simple-shooter-game/mods/game/maps/init.lua
a-bad-dev 2be8eea781 Lots of updates
- Map-specific pre-match times
- Remove /load and change /start syntax to /start <map>
- Scripts for each map that are run at start time, barrier removal time, and end time
- New map forest-3
- A few minor bugfixes
2025-12-23 22:49:31 -04:00

31 lines
997 B
Lua

-- Maps mod for SSG
function place_map(map)
local map_path = core.get_modpath("maps") .. "/maps/"
local map_data = dofile(map_path .. map .. "/map.lua")
local barrier_nodes = {}
core.place_schematic({x=0, y=0, z=0}, map_path .. map .. "/map.mts", 0, nil, true)
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
map_data.spawn_x = map_data.size_x / 2
map_data.spawn_y = map_data.barrier_level + 1
map_data.spawn_z = map_data.size_z / 2
end
if map_data.start_time == nil or map_data.start_time <= 0 then
map_data.start_time = 30
end
return map_data
end
function remove_barrier(x, y, z)
for node_x = 1, x - 2 do
for node_z = 1, z - 2 do
core.set_node({x = node_x, y = y - 1, z = node_z}, {name = "air"}) -- account for the fact that lua counts starting at 1... i think.... whatever, it works \_('_')_/
end
end
assert(loadstring(map_data.scripts.on_barrier_remove or ""))()
return ""
end