end
function block_league.update_storage(p_name)
storage:set_string( p_name, minetest.serialize(block_league.players[p_name]))
end
function block_league.is_player_in_storage(p_name)
return storage:get_string(p_name) ~= ""
end

4
depends.txt Normal file
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achievements_lib
arena_lib
controls
panel_lib

13
exp_manager.lua Normal file
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@ -0,0 +1,13 @@
-- EXP is disabled right now as we haven't decided yet what purpose should have,
-- aside as a barrier for future ranked games
function block_league.add_xp(p_name, xp)
block_league.players[p_name].XP = block_league.players[p_name].XP + xp
end
function block_league.subtract_exp(p_name, xp)
block_league.players[p_name].XP = block_league.players[p_name].XP - xp
if block_league.players[p_name].XP < 0 then
block_league.players[p_name].XP = 0
end
end

93
init.lua Normal file
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block_league = {}
local S = minetest.get_translator("block_league")
arena_lib.register_minigame("block_league", {
prefix = "[block_league] ",
teams = {
S("red"),
S("blue")
},
teams_color_overlay = {
"red",
"blue"
},
hub_spawn_point = { x = 8, y = 6, z = 4 },
join_while_in_progress = true,
celebration_time = 5,
disabled_damage_types = {
"fall"
},
properties = {
-- 1 = Touchdown
-- 2 = Deathmatch
mod = 1,
score_cap = 10,
max_energy = 100,
immunity_time = 6,
destinazione_red = {"lol"},
destinazione_blue = {"lol"},
prototipo_spawn = {"lol"},
min_y = 0,
high_speed = 2.5,
low_speed = 1.5,
},
temp_properties = {
weapons_disabled = false,
},
team_properties = {
TDs = 0,
kills = 0,
deaths = 0
},
player_properties = {
energy = 100,
weapons_reload = {},
}
})
-- load other scripts
dofile(minetest.get_modpath("block_league") .. "/achievements.lua")
dofile(minetest.get_modpath("block_league") .. "/chatcmdbuilder.lua")
dofile(minetest.get_modpath("block_league") .. "/commands.lua")
dofile(minetest.get_modpath("block_league") .. "/database_manager.lua")
dofile(minetest.get_modpath("block_league") .. "/exp_manager.lua")
dofile(minetest.get_modpath("block_league") .. "/input_manager.lua")
dofile(minetest.get_modpath("block_league") .. "/items.lua")
dofile(minetest.get_modpath("block_league") .. "/player_manager.lua")
dofile(minetest.get_modpath("block_league") .. "/privs.lua")
dofile(minetest.get_modpath("block_league") .. "/utils.lua")
-- arena_lib
dofile(minetest.get_modpath("block_league") .. "/_arena_lib/arena_manager.lua")
dofile(minetest.get_modpath("block_league") .. "/_arena_lib/arena_properties.lua")
-- HUD
dofile(minetest.get_modpath("block_league") .. "/_HUD/hud_achievements.lua")
dofile(minetest.get_modpath("block_league") .. "/_HUD/hud_broadcast.lua")
dofile(minetest.get_modpath("block_league") .. "/_HUD/hud_energy.lua")
dofile(minetest.get_modpath("block_league") .. "/_HUD/hud_scoreboard.lua")
dofile(minetest.get_modpath("block_league") .. "/_HUD/hud_teams_score.lua")
dofile(minetest.get_modpath("block_league") .. "/_HUD/bullets_hud.lua")
-- abstract weapons
dofile(minetest.get_modpath("block_league") .. "/_weapons/bullets.lua")
dofile(minetest.get_modpath("block_league") .. "/_weapons/weapons.lua")
dofile(minetest.get_modpath("block_league") .. "/_weapons/weapons_utils.lua")
-- weapons
dofile(minetest.get_modpath("block_league") .. "/_weapons/bouncer.lua")
dofile(minetest.get_modpath("block_league") .. "/_weapons/grenade.lua")
dofile(minetest.get_modpath("block_league") .. "/_weapons/grenade_launcher.lua")
dofile(minetest.get_modpath("block_league") .. "/_weapons/pixelgun.lua")
dofile(minetest.get_modpath("block_league") .. "/_weapons/pixelgun_bullet.lua")
dofile(minetest.get_modpath("block_league") .. "/_weapons/rocket.lua")
dofile(minetest.get_modpath("block_league") .. "/_weapons/rocket_launcher.lua")
dofile(minetest.get_modpath("block_league") .. "/_weapons/sword.lua")
dofile(minetest.get_modpath("block_league") .. "/_weapons/smg.lua")
dofile(minetest.get_modpath("block_league") .. "/_weapons/smg_bullet.lua")
-- misc
dofile(minetest.get_modpath("block_league") .. "/_misc/ball.lua")
dofile(minetest.get_modpath("block_league") .. "/_misc/energy.lua")
-- immunity
dofile(minetest.get_modpath("block_league") .. "/_immunity/immunity.lua")
block_league.init_storage()

19
input_manager.lua Normal file
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controls.register_on_press(function(player, key)
local p_name = player:get_player_name()
if key == "aux1" and arena_lib.is_player_in_arena(p_name, "block_league") and not arena_lib.get_arena_by_player(p_name).in_celebration then
panel_lib.get_panel(p_name, "blockleague_scoreboard"):show()
end
end)
controls.register_on_release(function(player, key)
local p_name = player:get_player_name()
if key == "aux1" and arena_lib.is_player_in_arena(p_name, "block_league") and not arena_lib.get_arena_by_player(p_name).in_celebration then
panel_lib.get_panel(p_name, "blockleague_scoreboard"):hide()
end
end)

8
items.lua Normal file
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minetest.register_tool("block_league:match_over", {
description = S("THE END!"),
inventory_image = "block_league_match_over.png",
groups = {not_in_creative_inventory = 1, oddly_breakable_by_hand = "2"},
})

52
locale/block_league.it.tr Normal file
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# version 1.0.0
# author(s): Zughy
# reviewer(s):
# textdomain: block_league
# init.lua
red=rossa
blue=blu
# scoreboard.lua
Team=Squadra
# achievements.lua
killing spree=serie d'uccisioni
unstoppable=inarrestabile
bloodbath=furia omicida
shutdown!=spento!
first blood=primo sangue
two in one=due in uno
three in one=tre in uno
[!] This player doesn't exist!=[!] Questo giocatore non esiste!
@1 ACHIEVEMENTS=PRESTIGI DI @1
# commands.lua
mod management=gestione della mod
# items.lua
THE END!=FINE DEI GIOCHI!
# privs.lua
It allows to use the /block_leagueadmin command=Permette di usare il comando /block_leagueadmin
# _arena_lib/arena_manager.lua
Score to win=Punti per la vittoria
# _weapons/pixelgun.lua
pixelgun=pixelgun
# _weapons/rocket_launcher.lua
Rocket Launcher=Lanciarazzi
# _weapons/weapons.lua
You can't hit @1 due to immunity=Non puoi colpire @1, è immune
has been stopped by @1=è stato fermato da @1
has killed @1 players in a row!=ha ucciso @1 giocatori in un colpo!
YOU'VE KILLED @1=HAI UCCISO @1
You've been killed by @1=Sei stato ucciso da @1
drew first blood=ha versato il primo sangue
is on a @1=è in una @1
is @1=è @1
made a @1=è una @1
You've killed yourself=Ti sei ucciso da solo

52
locale/template.txt Normal file
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# version 1.0.0
# author(s):
# reviewer(s):
# textdomain: block_league
# init.lua
red=
blue=
# scoreboard.lua
Team=
# achievements.lua
killing spree=
unstoppable=
bloodbath=
shutdown!=
first blood=
two in one=
three in one=
[!] This player doesn't exist!=
@1 ACHIEVEMENTS=
# commands.lua
mod management=
# items.lua
THE END!=
# privs.lua
It allows to use the /block_leagueadmin command=
# _arena_lib/arena_manager.lua
Score to win=
# _weapons/pixelgun.lua
pixelgun=
# _weapons/rocket_launcher.lua
Rocket Launcher=
# _weapons/weapons.lua
You can't hit @1 due to immunity=
has been stopped by @1=
has killed @1 players in a row!=
YOU'VE KILLED @1=
You've been killed by @1=
drew first blood=
is on a @1=
is @1=
made a @1=
You've killed yourself=

2
mod.conf Normal file
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@ -0,0 +1,2 @@
name = block_league
description = temp name

View File

@ -0,0 +1,263 @@
# Blender v2.81 (sub 16) OBJ File: ''
# www.blender.org
mtllib s4_grenade.mtl
o cube
v -0.270601 0.156305 0.031250
v -0.216475 0.125055 0.031250
v -0.270601 0.156305 -0.031250
v -0.216475 0.125055 -0.031250
v -0.270633 0.156250 -0.031250
v -0.216506 0.125000 -0.031250
v -0.270633 0.156250 0.031250
v -0.216506 0.125000 0.031250
vt 0.718750 0.062500
vt 0.718750 0.031250
vt 0.750000 0.062500
vt 0.750000 0.031250
vt 0.250000 0.781250
vt 0.250000 0.750000
vt 0.281250 0.781250
vt 0.281250 0.750000
vn 0.5000 0.8660 0.0000
vn -0.5000 -0.8660 0.0000
usemtl m_0
s 1
f 1/1/1 2/2/1 3/3/1
f 2/2/1 4/4/1 3/3/1
f 5/5/2 6/6/2 7/7/2
f 6/6/2 8/8/2 7/7/2
o cube.000
v -0.227998 0.167719 0.031250
v -0.227945 0.167688 0.031250
v -0.227998 0.167719 -0.156250
v -0.227945 0.167688 -0.156250
v -0.259248 0.113593 -0.156250
v -0.259195 0.113562 -0.156250
v -0.259248 0.113593 0.031250
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View File

@ -0,0 +1,452 @@
# Blender v2.82 (sub 7) OBJ File: 'untitled.blend'
# www.blender.org
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g cube_cube
usemtl (null)
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View File

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# Blender v2.82 (sub 7) OBJ File: ''
# www.blender.org
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View File

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# www.blender.org
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116
player_manager.lua Normal file
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local function death_delay() end
local function remove_weapons() end
minetest.register_on_joinplayer(function(player)
local p_name = player:get_player_name()
-- se non è nello storage degli achievement, lo aggiungo
if not achievements_lib.is_player_in_storage(p_name, "block_league") then
achievements_lib.add_player_to_storage(p_name, "block_league")
end
-- se non è nello storage della mod, lo aggiungo
if not block_league.is_player_in_storage(p_name) then
block_league.add_player_to_storage(p_name)
end
-- genero l'HUD per gli achievement
block_league.HUD_achievements_create(p_name)
-- resetto la velocità se non c'è hub_manager
if not minetest.get_modpath("hub_manager") then
player:set_physics_override({
speed = 1,
jump = 1,
gravity = 1,
})
end
-- non è possibile modificare l'inventario da offline. Se sono crashati o hanno chiuso il gioco in partita,
-- questo è l'unico modo per togliere loro l'arma
remove_weapons(player:get_inventory())
end)
minetest.register_on_dieplayer(function(player)
local p_name = player:get_player_name()
if not arena_lib.is_player_in_arena(p_name, "block_league") then return end
local arena = arena_lib.get_arena_by_player(p_name)
arena.players[p_name].energy = 100
block_league.energy_update(arena, p_name)
player:get_meta():set_int("blockleague_death_delay", 1)
arena.players[p_name].weapons_reload = {}
minetest.after(6, function()
if not player or not player:get_meta() then return end
player:get_meta():set_int("blockleague_death_delay", 0)
player:get_meta():set_int("reloading", 0)
end)
end)
minetest.register_on_respawnplayer(function(player)
if not arena_lib.is_player_in_arena(player:get_player_name(), "block_league") then return end
local pos = player:get_pos()
death_delay(player, pos)
local arena = arena_lib.get_arena_by_player(player:get_player_name())
player:set_physics_override({
speed = arena.high_speed,
jump = 1.5
})
local pl_name = player:get_player_name()
panel_lib.get_panel(pl_name, "bullets_hud"):remove()
block_league.weapons_hud_create(pl_name)
panel_lib.get_panel(pl_name, "bullets_hud"):show()
block_league.immunity(player)
end)
----------------------------------------------
---------------FUNZIONI LOCALI----------------
----------------------------------------------
function death_delay(player, pos)
if player and player:get_meta() then
local delay = player:get_meta():get_int("blockleague_death_delay")
if delay == 1 and arena_lib.is_player_in_arena(player:get_player_name(), "block_league") then
player:set_pos(pos)
else
return
end
end
minetest.after(0.1, function() death_delay(player, pos) end)
end
function remove_weapons(inv)
inv:remove_item("main", ItemStack("block_league:smg"))
inv:remove_item("main", ItemStack("block_league:sword"))
inv:remove_item("main", ItemStack("block_league:pixelgun"))
inv:remove_item("main", ItemStack("block_league:rocket_launcher"))
inv:remove_item("main", ItemStack("block_league:match_over"))
end

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privs.lua Normal file
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minetest.register_privilege("block_league_admin", {
description = S("It allows to use the /block_leagueadmin command")
})

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sounds/block_league_hit.ogg Normal file

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utils.lua Normal file
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-- debug se devo mostrare una posizione
function block_league.mostra_posizione(pos, tempo)
minetest.add_particlespawner({
amount = 80,
time = .1,
minpos = {x=pos.x,y=pos.y,z=pos.z},
maxpos = {x=pos.x,y=pos.y,z=pos.z},
minvel = {x=0, y=0, z=0},
maxvel = {x=0, y=0, z=0},
minacc = {x=0, y=-0, z=0},
maxacc = {x=0, y=-0, z=0},
minexptime = tempo,
maxexptime = tempo,
minsize = 2,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "block_league_rocket_particle.png",
})
end