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-- Array to hold all the running game states
mario.games = {}
-- Store all the currently playing players
mario.players = {}
-- Amount of points that will award a life
local score_for_life_award = 5000
---------------------------------------------------------
-- Public functions (these can be called from any other place)
-- Start the game from the spawn block at position "pos" activated by "player"
function mario.game_start(pos, player, gamedef)
-- create an id unique for the given position
local id = minetest.pos_to_string(pos)
local player_name = player:get_player_name()
-- make sure any previous game with the same id has ended
local gamestate = mario.games[id]
if gamestate then
minetest.chat_send_player(player_name, "A game is already in progress for player " .. gamestate.player_name)
return
end
-- Create a new game state with that id and add it to the game list
gamedef = gamedef or {}
gamestate = {
id = id,
player_name = player_name,
pos = pos,
player_start = vector.add(pos, (gamedef.player_start or {x=16,y=0,z=1})),
turtle1_start = vector.add(pos, (gamedef.turtle1_start or {x=3,y=12,z=1})),
turtle2_start = vector.add(pos, (gamedef.turtle1_start or {x=30,y=12,z=1})),
coin_total = gamedef.coin_total or 84,
speed = gamedef.speed or 2,
lives = gamedef.lives or 3,
scorename = gamedef.scorename,
level = 1,
score = 0,
awarded_lives = 0,
coin_count = 0,
}
mario.games[id] = gamestate
mario.players[id] = player
-- store previous priviledges, disable fly whilöe the game is running
gamestate.player_privs = minetest.get_player_privs(player_name)
local new_privs = table.copy(gamestate.player_privs)
new_privs.fly = nil
new_privs.noclip = nil
new_privs.fast = nil
minetest.set_player_privs(player_name, new_privs)
minetest.log("action","New mario game started at " .. id .. " by " .. gamestate.player_name)
-- place schematic
local schem = gamedef
minetest.place_schematic({x=pos.x-1,y=pos.y-2,z=pos.z-2},gamedef.schematic,0, "air", true)
-- initialize player
player:set_physics_override(1,1,0.3,true,false)
-- Set start positions
mario.game_reset(id, player)
mario.update_hud(id, player)
minetest.sound_play("mario-game-start", {pos = pos,max_hear_distance = 20,gain = 10.0,})
end
-- Finish the game with the given id
function mario.game_end(id)
mario.remove_turtles(id)
local gamestate = mario.games[id]
local player = mario.players[id] or minetest.get_player_by_name(gamestate.player_name)
if player then
mario.remove_hud(player, gamestate.player_name)
player:moveto(vector.add(gamestate.pos,{x=0.5,y=0.5,z=-1.5}))
end
-- Restore player priviledges
minetest.set_player_privs(gamestate.player_name, gamestate.player_privs)
-- Save score
if gamestate.scorename then
local ranking = myhighscore.save_score(gamestate.scorename, {
player = gamestate.player_name,
score = gamestate.score
})
if ranking then
minetest.chat_send_player(gamestate.player_name, "You made it to the highscores! Your Ranking: " .. ranking)
end
end
-- Restore normal physics
player:set_physics_override(1,1,1,true,false)
-- Clear the data
mario.games[id] = nil
mario.players[id] = nil
end
-- Resets the game to the start positions
function mario.game_reset(id, player)
local gamestate = mario.games[id]
if not gamestate then return end
minetest.log("action", "resetting game " .. id)
-- Save the time when the game was last resetted (to solve timing issues)
local last_reset = os.time()
gamestate.last_reset = last_reset
-- Position the player
local player = player or minetest.get_player_by_name(gamestate.player_name)
player:setpos(gamestate.player_start)
local pos = gamestate.pos
-- Spawn the turtles and assign the game id to each turtle
minetest.after(2, function()
if mario.games[id] and last_reset == mario.games[id].last_reset then
local turtle = minetest.add_entity(gamestate.turtle1_start, "mario:turtle1")
turtle = turtle:get_luaentity()
turtle.gameid = id
turtle.direction = {x=1,y=0,z=0}
end
end)
minetest.after(2, function()
if mario.games[id] and last_reset == mario.games[id].last_reset then
local turtle = minetest.add_entity(gamestate.turtle2_start, "mario:turtle2")
turtle = turtle:get_luaentity()
turtle.gameid = id
turtle.direction = {x=1,y=0,z=0}
end
end)
minetest.after(45, function()
if mario.games[id] and last_reset == mario.games[id].last_reset then
local turtle = minetest.add_entity(gamestate.turtle1_start, "mario:turtle3")
turtle = turtle:get_luaentity()
turtle.gameid = id
turtle.direction = {x=-1,y=0,z=0}
end
end)
minetest.after(45, function()
if mario.games[id] and last_reset == mario.games[id].last_reset then
local turtle = minetest.add_entity(gamestate.turtle2_start, "mario:turtle4"):get_luaentity()
turtle.gameid = id
turtle.direction = {x=-1,y=0,z=0}
end
end)
end
-- Remove all the turtles from the board with the given id
function mario.remove_turtles(id)
local gamestate = mario.games[id]
if not gamestate then return end
-- Remove all non-players (turtles!)
local boardcenter = vector.add(gamestate.pos, {x=13,y=0.5,z=15})
for index, object in ipairs(minetest.get_objects_inside_radius(boardcenter,20)) do
if object:is_player() ~= true then
object:remove()
end
end
end
-- Add a mushroom to the game board
function mario.add_mushroom(id, mushroomtype, offset)
local gamestate = mario.games[id]
if not gamestate then return end
local node = {}
node.name = mushroomtype or "mario:mushroom"
local pos = vector.add(gamestate.player_start, offset or {x=0,y=12,z=0})
minetest.set_node(pos, node)
-- Set the timer for the mushroom to disappear
minetest.get_node_timer(pos):start(120)
end
-- A player got a coin, update the state
function mario.on_player_got_coin(player)
local name = player:get_player_name()
local gamestate = mario.get_game_by_player(name)
if not gamestate then return end
gamestate.coin_count = gamestate.coin_count + 1
gamestate.score = gamestate.score + 10
mario.update_hud(gamestate.id, player)
minetest.sound_play("mario-coin", {object = player, max_hear_distance = 6})
if gamestate.coin_count == 10 then
mario.add_mushroom(gamestate.id, "mario:mushroom", {x=0,y=12,z=0})
elseif gamestate.coin_count == gamestate.coin_total - 10 then
mario.add_mushroom(gamestate.id, "mario:mushroom_green", {x=0,y=-1,z=0})
elseif gamestate.coin_count >= gamestate.coin_total then
minetest.chat_send_player(name, "You cleared the board!")
mario.remove_turtles(gamestate.id)
gamestate.coin_count = 0
gamestate.level = gamestate.level + 1
gamestate.speed = gamestate.level + 1
minetest.after(3.0, function()
minetest.chat_send_player(name, "Starting Level "..gamestate.level)
-- place schematic
local schem = minetest.get_modpath("mario").."/schems/mario.mts"
minetest.place_schematic(vector.add(gamestate.pos, {x=-1,y=-2,z=-2}),schem,0, "air", true)
-- Set start positions
mario.game_reset(gamestate.id, player)
minetest.sound_play("mario-game-start", {pos = pos,max_hear_distance = 20,gain = 10.0,})
end)
end
if gamestate.score / score_for_life_award >= 1 + gamestate.awarded_lives then
minetest.chat_send_player(name, "You reached " .. gamestate.score .. " points and earned an extra life!")
gamestate.lives = gamestate.lives + 1
gamestate.awarded_lives = gamestate.awarded_lives + 1
end
end
-- A player got a mushroom, update the state
function mario.on_player_got_mushroom(player, points)
local name = player:get_player_name()
local gamestate = mario.get_game_by_player(name)
if not gamestate then return end
gamestate.score = gamestate.score + points
minetest.chat_send_player(name, points .. " bonus points!")
minetest.sound_play("mario-bonus", {object = player, max_hear_distance = 6})
end
-- The player died!
function mario.on_player_death(id, player)
local gamestate = mario.games[id]
if not gamestate then return end
gamestate.lives = gamestate.lives - 1
if gamestate.lives < 1 then
minetest.chat_send_player(gamestate.player_name,"Game Over")
mario.game_end(id)
minetest.sound_play("mario-game-over", {max_hear_distance = 20, object=player})
elseif gamestate.lives == 1 then
minetest.chat_send_player(gamestate.player_name,"This is your last life")
mario.game_reset(id, player)
minetest.sound_play("mario-continue", {max_hear_distance = 10, object=player})
else
minetest.chat_send_player(gamestate.player_name,"You have ".. gamestate.lives .." lives left")
mario.game_reset(id, player)
minetest.sound_play("mario-continue", {max_hear_distance = 10, object=player})
end
end
-- Get the game that the given player is playing
function mario.get_game_by_player(player_name)
for _,gamestate in pairs(mario.games) do
if gamestate.player_name == player_name then
return gamestate
end
end
end
---------------------------------------------------------
--- Private functions (only can be used inside this file)
-- Called every 0.5 seconds for each player that is currently playing
local function on_player_gamestep(player, gameid)
local player_pos = player:getpos()
local positions = {
{x=0.5,y=0.5,z=0.25},
{x=-0.5,y=0.5,z=-0.25},
}
for _,pos in pairs(positions) do
pos = vector.round(vector.add(player_pos, pos))
local node = minetest.get_node(pos)
local nodedef = minetest.registered_nodes[node.name]
if nodedef and nodedef.on_player_collision then
nodedef.on_player_collision(pos, player, gameid)
end
end
end
-------------------
--- Execution code
-- Time counters
local tmr_gamestep = 0
minetest.register_globalstep(function(dtime)
tmr_gamestep = tmr_gamestep + dtime;
if tmr_gamestep > 0.2 then
for id,player in pairs(mario.players) do
on_player_gamestep(player, id)
end
tmr_gamestep = 0
end
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
for id,game in pairs(mario.games) do
if game.player_name == name then
mario.game_end(id)
end
end
end)
minetest.register_on_shutdown(function()
minetest.log("action", "Server shuts down. Ending all mario games")
for id,game in pairs(mario.games) do
mario.game_end(id)
end
end)
-- Chatcommand to end the game for the current player
minetest.register_chatcommand("mario_exit", {
params = "",
description = "Loads and saves all rooms",
func = function(name, param)
local gamestate = mario.get_game_by_player(name)
if gamestate then
mario.game_end(gamestate.id)
minetest.chat_send_player(name, "You are no longer playing mario")
else
minetest.chat_send_player(name, "You are not currently in a mario game")
end
end
})
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