first commit

This commit is contained in:
Christian Sirolli
2024-12-12 14:44:28 -05:00
commit 445310336f
6 changed files with 768 additions and 0 deletions

161
init.lua Normal file
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bounty = {}
bounty.file = core.get_worldpath() .. '/bounty.txt'
bounty.data = {}
--bounty.prizes = false --determines if prizes or amount per points game-mechanic is used
if false then
bounty.prizes = 'default:steel_ingot'
bounty.points_per_prize = 100 --per 100 points you get a default:steel_ingot
else
bounty.prizes = {
[20] = 'default:wood 50', -- for bounties that are higher then 100 iron ingots are given
[50] = 'default:cobble 50', -- for bounties that are higher then 150 gold ingots are given
[70] = 'default:stone 40', -- for bounties that are higher then 150 gold ingots are given
[100] = 'default:steel_ingot 2', -- for bounties that are higher then 150 gold ingots are given
[200] = 'default:steel_ingot 5' -- etc...
}
end
bounty.penalize = function(player_name) --set the penalty
--example of a penalty (revoke all privs ecept interact)
core.set_player_privs(player_name, { shout = true })
bounty.unregister(player_name)
--end of example
end
bounty.load = function()
local data_file = io.open(bounty.file, 'r')
if data_file then
local data_stri = data_file:read();
bounty.data = core.parse_json(data_stri)
if bounty.data == nil then
bounty.data = {}
end
data_file:close()
end
end
bounty.load()
bounty.save = function()
local data_stri = core.write_json(bounty.data)
local data_file = io.open(bounty.file, 'w')
if data_file ~= nil then
data_file:write(data_stri)
data_file:close()
else
print('[bounty] Could not open ' .. bounty.file .. ' with write permission')
end
end
bounty.increase = function(player_name, amount)
if bounty.data[player_name] then
bounty.data[player_name] = bounty.data[player_name] + amount
else
bounty.register(player_name, amount)
end
bounty.save()
bounty.notify(player_name, amount)
end
bounty.decrease = function(player_name, amount)
if bounty.data[player_name] then
if bounty.data[player_name] - amount < 0 then
else
bounty.data[player_name] = bounty.data[player_name] - amount
end
end
bounty.notify(player_name, -amount)
bounty.save()
end
bounty.register = function(player_name, amount)
bounty.data[player_name] = amount
bounty.save()
end
bounty.unregister = function(player_name)
if bounty.data[player_name] then
bounty.data[player_name] = nil
bounty.save()
end
end
bounty.notify = function(player_name, amount)
if bounty.data[player_name] + amount <= 0 then
core.chat_send_all(player_name .. " no longer has a bounty")
end
if type(bounty.prizes) == 'string' then
core.chat_send_all(player_name .. "'s bounty is equal to " .. bounty.get_player_bounty(player_name))
else
for key, value in pairs(bounty.prizes) do
if bounty.data[player_name] > key and bounty.data[player_name] - amount < key then
core.chat_send_all(player_name .. "'s bounty has changed to " ..
bounty.get_player_bounty(player_name))
break
end
end
end
end
bounty.drop_prize = function(player)
local player_name = player:get_player_name()
local prize = bounty.get_player_bounty(player_name)
print(prize)
core.item_drop(prize, player, player:getpos())
print(prize)
bounty.penalize(player_name)
end
bounty.get_player_bounty = function(player_name)
prize = ' has griefed a little bit'
if type(bounty.prizes) == 'string' then
local amount = math.floor(bounty.data[player_name] / bounty.points_per_prize)
if bounty.data[player_name] >= bounty.points_per_prize then
prize = bounty.prizes .. ' ' .. amount
end
else
local order = 0
for key, value in pairs(bounty.prizes) do
if order < key and bounty.data[player_name] > key then
order = key
prize = bounty.prizes[key]
end
end
end
return prize
end
--chatcommands for testing purposes
core.register_chatcommand('bounty', {
params = '',
description = 'show all offenders and their bounty',
privs = { interact = true },
func = function(name, params)
bounty.increase(name, 28)
end
})
core.register_chatcommand('forgive', {
params = '',
description = 'show all offenders and their bounty',
privs = { interact = true },
func = function(name, params)
bounty.decrease(name, 28)
end
})
core.register_chatcommand('bounties', {
params = '',
description = 'show all offenders and their bounty',
privs = { interact = true },
func = function(name, params)
for key, value in pairs(bounty.data) do
core.chat_send_player(name, key .. ' - ' .. bounty.get_player_bounty(key))
end
end
})
core.register_on_dieplayer(function(player)
if bounty.data[player:get_player_name()] then --check if is perpetrator
bounty.drop_prize(player)
end
end)