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Make smallest area concept optional (#80)
This restores the behaviour to before #79.
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55
api.lua
55
api.lua
@ -101,9 +101,9 @@ function areas:getSmallestAreaAtPos(pos)
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local smallest_area, smallest_id, volume
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local smallest_area, smallest_id, volume
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local smallest_volume = math.huge
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local smallest_volume = math.huge
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for id, area in pairs(self:getAreasAtPos(pos)) do
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for id, area in pairs(self:getAreasAtPos(pos)) do
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volume = (area.pos2.x - area.pos1.x + 1)
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volume = (area.pos2.x - area.pos1.x + 1)
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* (area.pos2.y - area.pos1.y + 1)
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* (area.pos2.y - area.pos1.y + 1)
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* (area.pos2.z - area.pos1.z + 1)
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* (area.pos2.z - area.pos1.z + 1)
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if smallest_volume >= volume then
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if smallest_volume >= volume then
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smallest_area = area
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smallest_area = area
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smallest_id = id
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smallest_id = id
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@ -114,37 +114,44 @@ function areas:getSmallestAreaAtPos(pos)
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end
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end
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-- Checks if the area is unprotected, open, owned by player
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-- Checks if the area is unprotected, open, owned by player
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-- or player is part of faction of smallest area at position.
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-- or player is part of faction of [smallest] area at position.
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function areas:canInteract(pos, name)
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function areas:canInteract(pos, name)
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if minetest.check_player_privs(name, self.adminPrivs) then
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if minetest.check_player_privs(name, self.adminPrivs) then
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return true
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return true
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end
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end
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local area = self:getSmallestAreaAtPos(pos)
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local areas_list
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-- No area, player owns it or area is open
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if areas.config.use_smallest_area_precedence then
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if not area
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local smallest_area, _ = self:getSmallestAreaAtPos(pos)
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or area.owner == name
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areas_list = { smallest_area }
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or area.open
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else
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then
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areas_list = self:getAreasAtPos(pos)
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return true
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end
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elseif areas.factions_available and area.faction_open then
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local owned = false
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if (factions.version or 0) < 2 then
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for _, area in pairs(areas_list) do
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local faction_name = factions.get_player_faction(name)
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-- Player owns the area or area is open
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if faction_name then
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if area.owner == name or area.open then
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for _, fname in ipairs(area.faction_open or {}) do
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return true
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if faction_name == fname then
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elseif areas.factions_available and area.faction_open then
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if (factions.version or 0) < 2 then
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local faction_name = factions.get_player_faction(name)
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if faction_name then
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for _, fname in ipairs(area.faction_open) do
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if faction_name == fname then
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return true
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end
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end
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end
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else
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for _, fname in ipairs(area.faction_open) do
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if factions.player_is_in_faction(fname, name) then
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return true
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return true
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end
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end
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end
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end
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end
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end
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else
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for _, fname in ipairs(area.faction_open or {}) do
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if factions.player_is_in_faction(fname, name) then
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return true
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end
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end
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end
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end
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owned = true
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end
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end
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return false
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return not owned
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end
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end
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-- Returns a table (list) of all players that own an area
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-- Returns a table (list) of all players that own an area
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@ -3,6 +3,20 @@
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# Static paths do not work well with settings
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# Static paths do not work well with settings
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#areas.filename (Configuration file path) string (world_path)/areas.dat
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#areas.filename (Configuration file path) string (world_path)/areas.dat
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# Use smallest area volume precedence concept. (experimental; may change)
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#
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# If set to `true`:
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# The interaction permission is defined by the smallest area volume that
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# contains the interaction position. Granting access to areas is achieved
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# by factions instead of using `/add_owner`.
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# This allows players to have private areas within a greater open/shared
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# area and also define open/shared areas within those private areas.
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# If set to `false`: (default)
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# Interacting is permitted if the interaction position resides in any of the
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# player's own areas, shared or open areas.
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# This permission is not impacted by more restrictive, intersecting areas.
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areas.use_smallest_area_precedence (Smallest area rules) bool false
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# Allow players with a privilege create their own areas using /protect
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# Allow players with a privilege create their own areas using /protect
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# within the specified size and amount limits.
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# within the specified size and amount limits.
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areas.self_protection (Self protection) bool false
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areas.self_protection (Self protection) bool false
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