mirror of
https://github.com/minetest/minetest_game.git
synced 2025-06-28 04:40:22 +02:00
Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it with lockable nodes. Currently supported lockable items are the Steel Door, the Steel Trapdoor, and the Locked Chest. The goal of this modification is to introduce a fine-grained multi- player permission system that is intuitive and usable without any console or chat commands, and doesn't require extra privileges to be granted or setup. Keys can also physically be conveyed to other players, adding to gameplay and adding some personality that is preferable to console commands or editing formspecs. A skeleton key can be crafted with 1 gold ingot. Skeleton keys can then be matched to a lockable node by right-clicking the skeleton key on a lockable node, which changes the skeleton key to a "key". Gold was chosen as it's currently a not-so very useful item, and therefore it's likely that players have some, but aren't really using it for any purpose. This key can subsequently used by any player to open or access that lockable node, including retrieving items from Locked Chests, or putting items in them. They key is programmed to fit only the particular locked node it is programmed to. This is achieved by storing a secret value in both key and locked node. If this secret value doesn't match, the key will not open the locked node. This allows many keys to be created for one chest or door, but a key will only fit one node ever. The secrets are stored in node, and item meta for the key. If a locked node is removed, all keys that opened it are no longer valid. Even if a new door/chest is placed in exactly the same spot, the old keys will no longer fit that node. Keys can be smelted back in gold ingots if they are no longer useful. The method of storing a secret in nodemeta and itemstackmeta is secure as there is no way for the client to create new items on the server with a particular secret metadata value. Even if you could possible create such an itemstack on the client, the server does not ever read itemstackmeta from a client package. The patch adds an API that allows other nodes and nodes added by mods to use the same keys as well. The method how to implement this is described in game_api.txt. The mod should add 2 callbacks to it's node definition. Example code is given. Textures are from PixelBOX, thanks to Gambit.
This commit is contained in:
@ -177,6 +177,8 @@ Gambit (CC BY-SA 3.0):
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default_snow.png
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default_snow_side.png
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default_snowball.png
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default_key.png
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default_key_skeleton.png
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asl97 (CC BY-SA 3.0):
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default_ice.png
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@ -352,6 +352,13 @@ minetest.register_craft({
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}
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})
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minetest.register_craft({
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output = 'default:skeleton_key',
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recipe = {
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{'default:gold_ingot'},
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}
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})
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minetest.register_craft({
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output = 'default:chest',
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recipe = {
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@ -781,6 +788,20 @@ minetest.register_craft({
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recipe = "default:clay_lump",
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})
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minetest.register_craft({
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type = 'cooking',
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output = 'default:gold_ingot',
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recipe = 'default:skeleton_key',
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cooktime = 5,
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})
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minetest.register_craft({
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type = 'cooking',
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output = 'default:gold_ingot',
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recipe = 'default:key',
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cooktime = 5,
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})
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--
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-- Fuels
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--
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@ -1619,16 +1619,30 @@ local function get_locked_chest_formspec(pos)
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end
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local function has_locked_chest_privilege(meta, player)
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local name = ""
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if player then
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if minetest.check_player_privs(player, "protection_bypass") then
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return true
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end
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name = player:get_player_name()
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end
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if name ~= meta:get_string("owner") then
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else
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return false
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end
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-- is player wielding the right key?
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local item = player:get_wielded_item()
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if item:get_name() == "default:key" then
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local key_meta = minetest.parse_json(item.get_metadata())
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local secret = meta:get_string("key_lock_secret")
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if secret ~= key_meta.secret then
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return false
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end
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return true
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end
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if player:get_player_name() ~= meta:get_string("owner") then
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return false
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end
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return true
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end
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@ -1748,6 +1762,41 @@ minetest.register_node("default:chest_locked", {
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return itemstack
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end,
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on_blast = function() end,
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on_key_use = function(pos, player)
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local secret = minetest.get_meta(pos):get_string("key_lock_secret")
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local itemstack = player:get_wielded_item()
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local key_meta = minetest.parse_json(itemstack:get_metadata())
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if secret ~= key_meta.secret then
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return
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end
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minetest.show_formspec(
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player:get_player_name(),
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"default:chest_locked",
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get_locked_chest_formspec(pos)
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)
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end,
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on_skeleton_key_use = function(pos, player, newsecret)
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local meta = minetest.get_meta(pos)
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local owner = meta:get_string("owner")
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local name = player:get_player_name()
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-- verify placer is owner of lockable chest
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if owner ~= name then
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minetest.record_protection_violation(pos, name)
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minetest.chat_send_player(name, "You do not own this chest.")
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return nil
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end
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local secret = meta:get_string("key_lock_secret")
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if secret == "" then
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secret = newsecret
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meta:set_string("key_lock_secret", secret)
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end
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return secret, "a locked chest", owner
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end,
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})
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BIN
mods/default/textures/default_key.png
Normal file
BIN
mods/default/textures/default_key.png
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Binary file not shown.
After Width: | Height: | Size: 3.0 KiB |
BIN
mods/default/textures/default_key_skeleton.png
Normal file
BIN
mods/default/textures/default_key_skeleton.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.0 KiB |
@ -378,3 +378,75 @@ minetest.register_tool("default:sword_diamond", {
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},
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sound = {breaks = "default_tool_breaks"},
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})
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minetest.register_tool("default:skeleton_key", {
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description = "Skeleton Key",
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inventory_image = "default_key_skeleton.png",
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groups = {key = 1},
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return itemstack
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end
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local pos = pointed_thing.under
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local node = minetest.get_node(pos)
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if not node then
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return itemstack
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end
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local on_skeleton_key_use = minetest.registered_nodes[node.name].on_skeleton_key_use
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if on_skeleton_key_use then
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-- make a new key secret in case the node callback needs it
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local random = math.random
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local newsecret = string.format(
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"%04x%04x%04x%04x",
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random(2^16) - 1, random(2^16) - 1,
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random(2^16) - 1, random(2^16) - 1)
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local secret, _, _ = on_skeleton_key_use(pos, placer, newsecret)
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if secret then
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-- finish and return the new key
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itemstack:take_item()
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itemstack:add_item("default:key")
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itemstack:set_metadata(minetest.write_json({
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secret = secret
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}))
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return itemstack
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end
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end
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return nil
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end
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})
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minetest.register_tool("default:key", {
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description = "Key",
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inventory_image = "default_key.png",
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groups = {key = 1, not_in_creative_inventory = 1},
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stack_max = 1,
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return itemstack
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end
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local pos = pointed_thing.under
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local node = minetest.get_node(pos)
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if not node or node.name == "ignore" then
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return itemstack
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end
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local ndef = minetest.registered_nodes[node.name]
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if not ndef then
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return itemstack
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end
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local on_key_use = ndef.on_key_use
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if on_key_use then
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on_key_use(pos, placer)
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end
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return nil
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end
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})
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@ -140,8 +140,17 @@ function _doors.door_toggle(pos, node, clicker)
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end
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if clicker and not minetest.check_player_privs(clicker, "protection_bypass") then
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-- is player wielding the right key?
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local item = clicker:get_wielded_item()
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local owner = meta:get_string("doors_owner")
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if owner ~= "" then
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if item:get_name() == "default:key" then
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local key_meta = minetest.parse_json(item:get_metadata())
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local secret = meta:get_string("key_lock_secret")
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if secret ~= key_meta.secret then
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return false
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end
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elseif owner ~= "" then
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if clicker:get_player_name() ~= owner then
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return false
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end
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@ -371,6 +380,30 @@ function doors.register(name, def)
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if def.protected then
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def.can_dig = can_dig_door
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def.on_blast = function() end
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def.on_key_use = function(pos, player)
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local door = doors.get(pos)
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door:toggle(player)
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end
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def.on_skeleton_key_use = function(pos, player, newsecret)
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local meta = minetest.get_meta(pos)
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local owner = meta:get_string("doors_owner")
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local pname = player:get_player_name()
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-- verify placer is owner of lockable door
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if owner ~= pname then
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minetest.record_protection_violation(pos, pname)
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minetest.chat_send_player(pname, "You do not own this locked door.")
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return nil
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end
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local secret = meta:get_string("key_lock_secret")
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if secret == "" then
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secret = newsecret
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meta:set_string("key_lock_secret", secret)
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end
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return secret, "a locked door", owner
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end
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else
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def.on_blast = function(pos, intensity)
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minetest.remove_node(pos)
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@ -491,9 +524,18 @@ end
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function _doors.trapdoor_toggle(pos, node, clicker)
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node = node or minetest.get_node(pos)
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if clicker and not minetest.check_player_privs(clicker, "protection_bypass") then
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-- is player wielding the right key?
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local item = clicker:get_wielded_item()
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local meta = minetest.get_meta(pos)
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local owner = meta:get_string("doors_owner")
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if owner ~= "" then
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if item:get_name() == "default:key" then
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local key_meta = minetest.parse_json(item:get_metadata())
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local secret = meta:get_string("key_lock_secret")
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if secret ~= key_meta.secret then
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return false
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end
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elseif owner ~= "" then
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if clicker:get_player_name() ~= owner then
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return false
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end
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@ -546,6 +588,30 @@ function doors.register_trapdoor(name, def)
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end
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def.on_blast = function() end
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def.on_key_use = function(pos, player)
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local door = doors.get(pos)
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door:toggle(player)
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end
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def.on_skeleton_key_use = function(pos, player, newsecret)
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local meta = minetest.get_meta(pos)
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local owner = meta:get_string("doors_owner")
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local pname = player:get_player_name()
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-- verify placer is owner of lockable door
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if owner ~= pname then
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minetest.record_protection_violation(pos, pname)
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minetest.chat_send_player(pname, "You do not own this trapdoor.")
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return nil
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end
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local secret = meta:get_string("key_lock_secret")
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if secret == "" then
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secret = newsecret
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meta:set_string("key_lock_secret", secret)
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end
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return secret, "a locked trapdoor", owner
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end
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else
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def.on_blast = function(pos, intensity)
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minetest.remove_node(pos)
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