SurvivalGames [Remake]
#1
Information 
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:
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--//===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!
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#2
The original HungerGames code is not by me, it has been donated by Fankins
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#3
Good! It remains to add anything else.
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#4
Does that mean I can create a Survival Games server with this now? And how do I implement this? Thanks.
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#5
(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
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#6
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 ?
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#7
Either modulo, or store the specific timestamps in a table and check that in a for-loop.

I'm pretty sure SQLite supports everything.
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#8
Yeah thought so, if he would use SQLite like that it should increase performance as well right ?
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#9
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/b...#L148-L175 ) and its usage in any of the other SQLite functions there, for example the SQLite:GetApprovedAreasInGroup() ( https://github.com/madmaxoft/GalExport/b...#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/blo...#L291-L326 ).
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#10
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.
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