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SurvivalGames [Remake] - Printable Version

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+--- Thread: SurvivalGames [Remake] (/thread-1419.html)

Pages: 1 2


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

(Mínimum 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 configurationBig Grin


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.