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:
IonicCheese 2026-02-19 20:41:32 -08:00 committed by GitHub
commit 46ce669100
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GPG key ID: B5690EEEBB952194
48 changed files with 677 additions and 188 deletions

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@ -1,3 +1,17 @@
match_start_jobs = {}
loading_tips = {
"Open the inventory to change class!",
"Short-range is good for small/dense maps!",
"Mid-range is good on maps with long tunnels or open areas!",
"Long-range is good for maps with really open and large areas!",
"Ambushing can be powerful assuming you're not found!",
"Players may sneak up on you from behind!",
"You *can't* be shot under water!",
"The Short-range class can one-shot from 6 to 7 nodes away!",
"Using torches may allow enemies to sneak up on you in the dark!",
"e s p i o n a g e",
}
-- Functions for SSG
function make_player_invisible(player) -- Hide a player (pre-match and spectator)
save_player_data(player)
@ -116,52 +130,68 @@ function start_match(map) -- Start the match
return
end
map_data = place_map(map or "forest") -- default to forest if no map is specified
place_map(map or "forest") -- default to forest if no map is specified
if not map_data then
return nil
end
set_match_state("pre_match")
local map_loading_images = {}
for _, player in pairs(core.get_connected_players()) do
set_player_mode(player, "pre_match")
map_loading_images[player:get_player_name()] = player:hud_add({
type = "image",
position = {x=0.5, y=0.5},
image_scale = 100,
text = "map_loading.png",
scale = {x=-100, y=-100},
z_index = 1000,
})
map_loading_images[player:get_player_name()] = {
loading = player:hud_add({
type = "image",
position = {x=0.5, y=0.5},
image_scale = 100,
text = "map_loading.png",
scale = {x=-100, y=-100},
z_index = 1000,
}),
info = player:hud_add({
type = "text",
position = {x=0.5, y=0.7},
text = loading_tips[math.random(1, #loading_tips)],
number = 0xFFFFFF,
z_index = 1000,
})
}
give_player_items(player)
player:set_pos({x = map_data.spawn_x, y = map_data.spawn_y, z = map_data.spawn_z})
player:set_pos(map_data.spawn)
player:set_hp(20)
end
core.after(3, function()
set_match_state("pre_match")
for _, player in pairs(core.get_connected_players()) do
player:set_pos({x = map_data.spawn_x, y = map_data.spawn_y, z = map_data.spawn_z})
player:hud_remove(map_loading_images[player:get_player_name()])
player:set_pos(map_data.spawn)
for _, id in pairs(map_loading_images[player:get_player_name()]) do
player:hud_remove(id)
end
end
assert(loadstring(map_data.scripts.on_start or ""))()
if map_data.on_start then
map_data.on_start()
end
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)))
match_start_jobs = {countdown = {}, map = nil}
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)
core.after(map_data.start_time - 10 + i, function()
table.insert(match_start_jobs.countdown, core.after(map_data.start_time - 10 + i, function()
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
end)
end))
end
core.after(map_data.start_time, function()
match_start_jobs.map = core.after(map_data.start_time, function()
match_start_jobs = nil
set_match_state("in_progress")
core.chat_send_all(core.colorize("green", "Match started!"))
@ -191,6 +221,20 @@ end
function end_match() -- End the match
set_match_state("not_started")
if match_start_jobs then
match_start_jobs.map:cancel()
for _, job in pairs(match_start_jobs.countdown) do
job:cancel()
end
match_start_jobs = nil
end
if map_data.on_end then
map_data.on_end()
end
for _, player in pairs(core.get_connected_players()) do
player:set_pos(spawn_pos)
player:get_inventory():set_list("main", {})
@ -251,8 +295,6 @@ function kill_player(player, reason) -- Handle killed/disconnected players prope
local winner_name = alive_player_names[1]
core.chat_send_all(core.colorize("green", winner_name .. " is the winner!"))
assert(loadstring(map_data.scripts.on_end or ""))()
set_match_state("post_match")
core.after(5, end_match)