-- Returns a list of areas that include the provided position function areas:getAreasAtPos(pos) local a = {} local px, py, pz = pos.x, pos.y, pos.z for id, area in pairs(self.areas) do local ap1, ap2 = area.pos1, area.pos2 if px >= ap1.x and px <= ap2.x and py >= ap1.y and py <= ap2.y and pz >= ap1.z and pz <= ap2.z then a[id] = area end end return a end -- Checks if the area is unprotected or owned by you function areas:canInteract(pos, name) if minetest.check_player_privs(name, {areas=true}) then return true end local owned = false for _, area in pairs(self:getAreasAtPos(pos)) do if area.owner == name or area.open then return true else owned = true end end return not owned end -- Returns a table (list) of all players that own an area function areas:getNodeOwners(pos) local owners = {} for _, area in pairs(self:getAreasAtPos(pos)) do table.insert(owners, area.owner) end return owners end --- Checks if the area intersects with an area that the player can't interact in. -- Note that this fails and returns false when the specified area is fully -- owned by the player, but with miltiple protection zones, none of which -- cover the entire checked area. -- @return Boolean indicating whether the player can interact in that area. -- @return Un-owned intersecting area id, if found. function areas:canInteractInArea(pos1, pos2, name) areas:sortPos(pos1, pos2) -- First check for a fully enclosing owned area for id, area in pairs(self.areas) do -- A little optimization: isAreaOwner isn't necessary here -- since we're iterating through all areas. if area.owner == name and self:isSubarea(pos1, pos2, id) then return true end end -- Then check for intersecting non-owned areas for id, area in pairs(self.areas) do local p1, p2 = area.pos1, area.pos2 if (p1.x <= pos2.x and p2.x >= pos1.x) and (p1.y <= pos2.y and p2.y >= pos1.y) and (p1.z <= pos2.z and p2.z >= pos1.z) then -- Found an intersecting area if not areas:isAreaOwner(id, name) then return false, id end end end return true end