factions/factions.lua

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-------------------------------------------------------------------------------
-- factions Mod by Sapier
--
-- License WTFPL
--
--! @file factions.lua
--! @brief factions core file containing datastorage
--! @copyright Sapier
--! @author Sapier
--! @date 2013-05-08
--
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
--read some basic information
local factions_worldid = minetest.get_worldpath()
--! @class factions
--! @brief main class for factions
factions = {}
--! @brief runtime data
factions.data = {}
factions.data.factions = {}
factions.data.objects = {}
factions.dynamic_data = {}
factions.dynamic_data.membertable = {}
factions.print = function(text)
print("Factions: " .. dump(text))
end
factions.dbg_lvl1 = function() end --factions.print -- errors
factions.dbg_lvl2 = function() end --factions.print -- non cyclic trace
factions.dbg_lvl3 = function() end --factions.print -- cyclic trace
-------------------------------------------------------------------------------
-- name: add_faction(name)
--
--! @brief add a faction
--! @memberof factions
--! @public
--
--! @param name of faction to add
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
function factions.add_faction(name)
if factions.data.factions[name] == nil then
factions.data.factions[name] = {}
factions.data.factions[name].reputation = {}
factions.data.factions[name].base_reputation = {}
factions.data.factions[name].adminlist = {}
factions.data.factions[name].invitations = {}
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factions.data.factions[name].owner = ""
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factions.dynamic_data.membertable[name] = {}
factions.save()
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: set_base_reputation(faction1,faction2,value)
--
--! @brief set base reputation between two factions
--! @memberof factions
--! @public
--
--! @param faction1 first faction
--! @param faction2 second faction
--! @param value value to use
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
function factions.set_base_reputation(faction1,faction2,value)
if factions.data.factions[faction1] ~= nil and
factions.data.factions[faction2] ~= nil then
factions.data.factions[faction1].base_reputation[faction2] = value
factions.data.factions[faction2].base_reputation[faction1] = value
factions.save()
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: get_base_reputation(faction1,faction2)
--
--! @brief get base reputation between two factions
--! @memberof factions
--! @public
--
--! @param faction1 first faction
--! @param faction2 second faction
--!
--! @return reputation/0 if none set
-------------------------------------------------------------------------------
function factions.get_base_reputation(faction1,faction2)
factions.dbg_lvl3("get_base_reputation: " .. faction1 .. "<-->" .. faction2)
if factions.data.factions[faction1] ~= nil and
factions.data.factions[faction2] ~= nil then
if factions.data.factions[faction1].base_reputation[faction2] ~= nil then
return factions.data.factions[faction1].base_reputation[faction2]
end
end
return 0
end
-------------------------------------------------------------------------------
-- name: set_description(name,description)
--
--! @brief set description for a faction
--! @memberof factions
--! @public
--
--! @param name of faction
--! @param description text describing a faction
--!
--! @return true/false (succesfully set description)
-------------------------------------------------------------------------------
function factions.set_description(name,description)
if factions.data.factions[name] ~= nil then
factions.data.factions[name].description = description
factions.save()
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: get_description(name)
--
--! @brief get description for a faction
--! @memberof factions
--! @public
--
--! @param name of faction
--!
--! @return description or ""
-------------------------------------------------------------------------------
function factions.get_description(name)
if factions.data.factions[name] ~= nil and
factions.data.factions[name].description ~= nil then
return factions.data.factions[name].description
end
return ""
end
-------------------------------------------------------------------------------
-- name: exists(name)
--
--! @brief check if a faction exists
--! @memberof factions
--! @public
--! @param name name to check
--!
--! @return true/false
-------------------------------------------------------------------------------
function factions.exists(name)
for key,value in pairs(factions.data.factions) do
if key == name then
return true
end
end
return false
end
-------------------------------------------------------------------------------
-- name: get_faction_list()
--
--! @brief get list of factions
--! @memberof factions
--! @public
--!
--! @return list of factions
-------------------------------------------------------------------------------
function factions.get_faction_list()
local retval = {}
for key,value in pairs(factions.data.factions) do
table.insert(retval,key)
end
return retval
end
-------------------------------------------------------------------------------
-- name: delete_faction(name)
--
--! @brief delete a faction
--! @memberof factions
--! @public
--
--! @param name of faction to delete
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
function factions.delete_faction(name)
factions.data.factions[name] = nil
factions.save()
if factions.data.factions[name] == nil then
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: member_add(name,object)
--
--! @brief add an entity or player to a faction
--! @memberof factions
--! @public
--
--! @param name of faction to add object to
--! @param object to add to faction
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
function factions.claim()
end
function factions.unclaim()
end
function factions.member_add(name, object)
local new_entry = {}
new_entry.factions = {}
if object.object ~= nil then
object = object.object
end
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if next(factions.get_factions(object)) ~= nil then
for k,v in pairs(factions.get_factions(object)) do
factions.member_remove(k,object)
end
end
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if not factions.exists(name) then
print("Unable to add to NON existant faction >" .. name .. "<")
return false
end
new_entry.name,new_entry.temporary = factions.get_name(object)
factions.dbg_lvl2("Adding name=" .. dump(new_entry.name) .. " to faction: " .. name )
if new_entry.name ~= nil then
if factions.data.objects[new_entry.name] == nil then
factions.data.objects[new_entry.name] = new_entry
end
if factions.data.objects[new_entry.name].factions[name] == nil then
factions.data.objects[new_entry.name].factions[name] = true
factions.dynamic_data.membertable[name][new_entry.name] = true
factions.data.factions[name].invitations[new_entry.name] = nil
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if factions.data.factions[name].owner == "" then
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factions.data.factions[name].owner = object:get_player_name()
factions.set_admin(name,object:get_player_name(), true)
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end
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factions.save()
return true
end
end
--return false if no valid object or already member
return false
end
-------------------------------------------------------------------------------
-- name: member_invite(name,playername)
--
--! @brief invite a player for joining a faction
--! @memberof factions
--! @public
--
--! @param name of faction to add object to
--! @param name of player to invite
--!
--! @return true/false (succesfully added invitation or not)
-------------------------------------------------------------------------------
function factions.member_invite(name, playername)
if factions.data.factions[name] ~= nil and
factions.data.factions[name].invitations[playername] == nil then
factions.data.factions[name].invitations[playername] = true
factions.save()
return true
end
--return false if not a valid faction or player already invited
return false
end
-------------------------------------------------------------------------------
-- name: member_remove(name,object)
--
--! @brief remove an entity or player to a faction
--! @memberof factions
--! @public
--
--! @param name of faction to add object to
--! @param object to add to faction
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
function factions.member_remove(name,object)
local id,type = factions.get_name(object)
factions.dbg_lvl2("removing name=" .. dump(id) .. " to faction: " .. name )
if id ~= nil and
factions.data.objects[id] ~= nil and
factions.data.objects[id].factions[name] ~= nil then
factions.data.objects[id].factions[name] = nil
factions.dynamic_data.membertable[name][id] = nil
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if factions.data.factions[name].owner == object:get_player_name() then
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factions.delete_faction(name)
end
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factions.save()
return true
end
if id ~= nil and
factions.data.factions[name].invitations[id] ~= nil then
factions.data.factions[name].invitations[id] = nil
factions.save()
return true
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end
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return false
end
-------------------------------------------------------------------------------
-- name: set_admin(name,playername,value)
--
--! @brief set admin priviles for a playername
--! @memberof factions
--! @public
--
--! @param name of faction to add object to
--! @param playername to change rights
--! @param value true/false has or has not admin privileges
--!
--! @return true/false (succesfully changed privileges)
-------------------------------------------------------------------------------
function factions.set_admin(name,playername,value)
mobf_assert_backtrace(type(playername) == "string")
if factions.data.factions[name] ~= nil then
if value then
factions.data.factions[name].adminlist[playername] = true
factions.save()
return true
else
factions.data.factions[name].adminlist[playername] = nil
factions.save()
return true
end
else
print("FACTIONS: no faction >" .. name .. "< found")
end
return false
end
-------------------------------------------------------------------------------
-- name: set_free(name,value)
--
--! @brief set faction to be joinable by everyone
--! @memberof factions
--! @public
--
--! @param name of faction to add object to
--! @param value true/false has or has not admin privileges
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
function factions.set_free(name,value)
if factions.data.factions[name] ~= nil then
if value then
if factions.data.factions[name].open == nil then
factions.data.factions[name].open = true
factions.save()
return true
else
return false
end
else
if factions.data.factions[name].open == nil then
return false
else
factions.data.factions[name].open = nil
factions.save()
return true
end
end
end
return false
end
-------------------------------------------------------------------------------
-- name: is_free(name)
--
--! @brief check if a fraction is free to join
--! @memberof factions
--! @public
--
--! @param name of faction to add object to
--
--! @return true/false (free or not)
-------------------------------------------------------------------------------
function factions.is_free(name)
if factions.data.factions[name] ~= nil and
factions.data.factions[name].open then
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: is_admin(name,playername)
--
--! @brief read admin privilege of player
--! @memberof factions
--! @public
--
--! @param name of faction to check rights
--! @param playername to change rights
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
function factions.is_admin(name,playername)
if factions.data.factions[name] ~= nil and
factions.data.factions[name].adminlist[playername] == true then
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: is_invited(name,playername)
--
--! @brief read invitation status of player
--! @memberof factions
--! @public
--
--! @param name of faction to check for invitation
--! @param playername to change rights
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
function factions.is_invited(name,playername)
if factions.data.factions[name] ~= nil and
( factions.data.factions[name].invitations[playername] == true or
factions.data.factions[name].open == true) then
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: get_factions(object)
--
--! @brief get list of factions for an object
--! @memberof factions
--! @public
--
--! @param object to get list for
--!
--! @return list of factions
-------------------------------------------------------------------------------
function factions.get_factions(object)
local id,type = factions.get_name(object)
local retval = {}
if id ~= nil and
factions.data.objects[id] ~= nil then
for key,value in pairs(factions.data.objects[id].factions) do
table.insert(retval,key)
end
end
return retval
end
-------------------------------------------------------------------------------
-- name: is_member(name,object)
--
--! @brief check if object is member of name
--! @memberof factions
--! @public
--
--! @param name of faction to check
--! @param object to check
--!
--! @return true/false
-------------------------------------------------------------------------------
function factions.is_member(name,object)
local retval = false
local id,type = factions.get_name(object)
if id ~= nil and
factions.data.objects[id] ~= nil then
for key,value in pairs(factions.data.objects[id].factions) do
if key == name then
retval = true
break
end
end
end
return retval
end
-------------------------------------------------------------------------------
-- name: get_reputation(name,object)
--
--! @brief get reputation of an object
--! @memberof factions
--! @public
--
--! @param name name of faction to check for reputation
--! @param object object to get reputation for
--!
--! @return number value -100 to 100 0 being neutral, -100 beeing enemy 100 friend
-------------------------------------------------------------------------------
function factions.get_reputation(name,object)
local id,type = factions.get_name(object)
factions.dbg_lvl3("get_reputation: " .. name .. "<-->" .. dump(id))
if id ~= nil and
factions.data.factions[name] ~= nil then
factions.dbg_lvl3("get_reputation: object reputation: " .. dump(factions.data.factions[name].reputation[id]))
if factions.data.factions[name].reputation[id] == nil then
factions.data.factions[name].reputation[id]
= factions.calc_base_reputation(name,object)
end
return factions.data.factions[name].reputation[id]
else
factions.dbg_lvl3("get_reputation: didn't find any factions for: " .. name)
end
return 0
end
-------------------------------------------------------------------------------
-- name: modify_reputation(name,object,delta)
--
--! @brief modify reputation of an object for a faction
--! @memberof factions
--! @public
--
--! @param name name of faction to modify reputation
--! @param object object to change reputation
--! @param delta value to change reputation
--!
--! @return true/false
-------------------------------------------------------------------------------
function factions.modify_reputation(name,object,delta)
local id,type = factions.get_name(object)
if factions.data.factions[name] ~= nil then
if factions.data.factions[name].reputation[id] == nil then
factions.data.factions[name].reputation[id]
= factions.calc_base_reputation(name,object)
end
factions.data.factions[name].reputation[id]
= factions.data.factions[name].reputation[id] + delta
factions.save()
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: get_name(object)
--
--! @brief get textual name of object
--! @memberof factions
--! @private
--
--! @param object fetch name for this
--!
--! @return name or nil,is temporary element
-------------------------------------------------------------------------------
function factions.get_name(object)
if object == nil then
return nil,true
end
if object.object ~= nil then
object = object.object
end
if object:is_player() then
return object:get_player_name(),false
else
local luaentity = object:get_luaentity()
if luaentity ~= nil then
return tostring(luaentity),true
end
end
return nil,true
end
-------------------------------------------------------------------------------
-- name: calc_base_reputation(name,object)
--
--! @brief calculate initial reputation of object within a faction
--! @memberof factions
--! @private
--
--! @param name name of faction
--! @param object calc reputation for this
--!
--! @return reputation value
-------------------------------------------------------------------------------
function factions.calc_base_reputation(name,object)
--calculate initial reputation based uppon all groups
local object_factions = factions.get_factions(object)
local rep_value = 0
factions.dbg_lvl3("calc_base_reputation: " .. name .. " <--> " .. tostring(object))
if object_factions ~= nil then
factions.dbg_lvl3("calc_base_reputation: " .. tostring(object) .. " is in " .. #object_factions .. " factions")
for k,v in pairs(object_factions) do
if factions.data.factions[v] == nil then
print("FACTIONS: warning object is member of faction " .. v .. " which doesn't exist")
else
factions.dbg_lvl3("calc_base_reputation: " .. name .. " <--> " .. v .. " rep=" .. dump(factions.data.factions[v].base_reputation[name]))
if factions.data.factions[v].base_reputation[name] ~= nil then
rep_value =
rep_value + factions.data.factions[v].base_reputation[name]
end
end
end
rep_value = rep_value / #object_factions
end
return rep_value
end
-------------------------------------------------------------------------------
-- name: save()
--
--! @brief save data to file
--! @memberof factions
--! @private
-------------------------------------------------------------------------------
function factions.save()
--saving is done much more often than reading data to avoid delay
--due to figuring out which data to save and which is temporary only
--all data is saved here
--this implies data needs to be cleant up on load
local file,error = io.open(factions_worldid .. "/" .. "factions.conf","w")
if file ~= nil then
file:write(minetest.serialize(factions.data))
file:close()
else
minetest.log("error","MOD factions: unable to save factions world specific data!: " .. error)
end
end
-------------------------------------------------------------------------------
-- name: load()
--
--! @brief load data from file
--! @memberof factions
--! @private
--
--! @return true/false
-------------------------------------------------------------------------------
function factions.load()
local file,error = io.open(factions_worldid .. "/" .. "factions.conf","r")
if file ~= nil then
local raw_data = file:read("*a")
file:close()
if raw_data ~= nil and
raw_data ~= "" then
local raw_table = minetest.deserialize(raw_data)
--read object data
local temp_objects = {}
if raw_table.objects ~= nil then
for key,value in pairs(raw_table.objects) do
if value.temporary == false then
factions.data.objects[key] = value
else
temp_objects[key] = true
end
end
end
if raw_table.factions ~= nil then
for key,value in pairs(raw_table.factions) do
factions.data.factions[key] = {}
factions.data.factions[key].base_reputation = value.base_reputation
factions.data.factions[key].adminlist = value.adminlist
factions.data.factions[key].open = value.open
factions.data.factions[key].invitations = value.invitations
factions.data.factions[key].reputation = {}
for repkey,repvalue in pairs(value.reputation) do
if temp_objects[repkey] == nil then
factions.data.factions[key].reputation[repkey] = repvalue
end
end
factions.dynamic_data.membertable[key] = {}
end
end
--populate dynamic faction member table
for id,object in pairs(factions.data.objects) do
for name,value in pairs(factions.data.objects[id].factions) do
if value then
factions.dynamic_data.membertable[name][id] = true
end
end
end
end
else
local file,error = io.open(factions_worldid .. "/" .. "factions.conf","w")
if file ~= nil then
file:close()
else
minetest.log("error","MOD factions: unable to save factions world specific data!: " .. error)
end
end
--create special faction players
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--factions.add_faction("players")
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--autojoin players to faction players
minetest.register_on_joinplayer(
function(player)
if player:is_player() then
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--factions.member_add("players",player)
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end
end
)
end