mirror of
https://github.com/a-bad-dev/simple-shooter-game.git
synced 2026-06-08 20:12:11 +00:00
Large update (#11)
* Add a lot of new stuff
* Add even more new stuff
* Fix /start...
* Revert "Fix /start..."
This reverts commit 00b55b666a.
* Fix syntax error.. (how did this get here)
* Fix countdown persisting after aborting
* Add xpanes for the snow map
* Change the 'your' in the loading tips
why english why -_-
Co-authored-by: CrazyladMT <247920740+CrazyladMT@users.noreply.github.com>
* Another loading tips change...
Co-authored-by: CrazyladMT <247920740+CrazyladMT@users.noreply.github.com>
* Fix '/stop' crashing...
* Fix another crash with /stop...
* Update mods/game/functions/init.lua
Co-authored-by: CrazyladMT <247920740+CrazyladMT@users.noreply.github.com>
* Remove snow map for now
* Remove a loading tip...
* Rename /list_maps to /maps
* Update map making README
* Hopefully fix whitespaces...
---------
Co-authored-by: CrazyladMT <247920740+CrazyladMT@users.noreply.github.com>
This commit is contained in:
parent
fc1407feff
commit
46ce669100
48 changed files with 677 additions and 188 deletions
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@ -28,7 +28,7 @@ core.register_chatcommand("stop", {
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privs = {match_manager = true},
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description = "Terminate the match",
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func = function()
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if match_state ~= "pre_match" and match_state ~= "post_match" and match_state ~= "not_started" then
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if match_state ~= "post_match" and match_state ~= "not_started" then
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core.chat_send_all(core.colorize("red", "Match terminated."))
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end_match()
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@ -38,3 +38,16 @@ core.register_chatcommand("stop", {
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return false, "Match cannot be terminated at the moment."
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end
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})
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core.register_chatcommand("maps", {
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params = "",
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privs = {match_manager = true},
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description = "List all maps",
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func = function()
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local list_string = "Available maps:\n"
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for _, map in pairs(map_list) do
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list_string = list_string .. map .. "\n"
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end
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return true, list_string .. "\nUse /start <map> to start a match."
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end
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})
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@ -1,3 +1,17 @@
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match_start_jobs = {}
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loading_tips = {
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"Open the inventory to change class!",
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"Short-range is good for small/dense maps!",
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"Mid-range is good on maps with long tunnels or open areas!",
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"Long-range is good for maps with really open and large areas!",
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"Ambushing can be powerful assuming you're not found!",
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"Players may sneak up on you from behind!",
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"You *can't* be shot under water!",
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"The Short-range class can one-shot from 6 to 7 nodes away!",
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"Using torches may allow enemies to sneak up on you in the dark!",
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"e s p i o n a g e",
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}
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-- Functions for SSG
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function make_player_invisible(player) -- Hide a player (pre-match and spectator)
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save_player_data(player)
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@ -116,52 +130,68 @@ function start_match(map) -- Start the match
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return
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end
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map_data = place_map(map or "forest") -- default to forest if no map is specified
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place_map(map or "forest") -- default to forest if no map is specified
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if not map_data then
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return nil
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end
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set_match_state("pre_match")
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local map_loading_images = {}
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for _, player in pairs(core.get_connected_players()) do
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set_player_mode(player, "pre_match")
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map_loading_images[player:get_player_name()] = player:hud_add({
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type = "image",
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position = {x=0.5, y=0.5},
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image_scale = 100,
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text = "map_loading.png",
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scale = {x=-100, y=-100},
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z_index = 1000,
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})
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map_loading_images[player:get_player_name()] = {
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loading = player:hud_add({
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type = "image",
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position = {x=0.5, y=0.5},
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image_scale = 100,
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text = "map_loading.png",
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scale = {x=-100, y=-100},
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z_index = 1000,
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}),
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info = player:hud_add({
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type = "text",
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position = {x=0.5, y=0.7},
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text = loading_tips[math.random(1, #loading_tips)],
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number = 0xFFFFFF,
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z_index = 1000,
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})
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}
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give_player_items(player)
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player:set_pos({x = map_data.spawn_x, y = map_data.spawn_y, z = map_data.spawn_z})
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player:set_pos(map_data.spawn)
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player:set_hp(20)
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end
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core.after(3, function()
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set_match_state("pre_match")
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for _, player in pairs(core.get_connected_players()) do
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player:set_pos({x = map_data.spawn_x, y = map_data.spawn_y, z = map_data.spawn_z})
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player:hud_remove(map_loading_images[player:get_player_name()])
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player:set_pos(map_data.spawn)
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for _, id in pairs(map_loading_images[player:get_player_name()]) do
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player:hud_remove(id)
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end
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end
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assert(loadstring(map_data.scripts.on_start or ""))()
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if map_data.on_start then
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map_data.on_start()
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end
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core.chat_send_all(core.colorize("#b011f9", string.format("Match about to start in %d seconds!\nOpen inventory to change class!", map_data.start_time)))
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match_start_jobs = {countdown = {}, map = nil}
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for i = 10, 1, -1 do -- count down from 10 to 1 (yes you are free to set me on fire for this horrible solution)
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core.after(map_data.start_time - 10 + i, function()
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table.insert(match_start_jobs.countdown, core.after(map_data.start_time - 10 + i, function()
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core.chat_send_all(core.colorize("green", string.format("Match starts in %d second%s.", 11 - i, 11 - i == 1 and "" or "s"))) -- <- RIP readability
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end)
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end))
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end
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core.after(map_data.start_time, function()
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match_start_jobs.map = core.after(map_data.start_time, function()
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match_start_jobs = nil
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set_match_state("in_progress")
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core.chat_send_all(core.colorize("green", "Match started!"))
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@ -191,6 +221,20 @@ end
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function end_match() -- End the match
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set_match_state("not_started")
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if match_start_jobs then
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match_start_jobs.map:cancel()
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for _, job in pairs(match_start_jobs.countdown) do
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job:cancel()
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end
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match_start_jobs = nil
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end
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if map_data.on_end then
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map_data.on_end()
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end
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for _, player in pairs(core.get_connected_players()) do
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player:set_pos(spawn_pos)
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player:get_inventory():set_list("main", {})
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@ -251,8 +295,6 @@ function kill_player(player, reason) -- Handle killed/disconnected players prope
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local winner_name = alive_player_names[1]
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core.chat_send_all(core.colorize("green", winner_name .. " is the winner!"))
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assert(loadstring(map_data.scripts.on_end or ""))()
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set_match_state("post_match")
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core.after(5, end_match)
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@ -76,7 +76,7 @@ core.register_on_respawnplayer(function(player)
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if match_state == "in_progress" or match_state == "post_match" then
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set_player_mode(player, "spectator")
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player:set_pos({x = map_data.spawn_x, y = map_data.spawn_y, z = map_data.spawn_z})
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player:set_pos(map_data.spawn)
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player:get_inventory():set_list("main", {})
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player:set_properties({pointable = false})
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@ -34,23 +34,17 @@ Step 8: Open the `map.lua` file in a text editor and put the following content i
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```lua
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local map_data = {
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name = "(Your map name here)",
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size_x = (Size in the X direction of your map),
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size_y = (Size in the Y direction of your map),
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size_z = (Size in the Z direction of your map),
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size = vector.new(Your map size)
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barrier_level = (Distance from the bottom of the map to the barrier),
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spawn_x = nil,
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spawn_y = nil,
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spawn_z = nil,
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spawn = vector.new(Your spawn coordinates relative to map position, can be set to nil)
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start_time = (Amount of time in seconds before the barrier is removed),
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scripts = {
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on_start = "(Lua script to be run after /start is run, leave blank unless you know what you are doing!)",
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on_barrier_remove = "(Lua script to be run after the barrier is removed, leave blank unless you know what you are doing!)",
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on_end = "(Lua script to be run after the match has ended, leave blank unless you know what you are doing!)"
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},
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on_start = function(),
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on_end = function(),
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on_barrier_remove = function(),
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classes = {
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class_1 = {
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@ -69,8 +63,6 @@ local map_data = {
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}
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}
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}
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return map_data
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```
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Step 9: Open Minetest/Luanti and create a new world with Simple Shooter Game.
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@ -1,23 +1,31 @@
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-- Maps mod for SSG
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local map_path = core.get_modpath("maps") .. "/maps/"
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map_data = {}
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map_list = core.get_dir_list(map_path, true)
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table.sort(map_list)
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function place_map(map)
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local map_path = core.get_modpath("maps") .. "/maps/"
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local map_list = core.get_dir_list(map_path, true)
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local map_pos = vector.new(0, 0, 0)
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for i = 1, #map_list do
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if map_list[i] == map then
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map_pos = vector.new(1000 * (i - 1), 0, 0)
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break
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elseif i == #map_list then
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return nil
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end
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end
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local map_data = dofile(map_path .. map .. "/map.lua")
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core.place_schematic({x=0, y=0, z=0}, map_path .. map .. "/map.mts", 0, nil, true)
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if map_data.spawn_x == nil or map_data.spawn_y == nil or map_data.spawn_z == nil then -- set a default spawnpoint if not set
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map_data.spawn_x = map_data.size_x / 2
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map_data.spawn_y = map_data.barrier_level + 1
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map_data.spawn_z = map_data.size_z / 2
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map_data = dofile(map_path .. map .. "/map.lua")
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map_data.pos = map_pos
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core.place_schematic(map_pos, map_path .. map .. "/map.mts", 0, nil, true)
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if not map_data.spawn then -- set a default spawnpoint if not set
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map_data.spawn = vector.new(map_data.size.x / 2, map_data.barrier_level + 1, map_data.size.z / 2) + map_pos
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else
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map_data.spawn = map_data.spawn + map_pos
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end
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if map_data.start_time == nil or map_data.start_time <= 0 then
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@ -45,8 +53,6 @@ function place_map(map)
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map_data.classes.class_3.initial_items = {"ctf_ranged:benelli_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99"}
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map_data.classes.class_3.name = "Short-range"
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end
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return map_data
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end
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function remove_barrier()
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@ -54,6 +60,8 @@ function remove_barrier()
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local pos = player:get_pos()
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player:set_pos({x=pos.x, y=map_data.barrier_level - 3.5, z=pos.z})
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end
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assert(loadstring(map_data.scripts.on_barrier_remove or ""))()
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return ""
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if map_data.on_barrier_remove then
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map_data.on_barrier_remove()
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end
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end
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@ -1,22 +1,14 @@
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local map_data = {
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return {
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name = "1v1",
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size_x = 41,
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size_y = 31,
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size_z = 38,
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size = vector.new(41, 31, 38),
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barrier_level = 27,
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spawn_x = nil,
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spawn_y = nil,
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spawn_z = nil,
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spawn = nil,
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start_time = 15,
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scripts = {
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on_start = "for x=0, 40 do\nfor y=0, 17 do\nfor z=0, 37 do\ncore.set_node({x=x,y=31+y,z=z}, {name=\"default:glass\"})\nend\nend\nend",
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on_barrier_remove = "",
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on_end = ""
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}
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on_start = nil,
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on_end = nil,
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on_barrier_remove = nil,
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}
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return map_data
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@ -1,22 +1,14 @@
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local map_data = {
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return {
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name = "forest-2",
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size_x = 189,
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size_y = 71,
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size_z = 102,
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size = vector.new(189, 71, 102),
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barrier_level = 67, -- <- Y level of the barrier
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spawn_x = nil,
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spawn_y = nil,
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spawn_z = nil,
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spawn = nil,
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start_time = 45,
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scripts = { -- "temporary" hack to ensure there's nothing on top of the map
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on_start = "for x=0, 188 do\nfor y=0, 4 do\nfor z=0, 101 do\ncore.set_node({x=x,y=71+y,z=z}, {name=\"air\"})\nend\nend\nend",
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on_barrier_remove = "",
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on_end = ""
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}
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on_start = nil,
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on_end = nil,
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on_barrier_remove = nil,
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}
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return map_data
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@ -1,22 +1,14 @@
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local map_data = {
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return {
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name = "forest-3",
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size_x = 537,
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size_y = 117,
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size_z = 244,
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size = vector.new(537, 117, 244),
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barrier_level = 113, -- <- Y level of the barrier
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spawn_x = nil,
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spawn_y = nil,
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spawn_z = nil,
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spawn = nil,
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start_time = 60,
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scripts = {
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on_start = "",
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on_barrier_remove = "",
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on_end = ""
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}
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on_start = nil,
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on_end = nil,
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on_barrier_remove = nil,
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}
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return map_data
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@ -1,22 +1,16 @@
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local map_data = {
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name = "forest-4",
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size_x = 190,
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size_y = 69,
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size_z = 155,
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return {
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name = "forest-4",
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size = vector.new(190, 69, 155),
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barrier_level = 65,
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spawn_x = nil,
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spawn_y = nil,
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spawn_z = nil,
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spawn = nil,
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start_time = 30,
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scripts = {
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on_start = "for x=0, 189 do\nfor y=0, 10 do\nfor z=0, 154 do\ncore.set_node({x=x,y=69+y,z=z}, {name=\"air\"})\nend\nend\nend",
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on_barrier_remove = "",
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on_end = ""
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},
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on_start = nil,
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on_end = nil,
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on_barrier_remove = nil,
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classes = {
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class_1 = {
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@ -35,5 +29,3 @@ local map_data = {
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}
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}
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}
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return map_data
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|
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@ -1,22 +1,16 @@
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local map_data = {
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return {
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name = "forest",
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size_x = 155,
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size_y = 53,
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size_z = 147,
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size = vector.new(155, 53, 147),
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barrier_level = 49, -- <- Y level of the barrier
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spawn_x = nil,
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spawn_y = nil,
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spawn_z = nil,
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|
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|
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spawn = nil,
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|
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start_time = 30,
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|
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scripts = { -- "temporary" hack to ensure there's nothing on top of the map
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on_start = "for x=0, 154 do\nfor y=0, 16 do\nfor z=0, 146 do\ncore.set_node({x=x,y=53+y,z=z}, {name=\"air\"})\nend\nend\nend",
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on_barrier_remove = "",
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on_end = ""
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},
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on_start = nil,
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on_end = nil,
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on_barrier_remove = nil,
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|
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classes = {
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class_1 = {
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@ -35,5 +29,3 @@ local map_data = {
|
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}
|
||||
}
|
||||
}
|
||||
|
||||
return map_data
|
||||
|
|
|
|||
|
|
@ -1,22 +1,24 @@
|
|||
local map_data = {
|
||||
return {
|
||||
name = "mini-map",
|
||||
size_x = 8,
|
||||
size_y = 19,
|
||||
size_z = 8,
|
||||
|
||||
barrier_level = 15,
|
||||
|
||||
spawn_x = nil,
|
||||
spawn_y = nil,
|
||||
spawn_z = nil,
|
||||
|
||||
size = vector.new(8, 19, 8),
|
||||
|
||||
-- This is a ridiculous hack to prevent players from teleporting into the ground..
|
||||
barrier_level = 19,
|
||||
|
||||
spawn = vector.new(4, 15, 4),
|
||||
|
||||
start_time = 15,
|
||||
|
||||
scripts = {
|
||||
on_start = "",
|
||||
on_barrier_remove = "",
|
||||
on_end = ""
|
||||
}
|
||||
on_start = nil,
|
||||
on_end = nil,
|
||||
on_barrier_remove = function()
|
||||
local pos = map_data.pos
|
||||
local size = map_data.size + pos
|
||||
|
||||
for x = pos.x + 1, size.x - 2 do
|
||||
for z = pos.z + 1, size.z - 2 do
|
||||
core.set_node(vector.new(x, 14, z), {name = "air"})
|
||||
end
|
||||
end
|
||||
end,
|
||||
}
|
||||
|
||||
return map_data
|
||||
|
|
|
|||
|
|
@ -1,22 +1,14 @@
|
|||
local map_data = {
|
||||
return {
|
||||
name = "pine",
|
||||
size_x = 111,
|
||||
size_y = 64,
|
||||
size_z = 107,
|
||||
|
||||
size = vector.new(111, 64, 107),
|
||||
|
||||
barrier_level = 60, -- <- Y level of the barrier
|
||||
|
||||
spawn_x = nil,
|
||||
spawn_y = nil,
|
||||
spawn_z = nil,
|
||||
|
||||
|
||||
spawn = nil,
|
||||
|
||||
start_time = 30,
|
||||
|
||||
scripts = {
|
||||
on_start = "",
|
||||
on_barrier_remove = "",
|
||||
on_end = ""
|
||||
}
|
||||
on_start = nil,
|
||||
on_end = nil,
|
||||
on_barrier_remove = nil,
|
||||
}
|
||||
|
||||
return map_data
|
||||
|
|
|
|||
|
|
@ -1,22 +1,14 @@
|
|||
local map_data = {
|
||||
return {
|
||||
name = "savanna",
|
||||
size_x = 341,
|
||||
size_y = 83,
|
||||
size_z = 188,
|
||||
|
||||
size = vector.new(341, 83, 188),
|
||||
|
||||
barrier_level = 79, -- <- Y level of the barrier
|
||||
|
||||
spawn_x = nil,
|
||||
spawn_y = nil,
|
||||
spawn_z = nil,
|
||||
|
||||
|
||||
spawn = nil,
|
||||
|
||||
start_time = 45,
|
||||
|
||||
scripts = {
|
||||
on_start = "",
|
||||
on_barrier_remove = "",
|
||||
on_end = ""
|
||||
}
|
||||
on_start = nil,
|
||||
on_end = nil,
|
||||
on_barrier_remove = nil,
|
||||
}
|
||||
|
||||
return map_data
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue