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Add API for adding areas to HUD
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16
api.lua
16
api.lua
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@ -1,7 +1,23 @@
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local hudHandlers = {}
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--- Adds a function as a HUD handler, it will be able to add items to the Areas HUD element.
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function areas:registerHudHandler(handler)
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table.insert(hudHandlers, handler)
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end
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function areas:getExternalHudEntries(pos)
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local areas = {}
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for _, func in pairs(hudHandlers) do
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func(pos, areas)
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end
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return areas
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end
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--- Returns a list of areas that include the provided position.
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--- Returns a list of areas that include the provided position.
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function areas:getAreasAtPos(pos)
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function areas:getAreasAtPos(pos)
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local res = {}
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local res = {}
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if self.store then
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if self.store then
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local a = self.store:get_areas_for_pos(pos, false, true)
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local a = self.store:get_areas_for_pos(pos, false, true)
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for store_id, store_area in pairs(a) do
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for store_id, store_area in pairs(a) do
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45
api.md
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45
api.md
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@ -0,0 +1,45 @@
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Areas mod API
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===
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API list
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---
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* `areas.registerHudHandler(handler)` - Registers a handler to add items to the Areas HUD. See [HUD](#hud).
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HUD
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---
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If you are making a protection mod or a similar mod that adds invisible regions
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to the world, and you would like then to show up in the areas HUD element, you
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can register a callback to show your areas.
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HUD handler specification:
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* `handler(pos, list)`
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* `pos` - The position to check.
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* `list` - The list of area HUD elements, this should be modified in-place.
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The area list item is a table containing a list of tables with the following fields:
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* `id` - An identifier for the area. This should be a unique string in the format `mod:id`.
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* `name` - The name of the area.
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* `owner` - The player name of the region owner, if any.
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All of the fields are optional but at least one of them must be set.
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### Example
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local function areas_hud_handler(pos, areas)
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local val = find_my_protection(pos)
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if val then
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table.insert(areas, {
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id = "mod:"..val.id,
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name = val.name,
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owner = val.owner,
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})
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end
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end
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areas:registerHudHandler(areas_hud_handler)
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10
hud.lua
10
hud.lua
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@ -7,11 +7,21 @@ minetest.register_globalstep(function(dtime)
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local name = player:get_player_name()
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local name = player:get_player_name()
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local pos = vector.round(player:getpos())
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local pos = vector.round(player:getpos())
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local areaStrings = {}
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local areaStrings = {}
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for id, area in pairs(areas:getAreasAtPos(pos)) do
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for id, area in pairs(areas:getAreasAtPos(pos)) do
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table.insert(areaStrings, ("%s [%u] (%s%s)")
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table.insert(areaStrings, ("%s [%u] (%s%s)")
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:format(area.name, id, area.owner,
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:format(area.name, id, area.owner,
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area.open and ":open" or ""))
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area.open and ":open" or ""))
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end
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end
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for i, area in pairs(areas:getExternalHudEntries(pos)) do
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local str = ""
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if area.name then str = area.name .. " " end
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if area.id then str = str.."["..area.id.."] " end
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if area.owner then str = str.."("..area.owner..")" end
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table.insert(areaStrings, str)
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end
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local areaString = "Areas:"
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local areaString = "Areas:"
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if #areaStrings > 0 then
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if #areaStrings > 0 then
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areaString = areaString.."\n"..
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areaString = areaString.."\n"..
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