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# Arena_lib docs
> Arena_lib is a library for Minetest working as a core for any arena-like minigame you have in mind
## Preamble
Let's start by addressing the elephant in the room: "why not creating a separate mod instead of an API for devs? It sounds complicated"
Unfortunately creating a separate mod containing a system which stores every mod in a different table to be put inside the storage is a giant headache and not the best thing when it comes to performance. For instance, let's say you want to customize what happens when a player respawns and you have three different minigames relying on arena_lib: specifically, you want to override the respawn behaviour of only ONE of your minigames. But, well, if you do override the respawn event, every minigame will be affected because they depend on the same mod. So you could create a different list for exceptions in case an event gets called... for every possible event. And iterate not only for each mod you have, but also for every exception. Every time someone respawns. Or dies. Or joins. Or leaves. Or, well, you got it. Sounds fun, right? :^))))
I tried making the files as clear as possible, separating sections and writing down this separate English markdown file. Also, yes, comments inside the scripts are in Italian because I prefer to focus on the code rather than do an additional, however small, effort to think in another language (AKA I'm Italian). Love you long time, hope it'll be useful to someone.
## 1. Arenas
It all starts with a table called `arena_libs.arenas = {}`. Here is where every new arena created gets put.
An arena is a table having as a key an ID and as a value its parameters. They are:
* `name`: (string) the name of the arena, declared when creating it
* `sign`: (pos) the position of the sign associated with the arena.
* `players`: (table) where to store players
* `max_players`: (string) default is 4
* `min_players`: (string) default is 2. When this value is reached, a queue starts
* `kill_cap`: (int) the goal to win (it'll be expanded for games such as Capture the point)
* `kill_leader`: (string) who's the actual kill leader
* `in_queue`: (bool) about phases, look at "Arena phases" down below
* `in_loading`: (bool)
* `in_game`: (bool)
* `in_celebration`: (bool)
* `enabled`: (bool) by default an arena is disabled, to avoid any damage
Being arenas stored by ID, they can be easily retrieved by `arena_libs.arenas[THEARENAID]`.
There are two ways to know an arena ID: the first is in-game via the two debug utilities:
* `arena_lib.print_arenas(sender)`: coincise
* `arena_lib.print_arena_info(sender, arena_name)`: extended with much more information
The second is via code by the function `arena_libs.get_arenaID_by_player(p_name)`.
(Trivia: this function does NOT iterate between areas; instead, there is a local table called `players_in_game` which takes a player name as a key and the arena ID they're in as an index. So it simply returns `players_in_game[p_name]`)
### 1.1 Creating and removing arenas
There are two functions for it and they all need to be connected to some command in your mod. The functions are
* `arena_lib.create_arena(sender, arena_name)`: it doesn't accept duplicates. Sender is a string
* `arena_lib.remove_arena(arena_name)`: if a game is taking place in it, it won't go through
#### 1.1.1 Storing arenas
Arenas and their settings are stored inside the mod storage. What is *not* stored are players, their stats and such.
Better said, these kind of parameters are emptied every time the server starts. And not when it ends, because handling situations like crashes is simply not possible.
### 1.2 Setting up an arena
Two things are needed to have an arena up to go: spawners and signs. There are two functions for that:
* `arena_lib.set_spawner(sender, arena_name, spawner_ID)`
* `arena_lib.set_sign(sender, arena_name)`
#### 1.2.1 Spawners
`arena_lib.set_spawner(sender, arena_name, spawner_ID)` creates a spawner where the sender is standing, so be sure to stand where you want the spawn point to be.
`spawner_ID` is optional and it does make a difference: with it, it overrides an existing spawner (if exists), without it, it creates a new one. Spawners can't exceed the maximum players of an arena and, more specifically, the must be the same number.
I suggest you using [ChatCmdBuilder](https://rubenwardy.com/minetest_modding_book/en/players/chat_complex.html) by rubenwardy and connect the `set_spawner` function to two separate subcommands such as:
```
ChatCmdBuilder.new("NAMEOFYOURCOMMAND", function(cmd)
cmd:sub("setspawn :arena", function(name, arena)
arena_lib.set_spawner(name, arena)
end)
cmd:sub("setspawn :arena :spawnID:int", function(name, arena, spawn_ID)
arena_lib.set_spawner(name, arena, spawn_ID)
end)
[etc.]
```
#### 1.2.2 Signs
`arena_lib.set_sign(sender, arena_name)` gives the player an item to hit a sign with. There must be one and one only sign for arena, and when hit it becomes the access to the arena.
#### 1.2.3 Enabling an arena
When a sign has been set, it won't work. This because an arena must be enabled manually via
`arena_lib.enable_arena(sender, arena_ID)`
If all the conditions are met, you'll receive a confirmation. If not, you'll receive a reason and the arena will remain disabled. The only reason right now is not having set all the spawners.
Arenas can be disabled too, via
`arena_lib.disable_arena(sender, arena_ID)`
In order to do that, no game must be taking place.
### 1.3 Arena phases
An arena comes in 4 phases, each one of them linked to a specific function:
* `waiting phase`: it's the queuing process. People hit a sign waiting for other players to play with
* `loading phase`: it's the pre-match. By default players get teleported in the arena not being able to do anything but jump
* `fighting phase`: the actual game
* `celebration phase`: the after-match. By default people stroll around for the arena knowing who won, waiting to be teleported
The 4 functions, intertwined with the previously mentioned phases are:
* `arena_lib.load_arena(arena_ID)`: between the waiting and the loading phase. Called when the queue timer reaches 0, it teleports people inside.
* `arena_lib.start_arena(arena)`: between the loading and the fighting phase. Called when the loading phase timer reaches 0.
* `arena_lib.load_celebration(arena_ID, winner_name)`: between the fighting and the celebration phase. Called when the winning conditions are met.
* `arena_lib.end_arena(arena)`: at the very end of the celebration phase. It teleports people outside the arena
Overriding these functions is not recommended. Instead, there are 4 respective functions made specifically to customize the behaviour of the formers, sharing the same variables. They are called *after* the function they're associated with and by default they are empty, so feel free to override them. They are:
* `arena_lib.on_load(arena_ID)`
* `arena_lib.on_start(arena)`
* `arena_lib.on_celebration(arena_ID, winner_name)`
* `arena_lib.on_end(arena, players)`
So for example if we want to add an object in the first slot when they join the pre-match, we can simply do:
```
function arena_lib.on_load(arena_ID)
local arena = arena_lib.arenas[arena_ID]
local item = ItemStack("default:dirt")
for pl_name, stats in pairs(arena.players) do
pl_name:get_inventory():set_stack("main", 1, item)
end
end
```
## 2. Configuration
First of all follow the basic README.md instructions, adding the content of the library inside a folder called `arena_lib` INSIDE your mod (beware of the textures) and adding this line in your `init.lua`.
`dofile(minetest.get_modpath("YOURMODNAME") .. "/arena_lib/api.lua")`
Then, to better config the library, go in your `init.lua` and call the `arena_lib.settings` function.
The parameters are:
* `prefix`: what's gonna appear in most of the lines printed by your mod. Default is `[arena_lib] `
* `hub_spawn_point`: where players will be teleported when a match ends and when they reconnect. Default is `{ x = 0, y = 20, z = 0 }`
* `load_time`: the time between the loading state and the start of the match. Default is 3
* `celebration_time`: the time between the celebration state and the end of the match. Default is 3
* `immunity_time`: the duration of the immunity right after respawning. Default is 3
* `immunity_slot`: the slot whereto put the immunity item. Default is 9 (the first slot of the inventory minus the hotbar)
### 2.1 Commands
You need to connect the functions of the library with your mod in order to use them. The best way is with commands and again I suggest you the [ChatCmdBuilder](https://rubenwardy.com/minetest_modding_book/en/players/chat_complex.html) by rubenwardy. [This](https://gitlab.com/zughy-friends-minetest/minetest-quake/-/blob/master/commands.lua) is what I came up with in my Quake minigame, which relies on arena_lib.
## 3. Collaborating
Something's wrong? Feel free to open an issue, go for a pull request and whatnot. I'd really appreciate it :)
## 4. About the author(s)
I'm Zughy (Marco), a professional Italian pixel artist who fights for FOSS and digital ethics. If this library spared you a lot of time and you want to support me somehow, please consider donating on [LiberaPay](https://it.liberapay.com/EticaDigitale/) directly to my educational Italian project (because not everyone speaks English and Italian media don't talk about these topics much). Also, this project wouldn't have been possible if it hadn't been for some friends who helped me testing through: `SonoMichele`, `_Zaizen_` and `Xx_Crazyminer_xX`

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# Arena_lib
Arena_lib is a library for Minetest working as a core for any arena minigame you have in mind.
It comes with an arena manager and a signs system. The latter creates a bridge inside your own server between the hub and your actual mod (deathmatch, capture the flag, assault, you name it). In other words, you don't have to do the boring job and you can focus exclusively on your minigame :*
<a href="https://liberapay.com/EticaDigitale/donate"><img src="https://i.imgur.com/4B2PxjP.png" alt="Support my work"/></a>
### Config
1) **You DON'T need to create a different folder in your mods path.** Instead, create a folder called `arena_lib` inside your specific mod folder and put all the files of this repo there (mind the textures!).
2) Add this in your init.lua
`dofile(minetest.get_modpath("YOURMODNAME") .. "/arena_lib/api.lua")`
3) You can customize the lib calling
```
arena_lib.settings({
prefix = "[whatever] "
--other parameters
})
```
in your init.lua.
4) For an in-depth understanding of what you can do with the library, have a look at the [full documentation](https://gitlab.com/zughy-friends-minetest/arena_lib/-/blob/master/DOCS.md).
### Dependencies
Default
[signs_lib](https://gitlab.com/VanessaE/signs_lib) by Vanessa Dannenberg
### Known conflicts
`Beds` or any other mod overriding the default respawn system
#### Mods relying on arena_lib
[Quake](https://gitlab.com/zughy-friends-minetest/minetest-quake)

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arena_lib = {}
arena_lib.arenas = {}
arena_lib.mod_name = minetest.get_current_modname()
dofile(minetest.get_modpath(arena_lib.mod_name) .. "/arena_lib/debug_utilities.lua")
dofile(minetest.get_modpath(arena_lib.mod_name) .. "/arena_lib/items.lua")
dofile(minetest.get_modpath(arena_lib.mod_name) .. "/arena_lib/player_manager.lua")
dofile(minetest.get_modpath(arena_lib.mod_name) .. "/arena_lib/signs.lua")
----------------------------------------------
--------------GESTIONE STORAGE----------------
----------------------------------------------
local storage = minetest.get_mod_storage()
--storage:set_string("arenas", nil) -- PER RESETTARE LO STORAGE
if minetest.deserialize(storage:get_string("arenas")) ~= nil then
arena_lib.arenas = minetest.deserialize(storage:get_string("arenas"))
-- resetto lo stato delle arene, nel caso il server sia crashato o sia stato
-- stoppato con partite in corso. L'alternativa è mettere una cosa simile in
-- update_storage() copiando ricorsivamente la tabella e rimuovendo il tutto
-- nella tabella copiata, ma è più pesante. E non posso metterlo in
-- minetest.register_on_shutdown() perché se crasha non viene chiamato
for id, arena in pairs(arena_lib.arenas) do
arena.players = {}
arena.murderer = ""
arena.cop = ""
arena.in_queue = false
arena.in_loading = false
arena.in_game = false
arena.in_celebration = false
minetest.after(0.01, function()
if not arena.sign.x then return end --se non è ancora stato registrato nessun cartello per l'arena, evito il crash
arena_lib.update_sign(arena.sign, arena)
end)
end
end
----------------------------------------------
---------------DICHIARAZIONI------------------
----------------------------------------------
local function update_storage() end
local function new_arena() end
local function next_ID() end
local arenasID
local players_in_game = {} --KEY: player name, INDEX: arenaID
local players_in_queue = {} --KEY: player name, INDEX: arenaID
local arena_default_max_players = 4
local arena_default_min_players = 2
local arena_default_kill_cap = 10
local arena_default = {
name = "",
sign = {},
players = {}, --KEY: player name, INDEX: kills, deaths, killstreak
spawn_points = {},
max_players = arena_default_max_players,
min_players = arena_default_min_players,
kill_cap = arena_default_kill_cap,
murderer = "",
cop ="",
in_queue = false,
in_loading = false,
in_game = false,
in_celebration = false,
enabled = false
}
local prefix = "[Arena_lib] "
local hub_spawn_point = { x = 0, y = 15, z = 0}
local load_time = 3
local celebration_time = 3
local immunity_time = 3
local immunity_slot = 9 --people may have tweaked the slots, hence the custom parameter
-- call this in your mod to override the last block of values
function arena_lib.settings(def)
if def.prefix then
prefix = def.prefix
end
if def.hub_spawn_point then
hub_spawn_point = def.hub_spawn_point
end
if def.load_time then
load_time = def.load_time
end
if def.celebration_time then
celebration_time = def.celebration_time
end
if def.immunity_time then
immunity_time = def.immunity_time
end
if def.immunity_slot then
immunity_slot = def.immunity_slot
end
end
----------------------------------------------
---------------GESTIONE ARENA-----------------
----------------------------------------------
function arena_lib.create_arena(sender, arena_name, min_players, max_players)
arenasID = next_ID()
-- controllo che non ci siano duplicati
if arenasID > 1 and arena_lib.get_arena_by_name(arena_name) ~= nil then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Esiste già un'arena con quel nome!"))
return end
-- creo l'arena e la rinomino, aggiornando anche lo storage
arena_lib.arenas[arenasID] = new_arena(arena_default)
arena_lib.arenas[arenasID].name = arena_name
if min_players and max_players then
arena_lib.arenas[arenasID].min_players = min_players
arena_lib.arenas[arenasID].max_players = max_players
end
update_storage()
minetest.chat_send_player(sender, prefix .. "Arena " .. arena_name .. " creata con successo")
end
function arena_lib.remove_arena(sender, arena_name)
local id, arena = arena_lib.get_arena_by_name(arena_name)
if not arena then minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Non c'è nessun'arena chiamata " .. arena_name .. "!"))
return end
if arena.in_game then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Una partita è in corso nell'arena " .. arena_name .. ": impossibile rimuoverla"))
return end
--TODO: -chiedere conferma
-- rimozione cartello coi rispettivi metadati
if arena.sign ~= nil then
minetest.set_node(arena.sign, {name = "air"}) end
arena_lib.send_message_players_in_arena(id, prefix .."L'arena per la quale eri in coda è stata rimossa... :(")
-- rimozione arena e aggiornamento storage
arena_lib.arenas[id] = nil
update_storage()
minetest.chat_send_player(sender, prefix .. "Arena " .. arena_name .. " rimossa con successo")
end
-- Gli spawn points si impostano prendendo la coordinata del giocatore che lancia il comando.
-- Non ci possono essere più spawn points del numero massimo di giocatori e non possono essere impostati in aria
-- Indicando lo spawner_ID, si andrà a sovrascrivere lo spawner con quell'ID se esiste
function arena_lib.set_spawner(sender, arena_name, spawner_ID)
local id, arena = arena_lib.get_arena_by_name(arena_name)
if arena == nil then minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Quest'arena non esiste!"))
return end
local spawn_points_count = arena_lib.get_arena_spawners_count(id)
if spawn_points_count == arena.max_players and spawner_ID == nil then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Gli spawn point non possono superare i giocatori massimi! Vuoi cancellarne alcuni con /quakeadmin delspawn <arena>?"))
return end
if spawner_ID ~= nil and spawner_ID > spawn_points_count then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Nessuno spawner con quell'ID da sovrascrivere!"))
return end
local pos = vector.floor(minetest.get_player_by_name(sender):get_pos()) --tolgo i decimali per storare un int
local pos_Y_up = {x = pos.x, y = pos.y+1, z = pos.z} -- alzo Y di uno sennò tippa nel blocco
local pos_feet = {x = pos.x, y = pos.y-1, z = pos.z}
if minetest.get_node(pos_feet).name == "air" then minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Non puoi impostare spawn point nell'aria!"))
return end
for id, spawn in pairs(arena.spawn_points) do
if minetest.serialize(pos_Y_up) == minetest.serialize(spawn) then minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] C'è già uno spawn in questo punto!"))
return end
end
if spawner_ID ~= nil then
arena.spawn_points[spawner_ID] = pos_Y_up
minetest.chat_send_player(sender, prefix .. "Spawn point " .. spawner_ID .. " sovrascritto con successo" )
else
arena.spawn_points[spawn_points_count +1] = pos_Y_up
minetest.chat_send_player(sender, prefix .. "Spawn point " .. spawn_points_count +1 .. " impostato con successo" )
end
update_storage()
end
function arena_lib.enable_arena(sender, arena_ID)
local arena = arena_lib.arenas[arena_ID]
if arena_lib.get_arena_spawners_count(arena_ID) < arena.max_players then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Spawner insufficienti, arena disabilitata!"))
arena.enabled = false
return end
arena.enabled = true
arena_lib.update_sign(arena.sign, arena)
update_storage()
minetest.chat_send_player(sender, prefix .. "Arena abilitata con successo")
end
function arena_lib.disable_arena(sender, arena_ID)
local arena = arena_lib.arenas[arena_ID]
if not arena then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Non esiste nessun'arena associata a questo ID!"))
return end
if not arena.enabled then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] L'arena è già disabilitata"))
return end
if arena.in_loading or arena.in_game or arena.in_celebration then
minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Non puoi disabilitare un'arena mentre una partita è in corso!"))
return end
-- se c'è rimasto qualcuno, erano in coda
for pl_name, stats in pairs(arena.players) do
players_in_queue[pl_name] = nil
arena.players[pl_name] = nil
minetest.chat_send_player(pl_name, minetest.colorize("#e6482e", "[!] L'arena per la quale eri in coda è stata disabilitata!"))
end
arena.enabled = false
arena_lib.update_sign(arena.sign, arena)
update_storage()
minetest.chat_send_player(sender, prefix .. "L'arena " .. arena.name .. " è stata disabilitata con successo")
end
----------------------------------------------
--------------GESTIONE PARTITA-----------------
----------------------------------------------
-- per tutti i giocatori quando finisce la coda
function arena_lib.load_arena(arena_ID)
local count = 1
local arena = arena_lib.arenas[arena_ID]
arena.in_loading = true
arena_lib.update_sign(arena.sign, arena)
-- teletrasporto giocatori e sostituisco l'inventario
for pl_name, stats in pairs(arena.players) do
local player = minetest.get_player_by_name(pl_name)
player:set_nametag_attributes({color = {a = 0, r = 255, g = 255, b = 255}})
player:set_physics_override({ speed = 0 })
player:set_pos(arena.spawn_points[count])
player:get_inventory():set_list("main",{})
players_in_queue[pl_name] = nil
players_in_game[pl_name] = arena_ID -- registro giocatori nella tabella apposita
count = count +1
end
arena_lib.on_load(arena)
minetest.after(load_time, function()
arena_lib.start_arena(arena)
end)
end
-- per il player singolo a match iniziato
function arena_lib.join_arena(p_name, arena_ID)
local player = minetest.get_player_by_name(p_name)
player:set_nametag_attributes({color = {a = 0, r = 255, g = 255, b = 255}})
player:get_inventory():set_list("main",{})
player:set_pos(arena_lib.get_random_spawner(arena_ID))
players_in_game[p_name] = arena_ID
arena_lib.on_join(p_name, arena_ID)
end
function arena_lib.start_arena(arena)
arena.in_loading = false
arena.in_game = true
arena_lib.update_sign(arena.sign, arena)
for pl_name, stats in pairs(arena.players) do
minetest.get_player_by_name(pl_name):set_physics_override({
speed = 1,
jump = 1,
gravity = 1,
})
end
arena_lib.on_start(arena)
end
--a partita finita
function arena_lib.load_celebration(arena_ID, winner_name)
local arena = arena_lib.arenas[arena_ID]
arena.in_celebration = true
arena_lib.update_sign(arena.sign, arena)
for pl_name, stats in pairs(arena.players) do
local inv = minetest.get_player_by_name(pl_name):get_inventory()
-- giocatori immortali
if not inv:contains_item("main", arena_lib.mod_name .. ":immunity") then
inv:set_stack("main", immunity_slot, arena_lib.mod_name .. ":immunity")
end
minetest.get_player_by_name(pl_name):set_nametag_attributes({color = {a = 255, r = 255, g = 255, b = 255}})
minetest.chat_send_player(pl_name, prefix .. winner_name .. " ha vinto la partita")
end
arena_lib.on_celebration(arena_ID, winner_name)
-- momento celebrazione
minetest.after(celebration_time, function()
arena_lib.end_arena(arena)
end)
end
function arena_lib.end_arena(arena)
arena.murderer = ""
arena.cop = ""
local players = {}
for pl_name, stats in pairs(arena.players) do
players[pl_name] = stats
arena.players[pl_name] = nil
players_in_game[pl_name] = nil
arena.in_celebration = false
arena.in_game = false
local player = minetest.get_player_by_name (pl_name)
player:get_inventory():set_list("main", {})
player:set_pos(hub_spawn_point)
end
arena_lib.update_sign(arena.sign, arena)
arena_lib.on_end(arena, players)
end
function arena_lib.add_to_queue(p_name, arena_ID)
players_in_queue[p_name] = arena_ID
end
function arena_lib.remove_from_queue(p_name)
players_in_queue[p_name] = nil
end
function arena_lib.on_load(arena)
--[[override this function on your mod if you wanna add more!
Just do: function arena_lib.on_load() yourstuff end]]
end
function arena_lib.on_join(p_name, arena_ID)
--[[override this function on your mod if you wanna add more!
Just do: function arena_lib.on_join() yourstuff end]]
end
function arena_lib.on_start(arena)
--[[override this function on your mod if you wanna add more!
Just do: function arena_lib.on_load() yourstuff end]]
end
function arena_lib.on_celebration(arena_ID, winner_name)
--[[override this function on your mod if you wanna add more!
Just do: function arena_lib.on_celebration() yourstuff end]]
end
function arena_lib.on_end(arena)
--[[override this function on your mod if you wanna add more!
Just do: function arena_lib.on_end() yourstuff end]]
end
----------------------------------------------
--------------------UTILS---------------------
----------------------------------------------
function arena_lib.is_player_in_arena(p_name)
if not players_in_game[p_name] then return false
else return true end
end
function arena_lib.is_player_in_queue(p_name)
if not players_in_queue[p_name] then return false
else return true end
end
function arena_lib.remove_player_from_arena(p_name)
local arena_ID
if players_in_game[p_name] == nil then arena_ID = players_in_queue[p_name]
else arena_ID = players_in_game[p_name]
end
local arena = arena_lib.arenas[arena_ID]
if arena == nil then return end
arena.players[p_name] = nil
players_in_game[p_name] = nil
players_in_queue[p_name] = nil
arena_lib.update_sign(arena.sign, arena)
arena_lib.send_message_players_in_arena(arena_ID, prefix .. p_name .. " ha abbandonato la partita")
if arena.in_queue then
local timer = minetest.get_node_timer(arena.sign)
if arena_lib.get_arena_players_count(arena_ID) < arena.min_players then
timer:stop()
arena.in_queue = false
arena_lib.send_message_players_in_arena(arena_ID, prefix .. "La coda è stata annullata per troppi pochi giocatori")
end
elseif arena_lib.get_arena_players_count(arena_ID) == 1 then
arena_lib.send_message_players_in_arena(arena_ID, prefix .. "Hai vinto la partita per troppi pochi giocatori")
for pl_name, stats in pairs(arena.players) do
arena_lib.load_celebration(arena_ID, pl_name)
end
end
end
function arena_lib.send_message_players_in_arena(arena_ID, msg)
for pl_name, stats in pairs(arena_lib.arenas[arena_ID].players) do
minetest.chat_send_player(pl_name, msg) end
end
function arena_lib.immunity(player)
local immunity_item = ItemStack(arena_lib.mod_name ..":immunity")
local inv = player:get_inventory()
inv:set_stack("main", immunity_slot, immunity_item)
minetest.after(immunity_time, function()
if player == nil then return end -- they may disconnect
if inv:contains_item("main", immunity_item) then
inv:remove_item("main", immunity_item)
end
end)
end
----------------------------------------------
-----------------GETTERS----------------------
----------------------------------------------
function arena_lib.get_hub_spawnpoint()
return hub_spawn_point
end
function arena_lib.get_prefix()
return prefix
end
function arena_lib.get_arena_by_name(arena_name)
for id, arena in pairs(arena_lib.arenas) do
if arena.name == arena_name then
return id, arena end
end
end
function arena_lib.get_arenaID_by_player(p_name)
return players_in_game[p_name]
end
function arena_lib.get_queueID_by_player(p_name)
return players_in_queue[p_name]
end
function arena_lib.get_arena_players_count(arena_ID)
local count = 0
local arena = arena_lib.arenas[arena_ID]
for pl_name, stats in pairs(arena.players) do
count = count+1
end
return count
end
function arena_lib.get_arena_spawners_count(arena_ID)
return table.maxn(arena_lib.arenas[arena_ID].spawn_points)
end
function arena_lib.get_random_spawner(arena_ID)
return arena_lib.arenas[arena_ID].spawn_points[math.random(1,arena_lib.get_arena_spawners_count(arena_ID))]
end
function arena_lib.get_immunity_slot()
return immunity_slot
end
----------------------------------------------
-----------------SETTERS----------------------
----------------------------------------------
-- nothing to see here ¯\_(ツ)_/¯
----------------------------------------------
---------------FUNZIONI LOCALI----------------
----------------------------------------------
function update_storage()
storage:set_string("arenas", minetest.serialize(arena_lib.arenas))
end
--[[ Dato che in Lua non è possibile istanziare le tabelle copiandole, bisogna istanziare ogni campo in una nuova tabella.
Ricorsivo per le sottotabelle. Codice da => http://lua-users.org/wiki/CopyTable]]
function new_arena(orig)
local orig_type = type(orig)
local copy
if orig_type == 'table' then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[new_arena(orig_key)] = new_arena(orig_value)
end
setmetatable(copy, new_arena(getmetatable(orig)))
else -- number, string, boolean, etc
copy = orig
end
return copy
end
--[[ l'ID di base parte da 1 (n+1) per non generare errori, tipo "if arenaID == 0" al verificare se non esiste.
In una sequenza 0, 1, 2, 3 se si rimuove "2" e si aggiunge un nuovo ID perciò si avrà 0, 1, 3, 4]]
function next_ID()
local n = 0
for id, arena in pairs(arena_lib.arenas) do
if id > n then n = id end
end
return n+1
end

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---
--- Link these functions to your mod through some commands, ie. /yourmod info arena_name
---
function arena_lib.print_arenas(sender)
local n = 0
for id, arena in pairs(arena_lib.arenas) do
n = n+1
minetest.chat_send_player(sender, "ID: " .. id .. ", nome: " .. arena.name )
end
minetest.chat_send_player(sender, "Arene totali: " .. n )
end
function arena_lib.print_arena_info(sender, arena_name)
local arena_ID, arena = arena_lib.get_arena_by_name(arena_name)
if arena == nil then minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Quest'arena non esiste!")) return end
local p_count = 0
local names = ""
for pl, stats in pairs(arena.players) do
p_count = p_count +1
names = names .. " " .. pl
end
local spawners_count = 0
local spawners_pos = ""
for spawn_id, spawn_pos in pairs(arena.spawn_points) do
spawners_count = spawners_count + 1
spawners_pos = spawners_pos .. " " .. minetest.pos_to_string(spawn_pos)
end
minetest.chat_send_player(sender, [[
]] .. "Nome: " .. minetest.colorize("#eea160", arena_name ) .. [[
]] .. "ID: " .. arena_ID .. [[
]] .. "Abilitata: " .. tostring(arena.enabled) .. [[
]] .. "Giocatori minimi: " .. arena.min_players .. [[
]] .. "Giocatori massimi: " .. arena.max_players .. [[
]] .. "Giocatori dentro: " .. p_count .. " ( ".. names .. " )" .. [[
]] .. "Kill per la vittoria: " .. arena.kill_cap .. [[
]] .. "In coda: " .. tostring(arena.in_queue) .. [[
]] .. "In caricamento: " .. tostring(arena.in_loading) .. [[
]] .. "In partita: " .. tostring(arena.in_game) .. [[
]] .. "In celebrazione: " .. tostring(arena.in_celebration) .. [[
]] .. "Spawn points: " .. spawners_count .. " ( " .. spawners_pos .. " )" )
end
function arena_lib.print_arena_stats(sender, arena_name)
local arena_ID, arena = arena_lib.get_arena_by_name(arena_name)
if arena == nil then minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Quest'arena non esiste!")) return end
if not arena.in_game and not arena.in_celebration then minetest.chat_send_player(name, minetest.colorize("#e6482e", "[!] Nessuna partita in corso!")) return end
for pl, stats in pairs(arena.players) do
minetest.chat_send_player(sender, "Player: " .. pl .. ", kills: " .. stats.kills .. ", deaths: " .. stats.deaths .. ", killstreak: " .. stats.killstreak)
end
end

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arena_lib/items.lua Normal file
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minetest.register_tool(arena_lib.mod_name .. ":immunity", {
description = "Sei immune!",
inventory_image = "arena_immunity.png",
groups = {not_in_creative_inventory = 1, oddly_breakable_by_hand = "2"},
})
--[[sovrascrizione "on_punch" nodo base dei cartelli per farli entrare
nell'arena se sono cartelli appositi e "on_timer" per teletrasportali in partita quando la queue finisce]]
minetest.register_tool(arena_lib.mod_name .. ":create_sign", {
description = "Left click on a sign to create an entrance or to remove it",
inventory_image = "arena_createsign.png",
groups = {not_in_creative_inventory = 1, oddly_breakable_by_hand = "2"},
on_use = function(itemstack, user, pointed_thing)
local pos = minetest.get_pointed_thing_position(pointed_thing)
if pos == nil then return end -- nel caso sia aria, sennò crasha
local node = minetest.get_node(pos)
local def = minetest.registered_items[node.name]
--controllo se è un cartello
if def and def.entity_info then
def.number_of_lines = 5
local arena_ID = itemstack:get_meta():get_int("arenaID")
local arena = arena_lib.arenas[arena_ID]
-- controllo se c'è già un cartello assegnato a quell'arena. Se è lo stesso lo rimuovo, sennò annullo
if next(arena.sign) ~= nil then
if minetest.serialize(pos) == minetest.serialize(arena.sign) then
minetest.set_node(pos, {name = "air"})
arena.sign = {}
minetest.chat_send_player(user:get_player_name(), "Cartello dell'arena " .. arena.name .. " rimosso con successo")
else
minetest.chat_send_player(user:get_player_name(), minetest.colorize("#e6482e", "[!] Esiste già un cartello per quest'arena!"))
end
return end
-- cambio la scritta
arena_lib.update_sign(pos, arena)
-- aggiungo il cartello ai cartelli dell'arena
arena.sign = pos
-- salvo l'ID come metadato nel cartello
minetest.get_meta(pos):set_int("arenaID", arena_ID)
else
minetest.chat_send_player(user:get_player_name(), minetest.colorize("#e6482e", "[!] L'oggetto non è un cartello!"))
end
end,
})

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minetest.register_on_joinplayer(function(player)
player:set_pos(arena_lib.get_hub_spawnpoint())
end)
minetest.register_on_leaveplayer(function(player)
local p_name = player:get_player_name()
if arena_lib.get_arenaID_by_player(p_name) == nil and arena_lib.get_queueID_by_player(p_name) == nil then return end
minetest.chat_send_player("Zughy", "Vado sul remove player")
arena_lib.remove_player_from_arena(p_name)
end)
minetest.register_on_dieplayer(function(player, reason)
local p_name = player:get_player_name()
if not arena_lib.is_player_in_arena(p_name) then return end
local arena = arena_lib.arenas[arena_lib.get_arenaID_by_player(p_name)]
local p_stats = arena.players[p_name]
p_stats.deaths = p_stats.deaths +1
p_stats.killstreak = 0
arena_lib.on_death(arena, p_name)
end)
function arena_lib.on_death(arena, p_name)
--DO STUFF, override me if you need to
end
minetest.register_on_respawnplayer(function(player)
local arenaID = arena_lib.get_arenaID_by_player(player:get_player_name())
if arenaID == nil then return end
player:set_pos(arena_lib.get_random_spawner(arenaID))
arena_lib.immunity(player)
return true
end)

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--
-- For the item to set signs, being a declaration of a new item, look at items.lua
--
local queue_waiting_time = 5
local prefix
minetest.after(0.01, function()
prefix = arena_lib.get_prefix()
end)
local function in_game_txt(arena) end
minetest.override_item("default:sign_wall", {
on_punch = function(pos, node, puncher, pointed_thing)
local arenaID = minetest.get_meta(pos):get_int("arenaID")
if arenaID == 0 then return end
local sign_arena = arena_lib.arenas[arenaID]
local p_name = puncher:get_player_name()
if not sign_arena then return end -- nel caso qualche cartello dovesse buggarsi, si può rompere e non fa crashare
if not sign_arena.enabled then
minetest.chat_send_player(p_name, minetest.colorize("#e6482e", "[!] L'arena non è attiva!"))
return end
-- se è già in coda o viene fermato (cartello diverso) o si toglie dalla coda (cartello uguale)
if arena_lib.is_player_in_queue(p_name) then
local queued_ID = arena_lib.get_queueID_by_player(p_name)
if queued_ID ~= arenaID then
minetest.chat_send_player(p_name, prefix .. minetest.colorize("#e6482e", "Devi prima uscire dalla coda di " .. arena_lib.arenas[queued_ID].name .. "!"))
else
sign_arena.players[p_name] = nil
arena_lib.update_sign(pos, sign_arena)
arena_lib.remove_from_queue(p_name)
minetest.chat_send_player(p_name, prefix .. "Sei uscito dalla coda")
arena_lib.send_message_players_in_arena(arenaID, prefix .. p_name .. " ha abbandonato la coda")
-- se non ci sono più abbastanza giocatori, annullo la coda
if arena_lib.get_arena_players_count(arenaID) < sign_arena.min_players and sign_arena.in_queue then
minetest.get_node_timer(pos):stop()
arena_lib.send_message_players_in_arena(arenaID, prefix .. "La coda è stata annullata per troppi pochi giocatori")
arena.in_queue = false
end
end
return end
-- se l'arena è piena
if arena_lib.get_arena_players_count(arenaID) == sign_arena.max_players then
minetest.chat_send_player(p_name, minetest.colorize("#e6482e", "[!] L'arena è già piena!"))
return end
-- se sta caricando
if sign_arena.in_loading then
minetest.chat_send_player(p_name, minetest.colorize("#e6482e", "[!] L'arena è in caricamento, riprova tra qualche secondo!"))
return end
-- aggiungo il giocatore e aggiorno il cartello
sign_arena.players[p_name] = {kills = 0, deaths = 0, killstreak = 0}
arena_lib.update_sign(pos, sign_arena)
-- notifico i vari giocatori del nuovo player
if sign_arena.in_game then
arena_lib.join_arena(p_name, arenaID)
arena_lib.send_message_players_in_arena(arenaID, prefix .. p_name .. " si è aggiunto alla partita")
minetest.chat_send_player(p_name, prefix .. "Sei entrato nell'arena " .. sign_arena.name)
return
else
arena_lib.add_to_queue(p_name, arenaID)
arena_lib.send_message_players_in_arena(arenaID, prefix .. p_name .. " si è aggiunto alla coda")
minetest.chat_send_player(p_name, prefix .. "Ti sei aggiunto alla coda per " .. sign_arena.name)
end
local timer = minetest.get_node_timer(pos)
-- se ci sono abbastanza giocatori, parte il timer di attesa
if arena_lib.get_arena_players_count(arenaID) == sign_arena.min_players and not sign_arena.in_queue and not sign_arena.in_game then
arena_lib.send_message_players_in_arena(arenaID, prefix .. "La partita inizierà tra " .. queue_waiting_time .. " secondi!")
sign_arena.in_queue = true
timer:start(queue_waiting_time)
end
-- se raggiungo i giocatori massimi e la partita non è iniziata, parte subito
if arena_lib.get_arena_players_count(arenaID) == sign_arena.max_players and sign_arena.in_queue then
timer:stop()
timer:start(0.01)
end
--TODO: timer ciclico che avvisa i giocatori quanto tempo manca ogni N secondi
end,
-- quello che succede una volta che il timer raggiunge lo 0
on_timer = function(pos)
local arenaID = minetest.get_meta(pos):get_int("arenaID")
local sign_arena = arena_lib.arenas[arenaID]
sign_arena.in_queue = false
sign_arena.in_game = true
arena_lib.update_sign(pos, sign_arena)
arena_lib.load_arena(arenaID)
return false
end,
})
function arena_lib.set_sign(sender, arena_name)
local arena_ID, arena = arena_lib.get_arena_by_name(arena_name)
if arena == nil then minetest.chat_send_player(sender, minetest.colorize("#e6482e", "[!] Quest'arena non esiste!"))
return end
-- assegno item creazione arene con ID arena nei metadati da restituire al premere sul cartello
local stick = ItemStack(arena_lib.mod_name .. ":create_sign")
local meta = stick:get_meta()
meta:set_int("arenaID", arena_ID)
minetest.get_player_by_name(sender):set_wielded_item(stick)
minetest.chat_send_player(sender, "Click sinistro su un cartello per settare l'arena")
end
function arena_lib.update_sign(pos, arena)
-- non uso il getter perché dovrei richiamare 2 funzioni (ID e count)
local p_count = 0
for pl, stats in pairs(arena.players) do
p_count = p_count +1
end
signs_lib.update_sign(pos, {text = [[
]] .. "\n" .. [[
]] .. arena.name .. "\n" .. [[
]] .. p_count .. "/".. arena.max_players .. "\n" .. [[
]] .. in_game_txt(arena) .. "\n" .. [[
]]})
end
----------------------------------------------
---------------FUNZIONI LOCALI----------------
----------------------------------------------
function in_game_txt(arena)
local txt
if not arena.enabled then txt = "LAVORI IN CORSO"
elseif arena.in_celebration then txt = "Concludendo"
elseif arena.in_game then txt = "In partita"
elseif arena.in_loading then txt = "In caricamento"
else txt = "In attesa" end
return txt
end

306
chatcmdbuilder.lua Normal file
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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

61
commands.lua Normal file
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-- THIS REGISTERS ALL IN-CHAT COMMANDS --
ChatCmdBuilder.new("murderadmin", function(cmd)
-- create arena
cmd:sub("create :arena", function(name, arena_name)
arena_lib.create_arena(name, arena_name)
end)
cmd:sub("create :arena :minplayers:int :maxplayers:int", function(name, arena_name, min_players, max_players)
arena_lib.create_arena(name, arena_name, min_players, max_players)
end)
-- remove arena
cmd:sub("remove :arena", function(name, arena_name)
arena_lib.remove_arena(name, arena_name)
end)
-- list of the arenas
cmd:sub("list", function(name)
arena_lib.print_arenas(name)
end)
-- info on a specific arena
cmd:sub("info :arena", function(name, arena_name)
arena_lib.print_arena_info(name, arena_name)
end)
-- info on game stats
cmd:sub("score :arena", function(name, arena_name)
arena_lib.print_arena_stats(name, arena_name)
end)
-- this sets the spawns using the player position
cmd:sub("setspawn :arena", function(name, arena)
arena_lib.set_spawner(name, arena)
end)
cmd:sub("setspawn :arena :spawnID:int", function(name, arena, spawn_ID)
arena_lib.set_spawner(name, arena, spawn_ID)
end)
-- this sets the sign used to enter the arena
cmd:sub("setsign :arena", function(name, arena)
arena_lib.set_sign(name, arena)
end)
-- enable and disable arenas
cmd:sub("enable :arenaID:number", function(name, arenaID)
arena_lib.enable_arena(name, arenaID)
end)
cmd:sub("disable :arenaID:number", function(name, arenaID)
arena_lib.disable_arena(name, arenaID)
end)
end, {
description = "description",
privs = { murder_admin = true }
})

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depends.txt Normal file
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default
signs_lib
carts?
doors?
flowers?

18
init.lua Normal file
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dofile(minetest.get_modpath("murder") .. "/items.lua")
dofile(minetest.get_modpath("murder") .. "/arena_lib/api.lua")
dofile(minetest.get_modpath("murder") .. "/chatcmdbuilder.lua")
dofile(minetest.get_modpath("murder") .. "/commands.lua")
dofile(minetest.get_modpath("murder") .. "/roles_manager.lua")
dofile(minetest.get_modpath("murder") .. "/kill_manager.lua")
arena_lib.settings({
prefix = "Murder > "
})
minetest.register_privilege("murder_admin", {
description = "With this you can use /murderadmin"
})
register_items()

127
items.lua Normal file
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-- THIS REGISTER ALL THE ITEMS AND THEIR LOGIC --
function register_items()
-- The knife used by the murderer
minetest.register_craftitem("murder:knife", {
description = "With this you can kill other player, seems fun, doesn't it?",
inventory_image = "knife.png",
damage_groups = {fleshy = 3},
groups = {murder_weapon = 1},
stack_max = 1,
on_use =
function(_, player, pointed_thing)
-- If the knife is used on a player kill him
if pointed_thing.type == "object" and pointed_thing.ref:is_player() then
local hit_pl = pointed_thing.ref
hit_pl:set_hp(0)
minetest.chat_send_player(player:get_player_name(), "You murdered " .. hit_pl:get_player_name())
end
end
})
-- The following chip used by the murderer
minetest.register_craftitem("murder:following_chip", {
description = "Left click on a player to attach it to him, you will see his movements for 12s",
inventory_image = "following_chip.png",
stack_max = 1,
on_use =
function(_, player, pointed_thing)
-- If he uses this on a player
if pointed_thing.type == "object" and pointed_thing.ref:is_player() then
local hit_pl = pointed_thing.ref
local inv = player:get_inventory()
-- Create a particle spawner attached to the victim's position:
-- it will spawn 64 particles in 12 seconds that the murderer can follow
minetest.add_particlespawner{
amount = 64,
time = 12,
minpos = {x=0, y=1, z=0},
maxpos = {x=0, y=1, z=0},
minexptime = 12,
maxexptime = 12,
minsize = 3,
maxsize = 3,
texture = "follow_particle.png",
glow = 10,
attached = hit_pl,
playername = player:get_player_name(),
}
-- Removes the chip from the inventory
minetest.after(0, function() inv:remove_item("main", "murder:following_chip") end)
minetest.chat_send_player(player:get_player_name(), "You're now following " .. hit_pl:get_player_name())
end
end
})
-- The sprint serum used by the murderer
minetest.register_craftitem("murder:sprint_serum", {
description = "Boost your speed for 6s",
inventory_image = "sprint_serum.png",
stack_max = 1,
on_use =
function (_, player)
local inv = player:get_inventory()
-- It removes this item from the player inventory, then it sets and resets the player speed
minetest.after(0,
function()
inv:remove_item("main", "murder:sprint_serum")
end)
player: set_physics_override({ speed = 2 })
minetest.after(6, function() player: set_physics_override({ speed = 1 }) end)
minetest.chat_send_player(player:get_player_name(), "You feel electrified!")
end
})
-- The gun used by the cop
minetest.register_craftitem("murder:gun", {
description = "Kill the murderer with this, but beware you only have one bullet!",
inventory_image = "gun.png",
groups = {gun = 1},
stack_max = 1,
on_use =
function(_, player)
local pl_pos = player:get_pos()
local pos_head = {x = pl_pos.x, y = pl_pos.y+1.5, z = pl_pos.z}
local shoot_range = 50
local shoot_dir = vector.multiply(player:get_look_dir(), shoot_range)
-- Casts a ray from the player head position 'till the same position * shoot_range
local ray = minetest.raycast(vector.add(pos_head, vector.divide(player:get_look_dir(), 4)), vector.add(pos_head, shoot_dir), true, false)
local particle_shot = {
pos = pos_head,
velocity = vector.multiply(shoot_dir, 2),
size = 1,
texture = "shoot_particle.png",
glow = 12
}
minetest.add_particle(particle_shot)
-- This checks for each object that the raycast hit if it is a player, if it is it kills him
for hit in ray do
if hit.type == "object" and hit.ref:is_player() and hit.ref:get_player_name() ~= player:get_player_name() then
hit.ref:set_hp(0, "shot")
break
end
end
-- Replace this itemstack with the empty gun
return "murder:empty_gun"
end
})
-- Gun without bullets
minetest.register_craftitem("murder:empty_gun", {
description = "This gun has no bullets.",
inventory_image = "gun.png",
stack_max = 1,
})
end

33
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-- THIS HANDLES IN-GAME KILLS --
minetest.register_on_dieplayer(
function(player)
local p_name = player:get_player_name()
local arenaID = arena_lib.get_arenaID_by_player(p_name)
local arena = arena_lib.arenas[arenaID]
-- If the player is in an arena
if arena_lib.is_player_in_arena(p_name) then
-- If someone kills the murderer the match finishes and victims win
if arena.murderer == p_name then
for pl_name in pairs(arena.players) do
minetest.chat_send_player(pl_name, "The murderer has been killed by " .. arena.cop .. ", victims won the game!")
end
arena_lib.end_arena(arena)
-- If the murderer kills everyone the match finishes and he wins
-- (the reason why it checks if there are only 2 players left instead of 1 is because when a player gets killed he doesn't automatically get kicked out from the arena)
elseif arena_lib.get_arena_players_count(arenaID) == 2 then
for pl_name in pairs(arena.players) do
minetest.chat_send_player(pl_name, arena.murderer .. " the murderer won!")
end
arena_lib.end_arena(arena)
-- When somebody dies this sends a message to him
else
arena_lib.remove_player_from_arena(p_name)
minetest.chat_send_player(p_name, "You've been killed!")
end
end
end)

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mod.conf Normal file
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name = murder
description = Murder or survive to the murderer

13
readme.md Normal file
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# Minetest Murder
Murder mod for Minetest
### Dependencies
* (already inside) [arena_lib](https://gitlab.com/zughy-friends-minetest/arena_lib/) by Zughy and friends
* (already inside) [ChatCMDBuilder](https://github.com/rubenwardy/ChatCmdBuilder/) by rubenwardy
* Default
* [signs_lib](https://gitlab.com/VanessaE/signs_lib) by Vanessa Dannenberg
### Resources
Textures by me

45
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-- THIS RANDOMLY DECIDES WHICH PLAYER IS THE MURDERER --
function arena_lib.on_start(arena)
local players_count = 0
-- Counts how many players there are in the arena
for _ in pairs(arena.players) do
players_count = players_count + 1
end
-- Chooses a random number between 1 and players_count
-- os.clock is used as seed, because its value constantly changes
local random_murderer = PcgRandom(os.clock()):next(1, players_count)
local random_cop = random_murderer
local randomizer = 2
-- This randomly generates the random cop until it is different from the murderer
while random_cop == random_murderer do
random_cop = PcgRandom(os.clock() * randomizer):next(1, players_count)
randomizer = randomizer + 1
end
players_count = 0
for pl_name, _ in pairs(arena.players) do
players_count = players_count + 1
local player_inv = minetest.get_player_by_name(pl_name):get_inventory()
-- If this player is the murderer update his inventory
if players_count == random_murderer then
arena.murderer = pl_name
minetest.chat_send_player(pl_name, "You are the murderer!")
player_inv:add_item("main", "murder:knife")
player_inv:add_item("main", "murder:following_chip")
player_inv:add_item("main", "murder:sprint_serum")
-- If this player is the cop update his inventory
elseif players_count == random_cop then
arena.cop = pl_name
minetest.chat_send_player(pl_name, "You are the cop!")
player_inv:add_item("main", "murder:gun")
else
minetest.chat_send_player(pl_name, "You are a victim!")
end
end
end

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