capturetheflag/mods/ctf_barrier/init.lua

230 lines
5.5 KiB
Lua

minetest.register_node("ctf_barrier:ind_glass", {
description = "You cheater you!",
drawtype = "glasslike_framed_optional",
tiles = {"default_glass.png", "default_glass_detail.png"},
inventory_image = minetest.inventorycube("default_glass.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
walkable = true,
buildable_to = false,
pointable = false,
groups = {immortal = 1},
sounds = default.node_sound_glass_defaults()
})
minetest.register_node("ctf_barrier:ind_glass_red", {
description = "You cheater you!",
drawtype = "glasslike",
tiles = {"ctf_barrier_red.png"},
inventory_image = minetest.inventorycube("default_glass.png"),
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
walkable = true,
buildable_to = false,
use_texture_alpha = false,
alpha = 0,
pointable = false,
groups = {immortal = 1},
sounds = default.node_sound_glass_defaults()
})
local lim = ctf.setting("match.map_reset_limit")
local c_glass = minetest.get_content_id("ctf_barrier:ind_glass")
local c_glass_red = minetest.get_content_id("ctf_barrier:ind_glass_red")
local c_water = minetest.get_content_id("default:water_source")
local c_water_f = minetest.get_content_id("default:water_flowing")
local c_stone = minetest.get_content_id("ctf_flag:ind_base")
local c_air = minetest.get_content_id("air")
local r = tonumber(minetest.setting_get("barrier"))
minetest.register_on_generated(function(minp, maxp, seed)
if not ((minp.x <= -r and maxp.x >= -r)
or (minp.x <= r and maxp.x >= r)
or (minp.y <= -r and maxp.x >= -r)
or (minp.y <= r and maxp.x >= r)
or (minp.z <= -r and maxp.z >= -r)
or (minp.z <= 0 and maxp.z >= 0)
or (minp.z <= r and maxp.z >= r and ctf_match.build_timer > 0)) then
return
end
-- Set up voxel manip
local t1 = os.clock()
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local a = VoxelArea:new{
MinEdge={x=emin.x, y=emin.y, z=emin.z},
MaxEdge={x=emax.x, y=emax.y, z=emax.z},
}
local data = vm:get_data()
-- Left
if minp.x <= -r and maxp.x >= -r then
local x = -r
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
if data[vi] == c_air or data[vi] == c_glass then
data[vi] = c_glass
else
data[vi] = c_stone
end
end
end
end
-- Right
if minp.x <= r and maxp.x >= r then
local x = r
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
if data[vi] == c_air or data[vi] == c_glass then
data[vi] = c_glass
else
data[vi] = c_stone
end
end
end
end
-- Front
if minp.z <= -r and maxp.z >= -r then
local z = -r
for x = minp.x, maxp.x do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
if data[vi] == c_air or data[vi] == c_glass then
data[vi] = c_glass
else
data[vi] = c_stone
end
end
end
end
-- Back
if minp.z <= r and maxp.z >= r then
local z = r
for x = minp.x, maxp.x do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
if data[vi] == c_air or data[vi] == c_glass then
data[vi] = c_glass
else
data[vi] = c_stone
end
end
end
end
-- Barrier
if minp.z <= 0 and maxp.z >= 0 and ctf_match.build_timer > 0 then
local z = 0
local x1 = minp.x
if x1 < -r then x1 = -r end
local x2 = maxp.x
if x2 > r then x2 = r end
for x = x1, x2 do
for y = minp.y, maxp.y do
local vi = a:index(x, y, z)
local node = data[vi]
if node == c_air or node == c_glass_red or
node == c_water or node == c_water_f then
data[vi] = c_glass_red
end
end
end
end
vm:set_data(data)
vm:write_to_map(data)
end)
ctf_match.register_on_build_time_end(function()
local min = {
x = -r + 1,
y = -r,
z = -1
}
local max = {
x = r - 1,
y = r,
z = 1
}
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(min, max)
local a = VoxelArea:new{
MinEdge = emin,
MaxEdge = emax
}
local data = vm:get_data()
for x = min.x, max.x do
for y = min.y, max.y do
local vi = a:index(x, y, 0)
if data[vi] == c_glass_red then
data[vi] = c_air
end
end
end
vm:set_data(data)
vm:write_to_map(data)
vm:update_map()
end)
--[[minetest.register_abm({
nodenames = {"ctf_barrier:ind_glass_red"},
interval = 10.0, -- Run every 10 seconds
chance = 2, -- Select every 1 in 50 nodes
action = function(pos, node, active_object_count, active_object_count_wider)
if ctf_match.build_timer > 0 then
return
end
minetest.set_node(pos, {name = "air"})
end
})]]
local old_is_protected = minetest.is_protected
function minetest.is_protected(pos, name)
if ctf_match.build_timer <= 0 then
return old_is_protected(pos, name)
end
local tname = ctf.player(name).team
if tname and
(tname == "blue" and pos.z >= 0) or (tname == "red" and pos.z <= 0) then
minetest.chat_send_player(name, "Can't dig beyond the barrier!")
return true
else
return old_is_protected(pos, name)
end
end
local function pos_check()
if ctf_match.build_timer <= 0 then
return
end
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local tname = ctf.player(name).team
local pos = player:getpos()
if tname and
(tname == "blue" and pos.z >= 0) or (tname == "red" and pos.z <= 0) then
minetest.chat_send_player(name, "Match hasn't started yet!")
ctf.move_to_spawn(name)
end
end
if ctf_match.build_timer > 0.2 then
minetest.after(0.2, pos_check)
end
end
ctf_match.register_on_build_time_start(function()
minetest.after(0.2, pos_check)
end)