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game.lua
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451 lines (423 loc) · 12.7 KB
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local storage = minetest.get_mod_storage()
tower_defense.games = {}
tower_defense.players = {}
tower_defense.high_score = {}
local latest_game = storage:get_int("last_game")
tower_defense.high_score.wave = storage:get_int("high_wave")
tower_defense.high_score.tanks_left = storage:get_int("high_tanks_left")
local function update_high_score(wave, tanks_left)
if not wave or not tanks_left then
return false
end
-- Waiting for wave so therefore you have only completed up to the prior wave.
if tanks_left == 0 then
wave = wave - 1
end
if wave > tower_defense.high_score.wave then
tower_defense.high_score.wave = wave
storage:set_int("high_wave", wave)
tower_defense.high_score.tanks_left = tanks_left
storage:set_int("high_tanks_left", tanks_left)
return true
elseif wave == tower_defense.high_score.wave then
if tower_defense.high_score.tanks_left > tanks_left then
tower_defense.high_score.wave = wave
storage:set_int("high_wave", wave)
tower_defense.high_score.tanks_left = tanks_left
storage:set_int("high_tanks_left", tanks_left)
return true
else
return false
end
else
return false
end
end
local function get_base_pos(id)
id = id % (60*60)
local x = ((id/60)-(math.floor(id/60)))*60
local z = math.floor(id/60)
x = x*1000-30000
z = z*1000-30000
return {x=x,z=z,y=15000}
end
local function generate_game(game_id)
local midp = tower_defense.games[game_id].base_pos
local minp = vector.new(midp.x-50,midp.y-10,midp.z-50)
local maxp = vector.new(midp.x+50,midp.y+50,midp.z+50)
local vm = VoxelManip()
local emin, emax = vm:read_from_map(minp,maxp)
local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
local data = vm:get_data()
local c_ystone = minetest.get_content_id("tower_defense:yellow_stone")
local c_rstone = minetest.get_content_id("tower_defense:red_stone")
local stones = {c_ystone,c_rstone}
local c_barrier = minetest.get_content_id("tower_defense:barrier")
local c_flag = minetest.get_content_id("tower_defense:flag")
local c_air = minetest.get_content_id("air")
for z = minp.z,maxp.z do
for y = minp.y,maxp.y do
for x = minp.x,maxp.x do
local vi = area:index(x,y,z)
if y == midp.y then
if (x < midp.x+10 and x > midp.x-10) and (z < midp.z+10 and z > midp.z-10) then
data[vi] = c_ystone
else
data[vi] = stones[math.random(1,2)]
end
elseif y < midp.y then
data[vi] = c_ystone
elseif y == maxp.y or x == minp.x or z == minp.z or x == maxp.x or z == maxp.z then
data[vi] = c_barrier
else
data[vi] = c_air
end
end
end
end
for _,flag in ipairs(tower_defense.games[game_id].flags) do
local vi = area:indexp(vector.add(flag,midp))
data[vi] = c_flag
end
vm:set_data(data)
vm:write_to_map()
tower_defense.games[game_id].state = "waiting_for_players"
end
local function game_emerge_generate(_,_,callbacks_remaining, game_id)
if callbacks_remaining == 0 then
generate_game(game_id)
end
end
function tower_defense.new_game(difficulty)
local game = {}
local id = latest_game+1
latest_game = id
game.base_pos = get_base_pos(id)
storage:set_int("last_game", id)
if difficulty == "hard" then
game.flags = {}
game.flags[1] = {x=math.random(-9,9),y=1,z=math.random(-9,9)}
game.cash = 5000
elseif difficulty == "medium" then
game.flags = {}
game.flags[1] = {x=math.random(-9,9),y=1,z=math.random(-9,9)}
game.flags[2] = {x=math.random(-9,9),y=1,z=math.random(-9,9)}
game.cash = 7500
else
game.flags = {}
game.flags[1] = {x=math.random(-9,9),y=1,z=math.random(-9,9)}
game.flags[2] = {x=math.random(-9,9),y=1,z=math.random(-9,9)}
game.flags[3] = {x=math.random(-9,9),y=1,z=math.random(-9,9)}
game.cash = 10000
end
game.state = "generating"
game.timer = 0
game.players = {}
game.tanks = 0
tower_defense.games[id] = game
minetest.emerge_area(
vector.new(game.base_pos.x-50,game.base_pos.y-50,game.base_pos.z-50),
vector.new(game.base_pos.x-50,game.base_pos.y-50,game.base_pos.z-50),
game_emerge_generate,
id
)
return true, id
end
function tower_defense.join_game(player, game_id)
local name = player:get_player_name()
if tower_defense.players[name] and tower_defense.players[name].in_game == false then
if tower_defense.games[game_id] == nil then
return false, "The game id is invalid."
end
if tower_defense.games[game_id].state == "generating" then
return false, "The game "..game_id.." is still generating"
end
if tower_defense.games[game_id].state == "waiting_for_players" then
tower_defense.games[game_id].state = "waiting_for_wave"
tower_defense.games[game_id].timer = 240
tower_defense.games[game_id].wave = 1
end
tower_defense.players[name].in_game = true
tower_defense.players[name].game = game_id
tower_defense.hud.initalize(player)
tower_defense.games[game_id].players[name] = true
local inv = player:get_inventory()
inv:set_size("main_td_backup",8*4)
inv:set_list("main_td_backup", inv:get_list("main"))
for i = 1,8*4 do
inv:set_stack("main",i,ItemStack())
end
tower_defense.update_inventory(name)
player:set_pos(vector.add(tower_defense.games[game_id].base_pos,{x=0,z=0,y=1}))
else
if name then
return false, "You are already in a game."
else
return false, "You do not exist."
end
end
end
function tower_defense.leave_game(player)
local name = player:get_player_name()
if tower_defense.players[name] and tower_defense.players[name].in_game == true then
local game_id = tower_defense.players[name].game
tower_defense.players[name].in_game = false
local inv = player:get_inventory()
inv:set_list("main", inv:get_list("main_td_backup"))
inv:set_size("main_td_backup", 0)
tower_defense.hud.remove(player)
tower_defense.games[game_id].players[name] = nil
for _, callback in pairs(core.registered_on_respawnplayers) do
if callback(player) then
break
end
end
tower_defense.update_inventory(name)
else
return false, "You are not in a game."
end
end
function tower_defense.end_game(id,_)
local game = tower_defense.games[id]
if game == nil then
return false, "The game id is invalid."
end
local new_hs = update_high_score(game.wave,tower_defense.get_tanks_in_game(id))
for name,_ in pairs(game.players) do
tower_defense.leave_game(minetest.get_player_by_name(name))
if new_hs then
minetest.chat_send_player(name,"Congratulations! You have achieved a new High Score!")
end
end
local objects = minetest.get_objects_inside_radius(game.base_pos,150)
for _,object in ipairs(objects) do
if object and object:get_luaentity() and
(object:get_luaentity()._is_tank or object:get_luaentity().name == "tower_defense:missile") then
object:remove()
end
end
tower_defense.games[id] = nil
end
local function start_wave(game_id)
local game = tower_defense.games[game_id]
local l = {
0,
0,
0,
0,
0,
0,
0,
0,
}
for _ = 1,game.wave do
l[1] = l[1] + 3
if l[1] == 15 then
l[1] = 6
l[2] = l[2] + 3
if l[2] == 15 then
l[2] = 6
l[3] = l[3] +3
if l[3] == 15 then
l[3] = 6
l[4] = l[4] + 3
if l[4] == 15 then
l[4] = 6
l[5] = l[5] + 3
if l[5] == 15 then
l[5] = 6
l[6] = l[6] + 3
if l[6] == 15 then
l[6] = 6
l[7] = l[7] + 3
if l[7] == 15 then
l[7] = 6
l[8] = l[8] + 3
end
end
end
end
end
end
end
end
for i = 1,8 do
for _ = 1,l[i] do
local axis = math.random(1,4)
local pos
if axis == 1 then
local x = math.random(-45,45)
local z = math.random(-45,-20)
pos = {x=x,y=1,z=z}
elseif axis == 2 then
local x = math.random(-45,-20)
local z = math.random(-45,45)
pos = {x=x,y=1,z=z}
elseif axis == 3 then
local x = math.random(-45,45)
local z = math.random(20,45)
pos = {x=x,y=1,z=z}
else
local x = math.random(20,45)
local z = math.random(-45,45)
pos = {x=x,y=1,z=z}
end
minetest.add_entity(
vector.new(game.base_pos.x+pos.x, game.base_pos.y+pos.y, game.base_pos.z+pos.z),
"tower_defense:tank_lvl_"..tostring(i),
tostring(game_id)
)
end
end
minetest.sound_play("td_siren", {pos = game.base_pos, gain = 1, max_hear_distance = 60}, true)
tower_defense.games[game_id].state = "wave"
end
function tower_defense.get_tanks_in_game(game_id)
local base_pos = tower_defense.games[game_id].base_pos
local objects = minetest.get_objects_inside_radius(base_pos,100)
local count = 0
for _,object in ipairs(objects) do
if object and object:get_luaentity() and object:get_luaentity()._is_tank then
count = count + 1
end
end
return count
end
minetest.register_on_respawnplayer(function(player)
local name = player:get_player_name()
if tower_defense.players[name] and tower_defense.players[name].in_game then
local base_pos = tower_defense.games[tower_defense.players[name].game].base_pos
-- The minetest.after ensures that the respawn is not overridden
minetest.after(0,function(name,base_pos)
local player = minetest.get_player_by_name(name)
player:set_pos(vector.add(base_pos,{x=0,y=1,z=0}))
end, name, base_pos)
return true
end
end)
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
tower_defense.players[name] = {in_game = false, game = nil}
end)
local function player_leave(player)
local name = player:get_player_name()
if tower_defense.players[name] and tower_defense.players[name].in_game then
tower_defense.leave_game(player)
end
tower_defense.players[name] = nil
end
minetest.register_on_leaveplayer(player_leave)
minetest.register_on_shutdown(function()
for id,_ in pairs(tower_defense.games) do
tower_defense.end_game(id)
end
end)
minetest.register_globalstep(function(dtime)
for id,game in pairs(tower_defense.games) do
if game.state == "waiting_for_wave" then
local timer = game.timer
game.timer = game.timer - dtime
if game.timer < 0 then
game.timer = 1
start_wave(id)
end
if math.floor(timer) ~= math.floor(game.timer) then
local num_players = 0
for name,_ in pairs(game.players) do
num_players = num_players + 1
local player = minetest.get_player_by_name(name)
tower_defense.hud.update(player)
end
if num_players == 0 then
tower_defense.end_game(id,"no_players")
end
end
elseif game.state == "wave" then
game.timer = game.timer - dtime
if game.timer < 0 then
game.timer = 1
game.tanks = tower_defense.get_tanks_in_game(id)
local flags = 0
local remove_flags = {}
for i,flag in pairs(game.flags) do
local node = minetest.get_node(vector.add(game.base_pos,flag))
if node.name == "tower_defense:flag" then
flags = flags+1
else
remove_flags[i] = true
end
end
for i = #game.flags,1,-1 do
if remove_flags[i] then
table.remove(game.flags,i)
end
end
if flags == 0 then
tower_defense.end_game(id,"loss")
end
if game.tanks == 0 then
game.wave = game.wave + 1
game.timer = 240
game.state = "waiting_for_wave"
end
local num_players = 0
for name,_ in pairs(game.players) do
num_players = num_players + 1
local player = minetest.get_player_by_name(name)
tower_defense.hud.update(player)
end
if num_players == 0 then
tower_defense.end_game(id,"no_players")
end
end
end
end
end)
minetest.register_privilege("tower_defense", {
description = "Allows creating and ending tower defense games.",
give_to_singleplayer = true,
give_to_admin = true,
})
minetest.register_chatcommand("new_td_game",{
privs = {tower_defense = true},
params = "<difficulty>",
description = "Create a new tower defense game",
func = function(name,param)
local success, id = tower_defense.new_game(param)
if success then
minetest.chat_send_player(name, "Game created. ID: " .. tostring(id))
end
end,
})
minetest.register_chatcommand("join_td_game",{
privs = {interact = true},
params = "<game id>",
description = "Join a tower defense game",
func = function(name,param)
local player = minetest.get_player_by_name(name)
return tower_defense.join_game(player,tonumber(param))
end,
})
minetest.register_chatcommand("leave_td_game",{
privs = {interact = true},
description = "Leave your current tower defense game",
func = function(name,_)
local player = minetest.get_player_by_name(name)
return tower_defense.leave_game(player)
end,
})
minetest.register_chatcommand("end_td_game",{
privs = {tower_defense = true},
params = "<game id>",
description = "End a tower defense game",
func = function(_,param)
return tower_defense.end_game(tonumber(param), "force")
end,
})
minetest.register_chatcommand("td_high_score", {
privs = {interact = true},
description = "Show current High Score",
func = function(_,_)
return true, "The current high score is wave "..tower_defense.high_score.wave.." with "..tower_defense.high_score.tanks_left.." tanks left."
end
})