simple-shooter-game/mods/game/functions/init.lua
2026-02-19 13:35:23 -08:00

315 lines
8.5 KiB
Lua

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!",
"Turns out if you get a sniper and zoom with it, you can zoom no matter what after that...", -- how
"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)
player:set_properties({
pointable = false,
visual = "mesh",
textures = {"blank.png"},
})
playertag.set(player, playertag.TYPE_BUILTIN, {a = 0})
end
function give_player_items(player) -- Give the player their initial stuff
local class = player:get_meta():get_string("class")
local inv = player:get_inventory()
inv:set_list("main", {})
if class == "1" then
for i = 1, #map_data.classes.class_1.initial_items do
inv:add_item("main", map_data.classes.class_1.initial_items[i])
end
elseif class == "2" then
for i = 1, #map_data.classes.class_2.initial_items do
inv:add_item("main", map_data.classes.class_2.initial_items[i])
end
elseif class == "3" then
for i = 1, #map_data.classes.class_3.initial_items do
inv:add_item("main", map_data.classes.class_3.initial_items[i])
end
end
end
function set_player_mode(player, mode) -- Set player mode (spectator, pre-match, normal, etc)
player:get_meta():set_string("mode", mode)
local player_name = player:get_player_name()
local privs = core.get_player_privs(player_name)
if mode == "normal" then
player:set_properties({
pointable = true, -- allow players to be killable after the match starts
})
load_player_data(player)
privs.noclip, privs.fast, privs.fly, privs.interact, privs.debug = false, false, false, true, false
playertag.set(player, playertag.TYPE_ENTITY, {a = 255, r = 255, g = 255, b = 255})
player:set_inventory_formspec([[
size[8,4]
list[current_player;main;0,0;8,1;]
list[current_player;main;0,1.25;8,3;8]
listring[current_player;main]
]])
player:hud_set_flags({
hotbar = true,
healthbar = true,
breathbar = true,
})
elseif mode == "spectator" then
privs.noclip, privs.fast, privs.fly, privs.interact, privs.debug = true, true, true, false, true
make_player_invisible(player)
core.chat_send_player(player_name, core.colorize("#0574fc", "You are now a spectator."))
player:set_inventory_formspec([[
size[8,4]
list[current_player;main;0,0;8,1;]
list[current_player;main;0,1.25;8,3;8]
listring[current_player;main]
]])
player:hud_set_flags({
hotbar = false,
healthbar = false,
breathbar = false,
})
elseif mode == "pre_match" then
privs.noclip, privs.fast, privs.fly, privs.interact = false, true, false, false -- allow fast movement to get to a specific point on the large map
make_player_invisible(player)
player:set_inventory_formspec([[
size[8,6]
label[3,0.1;Change class:]
button[0.3,1;2.5,1;class_sniper;]] .. map_data.classes.class_1.name .. [[]
button[2.8,1;2.5,1;class_assault;]] .. map_data.classes.class_2.name .. [[]
button[5.3,1;2.5,1;class_shotgun;]] .. map_data.classes.class_3.name .. [[]
list[current_player;main;0,2;8,1;]
list[current_player;main;0,3.25;8,3;8]
listring[current_player;main]
]])
player:hud_set_flags({
hotbar = true,
healthbar = false,
breathbar = false,
})
end
core.change_player_privs(player_name, privs)
end
function start_match(map) -- Start the match
if match_state ~= "not_started" then
return
end
place_map(map or "forest") -- default to forest if no map is specified
if map_data == nil then
return "nope :("
end
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()] = {
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(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(map_data.spawn)
for _, id in pairs(map_loading_images[player:get_player_name()]) do
player:hud_remove(id)
end
end
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)
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
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!"))
remove_barrier()
alive_players = {}
for _, player in pairs(core.get_connected_players()) do
local player_name = player:get_player_name()
local inv = player:get_inventory()
inv:set_list("main", {})
give_player_items(player)
player:set_properties({
pointable = true, -- allow players to be killable after the match starts
})
alive_players[player_name] = "alive"
set_player_mode(player, "normal")
end
end)
end)
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", {})
player:set_inventory_formspec([[
size[8,4]
list[current_player;main;0,0;8,1;]
list[current_player;main;0,1.25;8,3;8]
listring[current_player;main]
]])
player:set_properties({pointable = false})
set_player_mode(player, "normal")
end
return true
end
function set_match_state(state) -- why on earth does this function exist
match_state = state
end
function save_player_data(player) -- Save the player's skin storing it in their metadata
local skins = player:get_properties().textures
-- probably the invisible skin so dont save it
if skins[1] == "blank.png" then
return
end
player:get_meta():set_string("skin", core.serialize(skins))
end
function load_player_data(player) -- Load the player's skin stored in their metadata
local skins = core.deserialize(player:get_meta():get_string("skin"))
player:set_properties({
visual = "mesh",
textures = skins
})
end
function kill_player(player, reason) -- Handle killed/disconnected players properly
local player_name = player:get_player_name()
if alive_players[player_name] ~= "alive" or match_state ~= "in_progress" then
return
end
alive_players[player_name] = "dead"
local alive_player_names = get_alive_players()
local message = string.format("%s has been eliminated! (%s) %d player%s left!", player_name, reason, #alive_player_names, #alive_player_names == 1 and "" or "s")
core.chat_send_all(core.colorize("red", message))
if #alive_player_names == 1 then
local winner_name = alive_player_names[1]
core.chat_send_all(core.colorize("green", winner_name .. " is the winner!"))
set_match_state("post_match")
core.after(5, end_match)
end
end
function get_alive_players() -- Get the names of the alive players
local alive_players_names = {}
for player_name, _ in pairs(alive_players) do
if alive_players[player_name] == "alive" then
table.insert(alive_players_names, player_name)
end
end
return alive_players_names
end