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SurvivalGames [Remake] - Printable Version +- Cuberite Forum (https://forum.cuberite.org) +-- Forum: Plugins (https://forum.cuberite.org/forum-1.html) +--- Forum: Plugin Releases (https://forum.cuberite.org/forum-2.html) +--- Thread: SurvivalGames [Remake] (/thread-1419.html) Pages:
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SurvivalGames [Remake] - agusnat16 - 03-24-2014 Hello, i was three days rewriting this based on the original code(HungerGames by Fankins). PD: Never programmed in LUA, if have errors post it. Features: /editor - If you need edit the map or place chests /startround - Starts the round /restartround - Restarts the round *Players can only break leaves. *You need wait the protection time end for kill. *If you die you have to wait until the round ends to enter again. In the first load the plugin make a archive "Config.ini" there you can edit the times, chests, spawns, etc. Group permissions: survivalgames.start, survivalgames.restart, survivalgames.editor. Configuration: [General] (Timers on tick, default recommended) BeforeTime=3505 StartTime=605 ProtectionTime=605 EndTime=12000 (MÃnimum players for start the game) MinPlayers=3 (Number of chests on the map) MaxChests=3 (Default spawn, before start the game and also end) SpawnX=0 SpawnY=64 SpawnZ=0 (Spawn position for each player) [Spawn] X=0 Y=64 Z=0 (Position for each chest) [Chest] X=0 Y=64 Z=0 Installation: Make a folder with the name "SurvivalGames" and paste the survivalgames.lua into. Edit the file "settings.ini" from the server and add the line "Plugins=SurvivalGames" on "[Plugins]". Source:
--//===Remake by agusnat16===//
ServerData = {};
ItemsIDToChest = { 280, 297, 265, 262, 266, 261, 268, 272, 260, 320, 332, 322, 267, 368, 268, 299, 300, 301, 263, 393, 358, 315, 316, 317, 319, 333, 264};
function Initialize(Plugin)
--Plugin information
PLUGIN = Plugin;
Plugin:SetName("SurvivalGames");
Plugin:SetVersion(1);
--Set Hooks
cPluginManager.AddHook(cPluginManager.HOOK_WORLD_TICK, BeforeTime);
cPluginManager.AddHook(cPluginManager.HOOK_WORLD_TICK, StartTime);
cPluginManager.AddHook(cPluginManager.HOOK_WORLD_TICK, ProtectionTime);
cPluginManager.AddHook(cPluginManager.HOOK_TICK, EndTime);
cPluginManager.AddHook(cPluginManager.HOOK_PLAYER_PLACING_BLOCK, OnPlayerPlacingBlock);
cPluginManager.AddHook(cPluginManager.HOOK_PLAYER_LEFT_CLICK, OnPlayerLeftClick);
cPluginManager.AddHook(cPluginManager.HOOK_HANDSHAKE, OnHandshake);
cPluginManager.AddHook(cPluginManager.HOOK_DISCONNECT, OnDisconnect);
cPluginManager.AddHook(cPluginManager.HOOK_TAKE_DAMAGE, OnTakeDamage);
cPluginManager.AddHook(cPluginManager.HOOK_KILLING, OnKilling);
--Plugin commands
ServerData.root = cRoot:Get();
PM = ServerData.root:GetPluginManager()
PM:BindCommand("/restartround", "survivalgames.restart", RestartRound, " - Restart the round");
PM:BindCommand("/startround", "survivalgames.start", StartRound, " - Start the round");
PM:BindCommand("/editor", "survivalgames.editor", EditorMode, " - 1 = Activate / 0 = Desactivate");
LoadData();
MakeDatabase();
return true;
end
function LoadData()
--Get General Settings
local Folder = PLUGIN:GetLocalDirectory() .. "/Config.ini";
local Ini = cIniFile();
Ini:ReadFile(Folder);
ServerData.beftime = Ini:GetValueSetI("General", "BeforeTime", 3505);
ServerData.time = Ini:GetValueSetI("General", "StartTime", 605);
ServerData.protime = Ini:GetValueSetI("General", "ProtectionTime", 605);
ServerData.inttime = Ini:GetValueSetI("General", "EndTime", 12000);
ServerData.minplayers = Ini:GetValueSetI("General", "MinPlayers", 3);
ServerData.maxchests = Ini:GetValueSetI("General", "MaxChests", 3);
ServerData.xspawn = Ini:GetValueSetI("General", "SpawnX", 0);
ServerData.yspawn = Ini:GetValueSetI("General", "SpawnY", 64);
ServerData.zspawn = Ini:GetValueSetI("General", "SpawnZ", 0);
Ini:WriteFile(Folder);
end
function LoadChest()
--Get chests positions and set the items
local Folder = PLUGIN:GetLocalDirectory() .. "/Config.ini";
for i = 1, ServerData.maxchests do
local Ini = cIniFile();
Ini:ReadFile(Folder);
local chestx = Ini:GetValueSetI("Chest" .. i, "X", 0);
local chesty = Ini:GetValueSetI("Chest" .. i, "Y", 64);
local chestz = Ini:GetValueSetI("Chest" .. i, "Z", 0);
Ini:WriteFile(Folder);
ServerData.root:GetDefaultWorld():DoWithChestAt(tonumber(chestx), tonumber(chesty), tonumber(chestz),
function (a_ChestEntity)
a_ChestEntity:SetSlot(math.random(27), cItem(ItemsIDToChest[math.random(27)]));
end
);
end
end
function LoadSpawn()
local SpawnPlayers = function(Player)
for i = 0, ServerData.ptotal do
local Folder = PLUGIN:GetLocalDirectory() .. "/Config.ini";
local Ini = cIniFile();
Ini:ReadFile(Folder);
local spawnx = Ini:GetValueSetI("Spawn" .. i, "X", 0);
local spawny = Ini:GetValueSetI("Spawn" .. i, "Y", 64);
local spawnz = Ini:GetValueSetI("Spawn" .. i, "Z", 0);
Ini:WriteFile(Folder);
Player:TeleportToCoords(tonumber(spawnx),tonumber(spawny),tonumber(spawnz));
Player:Heal(100);
Player:SetFoodLevel(20);
local Inventory = Player:GetInventory();
Inventory:Clear();
Inventory:AddItem(cItem(297, 2));
Inventory:AddItem(cItem(268));
end
end
ServerData.root:ForEachPlayer(SpawnPlayers);
end
function BeforeTime()
if not(CanBefore) then
ServerData.beftime = ServerData.beftime - 1;
if (ServerData.beftime == 3500) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " 3 minutes before the start of the game.");
end
if (ServerData.beftime == 2400) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " 2 minutes before the start of the game.");
end
if (ServerData.beftime == 1200) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " 1 minute before the start of the game.");
end
if (ServerData.beftime == 600) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " 30 seconds before the start of the game.");
end
if (ServerData.beftime == 0) then
--Check if have required players
if (ServerData.ptotal <= ServerData.minplayers) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.LightBlue .. " Waiting for players.");
else
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Blue .. " Waiting for players.");
CanBefore = true;
end
end
end
end
function StartTime()
if (CanBefore) then
ServerData.time = ServerData.time - 1;
if not(CanMoving) then
LoadSpawn();
end
if (ServerData.time == 600) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " 30 seconds for start the game.");
end
if (ServerData.time == 400) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " 20 seconds for start the game.");
end
if (ServerData.time == 200) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " 10 seconds for start the game.");
end
if (ServerData.time == 100) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " 5 seconds for start the game.");
end
if (ServerData.time == 80) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " 4 seconds for start the game.");
end
if (ServerData.time == 60) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " 3 seconds for start the game.");
end
if (ServerData.time == 40) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " 2 seconds for start the game.");
end
if (ServerData.time == 20) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " 1 seconds for start the game.");
end
if (ServerData.time == 5) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.LightBlue .. " The game start, keep alive!");
CanMoving = true;
LoadChest();
end
end
end
function ProtectionTime()
if (CanMoving and CanBefore) then
ServerData.protime = ServerData.protime - 1;
if (ServerData.protime == 600) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.LightBlue .. " 30 second protection.");
end
if (ServerData.protime == 400) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.LightBlue .. " 20 second protection.");
end
if (ServerData.protime == 200) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.LightBlue .. " 10 second protection.");
end
if (ServerData.protime == 100) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.LightBlue .. " 5 second protection.");
end
if (ServerData.protime == 80) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.LightBlue .. " 4 second protection.");
end
if (ServerData.protime == 60) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.LightBlue .. " 3 second protection.");
end
if (ServerData.protime == 40) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.LightBlue .. " 2 second protection.");
end
if (ServerData.protime == 20) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.LightBlue .. " 1 second protection.");
end
if (ServerData.protime == 0) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.LightBlue .. " Time protection ended!");
CanKill = true;
end
end
end
function EndTime()
--Refresh the players online
ServerData.ptotal = ServerData.root:GetServer():GetNumPlayers();
if (CanMoving and CanBefore and CanKill) then
ServerData.inttime = ServerData.inttime - 1;
if (ServerData.inttime == 6000) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Gold .. " 5 minutes before the end of the round.");
end
if (ServerData.inttime == 3600) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Gold .. " 3 minutes before the end of the round.");
end
if (ServerData.inttime == 1200) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Gold .. " 1 minutes before the end of the round.");
end
if (ServerData.inttime == 200) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Gold .. " 10 seconds before the end of the round.");
end
if (ServerData.inttime == 100) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Gold .. " 5 seconds before the end of the round.");
end
if (ServerData.inttime == 80) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Gold .. " 4 seconds before the end of the round.");
end
if (ServerData.inttime == 60) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Gold .. " 3 seconds before the end of the round.");
end
if (ServerData.inttime == 40) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Gold .. " 2 seconds before the end of the round.");
end
if (ServerData.inttime == 20) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Gold .. " 1 second before the end of the round.");
end
if (ServerData.inttime == 0) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Red .. " The game end, restarting.");
RestartRound();
end
end
end
function RestartRound()
--Reset variables for Restart the round
local SpawnPlayers = function(OtherPlayer)
OtherPlayer:GetInventory():Clear();
OtherPlayer:TeleportToCoords(ServerData.xspawn, ServerData.yspawn, ServerData.zspawn);
end
ServerData.root:ForEachPlayer(SpawnPlayers);
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.LightGreen .. " Round restarted.");
ServerData.beftime = 3505;
ServerData.time = 605;
ServerData.protime = 605;
ServerData.inttime = 12000;
CanBefore = false;
CanMoving = false;
CanKill = false;
RegenerateBlocks();
return true;
end
function StartRound()
--Set variables for Start the round
if not(CanBefore) then
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.LightGreen .. " Round started.");
ServerData.time = 105;
ServerData.protime = 605;
CanBefore = true;
end
return true;
end
function CheckWinner()
--Check if any win
if (CanBefore and ServerData.ptotal <= 1) then
ServerData.Winner = "Unknown";
local ScanWinner = function(OtherPlayer)
ServerData.Winner = OtherPlayer:GetName();
end
ServerData.root:ForEachPlayer(ScanWinner)
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " Congratulations to the winner of the nickname: ".. cChatColor.LightBlue .. ServerData.Winner .."".. cChatColor.Yellow .. "!!!");
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Rose .. " Survival games over!" );
RestartRound();
end
end
function OnTakeDamage(Receiver, TDI)
--Only kill if the game start
if not(CanKill) then
return true;
else
if (TDI.FinalDamage <=1) then
TDI.FinalDamage=TDI.FinalDamage*math.random(1, 2);
end
TDI.FinalDamage = TDI.FinalDamage/math.random(2, 3);
end
end
function OnKilling(Victim, Killer)
--Thunder on the dead player and broadcast
if (Victim:IsPlayer()) then
local PlayerPos = Victim:GetPosition();
Victim:GetWorld():CastThunderbolt(PlayerPos.x, PlayerPos.y, PlayerPos.z);
ServerData.ptotal = ServerData.ptotal - 1;
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " The remaining ".. ServerData.ptotal .." players.");
local ClientHandle = Victim:GetClientHandle();
ClientHandle:Kick("You are dead!");
CheckWinner();
end
end
function OnDisconnect(Player)
--Broadcast disconnected player
if (CanBefore) then
ServerData.ptotal = ServerData.ptotal - 1;
ServerData.root:BroadcastChat(cChatColor.LightGray .. "[".. cChatColor.Rose .. "SG".. cChatColor.LightGray .. "]".. cChatColor.Yellow .. " The remaining ".. ServerData.ptotal .." players.");
CheckWinner();
end
end
function OnHandshake(ClientHandle, UserName)
local loopPlayers = function(Player)
if (Player:GetName() == UserName) then
ClientHandle:Kick("The user is already connected!");
return true;
end
end
local loopWorlds = function (World)
World:ForEachPlayer(loopPlayers);
end
ServerData.root:ForEachWorld(loopWorlds);
--Dont join if the game started
if (CanBefore) then
ClientHandle:Kick("Wait until the game ends!");
return true;
end
end
function OnPlayerPlacingBlock(Player)
if not(EdtitorMode) then
return true;
end
end
function EditorMode(Split,Player)
if (Split[2] == "1") then
EdtitorMode = true;
Player:SendMessage(cChatColor.LightGreen .. "Editor mode activated.");
end
if (Split[2] == "0") then
EdtitorMode= false;
Player:SendMessage(cChatColor.Red .. "Editor mode desactivated.");
end
return true;
end
--SQLITE
function OnPlayerLeftClick(Player, BlockX, BlockY, BlockZ, BlockFace, Status, BlockMeta)
if not(EdtitorMode) then
local Blocks = {};
Blocks.world = Player:GetWorld();
Blocks.name = Blocks.world:GetName();
Blocks.type = Blocks.world:GetBlock(BlockX, BlockY, BlockZ);
if (Blocks.type == E_BLOCK_LEAVES and CanBefore) then
Blocks.sqlx = tonumber(BlockX);
Blocks.sqly = tonumber(BlockY);
Blocks.sqlz = tonumber(BlockZ);
Blocks.pname = Player:GetName();
local TestDB, ErrCode, ErrMsg = sqlite3.open("survival.sqlite");
local sql = "INSERT INTO BlocksBroken (x, y, z, BF, BT, BM, WorldName, Owner) VALUES ('" .. Blocks.sqlx .. "', '" .. Blocks.sqly .. "', '" .. Blocks.sqlz .. "', '".. BlockFace .."', '".. Blocks.type .."', '".. Blocks.world:GetBlockMeta(BlockX, BlockY, BlockZ) .."', '".. Blocks.name .."', '".. Blocks.pname .."');";
local Res = TestDB:exec(sql, ShowRow, 'UserData');
if (Res ~= sqlite3.OK) then
LOG("TestDB:exec() failed: " .. Res .. " (" .. TestDB:errmsg() .. ")");
end;
TestDB:close();
return false;
else
return true;
end
end
end
function MakeDatabase()
local TestDB, ErrCode, ErrMsg = sqlite3.open("survival.sqlite");
local sql = "CREATE TABLE IF NOT EXISTS BlocksBroken(x, y, z, BF, BT, BM, WorldName, Owner)"
local Res = TestDB:exec(sql, ShowRow, 'UserData');
if (Res ~= sqlite3.OK) then
LOG("TestDB:exec() failed: " .. Res .. " (" .. TestDB:errmsg() .. ")");
end;
TestDB:close();
end
function RegenerateBlocks()
local Blocks = {};
Blocks.world = ServerData.root:GetDefaultWorld();
Blocks.name = Blocks.world:GetName();
Blocks.blocks = 0;
local TestDB, ErrCode, ErrMsg = sqlite3.open("survival.sqlite");
local function ShowRow(UserData, NumCols, Values, Names)
Blocks.blocks = Values[1];
end
local sql = "SELECT COUNT(*) FROM BlocksBroken";
local Res = TestDB:exec(sql, ShowRow, 'UserData');
for i = 1, Blocks.blocks do
local sqls = "SELECT * FROM BlocksBroken WHERE (rowid = '" .. i .. "')";
local function Parser(UserData, NumValues, Values, Names)
Blocks.removedx = Values[1];
Blocks.removedy = Values[2];
Blocks.removedz = Values[3];
Blocks.removebf = Values[4];
Blocks.removedbt = Values[5];
Blocks.removedbm = Values[6];
end
if (not(TestDB:exec(sqls, Parser))) then
return false;
end
Blocks.world:FastSetBlock(Blocks.removedx, Blocks.removedy, Blocks.removedz, Blocks.removedbt, Blocks.removedbm);
local sqlr = "DELETE FROM BlocksBroken WHERE (x = '" .. Blocks.removedx .. "') AND (y ='" .. Blocks.removedy .. "') AND (z ='" .. Blocks.removedz .. "') AND (WorldName ='" .. Blocks.name .. "')";
local Res = TestDB:exec(sqlr, ShowRow, 'UserData');
if (Res ~= sqlite3.OK) then
LOG("TestDB:exec() failed: " .. Res .. " (" .. TestDB:errmsg() .. ")");
end;
end
TestDB:close();
end
Download source: SurvivalGames Original code: HungerGames Sorry for my english... enjoy! RE: Remake: SurvivalGames - xoft - 03-24-2014 The original HungerGames code is not by me, it has been donated by Fankins RE: SurvivalGames [Remake] - fankins - 03-24-2014 Good! It remains to add anything else. RE: SurvivalGames [Remake] - pikachu784 - 03-27-2014 Does that mean I can create a Survival Games server with this now? And how do I implement this? Thanks. RE: SurvivalGames [Remake] - agusnat16 - 03-27-2014 (03-27-2014, 10:11 AM)pikachu784 Wrote: Does that mean I can create a Survival Games server with this now? And how do I implement this? Thanks. Edited: Added installation and configuration
RE: SurvivalGames [Remake] - ThuGie - 03-28-2014 Just wondering.. Doesn't sqlite these days support stuff like LIMIT and variable types ? And also for the countdown wouldn't modulo work for that ? to shrink the countdown quite a bit ? RE: SurvivalGames [Remake] - xoft - 03-28-2014 Either modulo, or store the specific timestamps in a table and check that in a for-loop. I'm pretty sure SQLite supports everything. RE: SurvivalGames [Remake] - ThuGie - 03-28-2014 Yeah thought so, if he would use SQLite like that it should increase performance as well right ? RE: SurvivalGames [Remake] - xoft - 03-28-2014 I haven't looked much at the code until now, it's really bad. The proper way to do it is to iterate over all broken blocks at once using a single SQL prepared statement and executing a function for each row returned. Have a look at GalExport's function SQLite:ExecuteStatement ( https://github.com/madmaxoft/GalExport/blob/master/Storage_SQLite.lua#L148-L175 ) and its usage in any of the other SQLite functions there, for example the SQLite:GetApprovedAreasInGroup() ( https://github.com/madmaxoft/GalExport/blob/master/Storage_SQLite.lua#L280-L308 ) If you don't want to have a separate function for executing the SQL statement, you can do it similarly as the Gallery plugin in its function SQLite:LoadPlayerAreasInGallery ( https://github.com/mc-server/Gallery/blob/master/Storage_SQLite.lua#L291-L326 ). RE: SurvivalGames [Remake] - pikachu784 - 04-16-2014 So is this automatic? I know this is like EARLY beta, but are there commands to add spawn locations, chests, and jazz. Can you place walls on signs to go to the arena? I was just wondering since I am planning on using this plugin for a public server. |