simple-shooter-game/mods/main/init.lua
2025-12-09 19:04:33 -04:00

240 lines
6 KiB
Lua

local player_data = {}
local alive_players = {}
local function save_player_data(player)
local name = player:get_player_name()
player_data[name] = {
size = player:get_properties().visual_size,
skin = player:get_properties().textures,
}
end
local function load_player_data(player)
local name = player:get_player_name()
player:set_properties({
visual = "mesh",
textures = player_data[name].skin,
visual_size = player_data[name].size,
})
end
function set_player_mode(player, mode)
local name = player:get_player_name()
local privs = core.get_player_privs(name)
local meta = player:get_meta()
local current_mode = meta:get_string("mode")
if current_mode == mode then
return
end
if mode == "normal" then
privs.fly = false
privs.fast = false
privs.noclip = false
privs.shout = true
privs.interact = true
load_player_data(player)
player:set_properties({pointable = true})
meta:set_string("mode", "normal")
-- add pre_match mode?
elseif mode == "spectator" then
privs.fly = true
privs.fast = true
privs.noclip = true
privs.shout = false
privs.interact = false
save_player_data(player)
player:set_properties({
pointable = false,
visual = "mesh",
textures = {"blank.png"},
visual_size = {x=0, y=0},
})
player:set_nametag_attributes({color = {a = 0}})
core.chat_send_player(name, core.colorize("cyan", "You are now a spectator."))
meta:set_string("mode", "spectator")
end
core.change_player_privs(name, privs)
end
local function get_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
local function kill_player(player, reason)
local player_name = player:get_player_name()
if alive_players[player_name] ~= "alive" 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!"))
end
end
local diggable_groups = {
"snappy",
"cracky",
"choppy",
"crumbly",
"oddly_breakable_by_hand",
}
core.register_on_mods_loaded(function()
for itemname, _ in pairs(core.registered_nodes) do
local node = core.registered_nodes[itemname]
local groups = node.groups
groups.fall_damage_add_percent = -100
groups.immortal = 1
for _, group in pairs(diggable_groups) do
groups[group] = nil
end
core.override_item(itemname, {groups = groups})
end
end)
core.register_on_joinplayer(function(player)
core.place_schematic({x=0, y=-10, z=0}, core.get_modpath("main") .. "/schems/spawn.mts", 0, nil, true)
player:set_pos({x=5, y=-9.6, z=8})
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]
]])
local player_name = player:get_player_name()
player_data[player_name] = {
size = player:get_properties().visual_size,
skin = player:get_properties().textures,
}
player:set_properties({pointable = false})
set_player_mode(player, "normal")
end)
core.register_on_leaveplayer(function(player)
local player_name = player:get_player_name()
kill_player(player, "left the game")
end)
core.register_on_dieplayer(function(player)
local player_name = player:get_player_name()
kill_player(player, "died")
end)
core.register_on_respawnplayer(function(player)
set_player_mode(player, "spectator")
local player_name = player:get_player_name()
player:set_pos({x = map_data.spawn_x, y = map_data.spawn_y, z = map_data.spawn_z})
player:get_inventory():set_list("main", {})
player:set_properties({pointable = false})
return true
end)
core.register_privilege("match_manager", {description = "Can manage the match", give_to_singleplayer = true})
core.register_chatcommand("load", {
params = "<map>",
privs = {match_manager = true},
description = "Load a map",
func = function(_, param)
map_data = place_map(param)
for _, player in pairs(core.get_connected_players()) do
local player_name = player:get_player_name()
set_player_mode(player, "normal")
player:set_nametag_attributes({color = {a = 0}})
player:set_hp(20)
player:set_pos({x=map_data.spawn_x, y=map_data.spawn_y, z=map_data.spawn_z})
end
end
})
core.register_chatcommand("start", {
params = "",
privs = {match_manager = true},
description = "Start the match",
func = function()
remove_barrier(map_data.size_x, map_data.barrier_level, map_data.size_z)
core.chat_send_all(core.colorize("green", "Match started!"))
alive_players = {}
for _, player in pairs(core.get_connected_players()) do
local player_name = player:get_player_name()
inv = player:get_inventory()
inv:add_item("main", "ctf_ranged:ak47_loaded")
inv:add_item("main", "ctf_ranged:ammo 3")
player:set_properties({
pointable = true, -- allow players to be killable after the match starts
})
alive_players[player_name] = "alive"
end
return ""
end
})
core.register_chatcommand("reset", {
params = "",
privs = {match_manager = true},
description = "Reset map",
func = function()
for _, player in pairs(core.get_connected_players()) do
local player_name = player:get_player_name()
player:set_pos({x = map_data.spawn_x, y = map_data.spawn_y, z = map_data.spawn_z})
set_player_mode(player, "normal")
player:get_inventory():set_list("main", {})
player:set_properties({
visual = "mesh",
textures = player_data[player_name].skin,
visual_size = player_data[player_name].size,
pointable=false,
})
player_data[player_name] = {}
end
core.chat_send_all(core.colorize("red", "Match terminated."))
return ""
end
})