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Make canInteractInArea player optional and add an admin check
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parent
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19
api.lua
19
api.lua
@ -16,7 +16,7 @@ end
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-- Checks if the area is unprotected or owned by you
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function areas:canInteract(pos, name)
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if minetest.check_player_privs(name, {areas=true}) then
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if minetest.check_player_privs(name, self.adminPrivs) then
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return true
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end
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local owned = false
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@ -43,26 +43,33 @@ end
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-- Note that this fails and returns false when the specified area is fully
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-- owned by the player, but with miltiple protection zones, none of which
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-- cover the entire checked area.
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-- @param name (optional) player name. If not specified checks for any intersecting areas.
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-- @return Boolean indicating whether the player can interact in that area.
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-- @return Un-owned intersecting area id, if found.
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function areas:canInteractInArea(pos1, pos2, name)
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if name and minetest.check_player_privs(name, self.adminPrivs) then
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return true
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end
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areas:sortPos(pos1, pos2)
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-- First check for a fully enclosing owned area
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if name then
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for id, area in pairs(self.areas) do
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-- A little optimization: isAreaOwner isn't necessary here
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-- since we're iterating through all areas.
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if area.owner == name and self:isSubarea(pos1, pos2, id) then
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-- A little optimization: isAreaOwner isn't necessary
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-- here since we're iterating through all areas.
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if area.owner == name and
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self:isSubarea(pos1, pos2, id) then
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return true
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end
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end
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-- Then check for intersecting non-owned areas
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end
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-- Then check for intersecting (non-owned) areas
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for id, area in pairs(self.areas) do
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local p1, p2 = area.pos1, area.pos2
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if (p1.x <= pos2.x and p2.x >= pos1.x) and
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(p1.y <= pos2.y and p2.y >= pos1.y) and
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(p1.z <= pos2.z and p2.z >= pos1.z) then
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-- Found an intersecting area
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if not areas:isAreaOwner(id, name) then
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if not name or not areas:isAreaOwner(id, name) then
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return false, id
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end
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end
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