factions/factions.lua

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-------------------------------------------------------------------------------
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-- factions Mod by Sapier
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--
-- License WTFPL
--
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--! @file factions.lua
--! @brief factions core file containing datastorage
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--! @copyright Sapier
--! @author Sapier
--! @date 2013-05-08
--
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
--read some basic information
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local factions_worldid = minetest.get_worldpath()
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--! @class factions
--! @brief main class for factions
factions = {}
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--! @brief runtime data
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factions.factions = {}
factions.chunks = {}
factions.players = {}
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factions.print = function(text)
print("factions: " .. dump(text))
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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
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factions.factions = {}
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--- settings
factions.lower_laimable_height = -512
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---------------------
--! @brief returns whether a faction can be created or not (allows for implementation of blacklists and the like)
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factions.can_create_faction = function(name)
if factions.factions[name] then
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return false
else
return true
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end
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end
---------------------
--! @brief create a faction object
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factions.new_faction = function(name)
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local faction = {
name = name,
power = 0.,
players = {},
ranks = {["leader"] = {"disband", "claim", "playerlist", "build", "edit", "ranks"},
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["member"] = {"build"}
},
leader = nil,
default_rank = "member",
default_leader_rank = "leader",
description = "Default faction description.",
invited_players = {},
land = {},
allies = {},
enemies = {},
join_free = false,
spawn = nil,
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----------------------
-- methods
increase_power = function(self, power)
self.power = self.power + power
factions.save()
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end,
decrease_power = function(self, power)
self.power = self.power - power
factions.save()
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end,
add_player = function(self, player, rank)
self.players[player] = rank or self.default_rank
factions.players[player] = self.name
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self:on_player_join(player)
self.invited_players[player] = nil
factions.save()
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end,
remove_player = function(self, player)
self.players[player] = nil
factions.players[player] = nil
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self:on_player_leave(player)
factions.save()
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end,
claim_chunk = function(self, chunkpos)
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factions.chunks[chunkpos] = self.name
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self.land[chunkpos] = true
self:on_claim_chunk(chunkpos)
factions.save()
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end,
unclaim_chunk = function(self, chunkpos)
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factions.chunks[chunkpos] = nil
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self.land[chunkpos] = nil
self:on_unclaim_chunks(chunkpos)
factions.save()
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end,
disband = function(self)
for i in ipairs(self.players) do -- remove players affiliation
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factions.players[self.players[i]] = nil
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end
for k, v in pairs(self.land) do -- remove chunk claims
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factions.chunks[v] = nil
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end
self:on_disband()
factions.factions[self.name] = nil
factions.save()
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end,
set_leader = function(self, player)
self.leader = player
self.players[player] = self.default_leader_rank
self:on_new_leader()
factions.save()
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end,
has_permission = function(self, player, permission)
local p = self.players[player]
if not p then
return false
end
local perms = self.ranks[p]
for i in ipairs(perms) do
if perms[i] == permission then
return true
end
end
return false
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end,
set_description = function(self, new)
self.description = new
self:on_change_description()
factions.save()
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end,
invite_player = function(self, player)
self.invited_players[player] = true
self:on_player_invited(player)
factions.save()
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end,
revoke_invite = function(self, player)
self.invited_players[player] = nil
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self:on_revoke_invite(player)
factions.save()
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end,
is_invited = function(self, player)
return table.contains(self.invited_players, player)
end,
toggle_join_free = function(self, bool)
self.join_free = bool
self:on_toggle_join_free()
factions.save()
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end,
can_join = function(self, player)
return self.join_free or self.invited_players[player]
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end,
new_alliance = function(self, faction)
self.allies[faction] = true
self:on_new_alliance(faction)
if self.enemies[faction] then
self:end_enemy(faction)
end
factions.save()
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end,
end_alliance = function(self, faction)
self.allies[faction] = nil
self:on_end_alliance(faction)
factions.save()
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end,
new_enemy = function(self, faction)
self.enemies[faction] = true
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self:on_new_enemy(faction)
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if self.allies[faction] then
self:end_alliance(faction)
end
factions.save()
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end,
end_enemy = function(self, faction)
self.enemies[faction] = nil
self:on_end_enemy(faction)
factions.save()
end,
set_spawn = function(self, pos)
self.spawn = pos
self:on_set_spawn()
factions.save()
end,
add_rank = function(self, rank, perms)
self.ranks[rank] = perms
self:on_new_rank(rank)
factions.save()
end,
delete_rank = function(self, rank, newrank)
for player, r in pairs(self.players) do
if r == rank then
self.players[player] = newrank
end
end
self.ranks[rank] = nil
self:on_delete_rank(rank, newrank)
factions.save()
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end,
--------------------------
-- callbacks for events --
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on_create = function(self) --! @brief called when the faction is added to the global faction list
--TODO: implement
end,
on_player_leave = function(self, player)
--TODO: implement
end,
on_player_join = function(self, player)
--TODO: implement
end,
on_claim_chunk = function(self, pos)
--TODO: implement
end,
on_unclaim_chunk = function(self, pos)
--TODO: implement
end,
on_disband = function(self, pos)
--TODO: implement
end,
on_new_leader = function(self)
--TODO: implement
end,
on_change_description = function(self)
--TODO: implement
end,
on_player_invited = function(self, player)
--TODO: implement
end,
on_toggle_join_free = function(self, player)
--TODO: implement
end,
on_new_alliance = function(self, faction)
--TODO: implement
end,
on_end_alliance = function(self, faction)
--TODO: implement
end,
on_set_spawn = function(self)
--TODO: implement
end,
on_add_rank = function(self, rank)
--TODO: implement
end,
on_delete_rank = function(self, rank, newrank)
--TODO: implement
end,
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}
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factions.factions[name] = faction
factions.save()
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return faction
end
--??????????????
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function factions.fix_powercap(name)
factions.data.factions[name].powercap = #factions.dynamic_data.membertable[name] + 10
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end
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--??????????????
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function factions.get_chunk(pos)
return factions.chunks[factions.get_chunkpos(pos)]
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end
function factions.get_chunk_pos(pos)
return math.floor(pos.x / 16.)..","..math.floor(pos.z / 16.)
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end
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-------------------------------------------------------------------------------
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-- name: add_faction(name)
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--
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--! @brief add a faction
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--! @memberof factions
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--! @public
--
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--! @param name of faction to add
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--!
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--! @return faction object/false (succesfully added faction or not)
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-------------------------------------------------------------------------------
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function factions.add_faction(name)
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if factions.can_create_faction(name) then
local fac = factions.new_faction(name)
fac:on_create()
return fac
else
return nil
end
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end
-------------------------------------------------------------------------------
-- name: get_faction_list()
--
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--! @brief get list of factions
--! @memberof factions
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--! @public
--!
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--! @return list of factions
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-------------------------------------------------------------------------------
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function factions.get_faction_list()
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local retval = {}
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for key,value in pairs(factions.factions) do
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table.insert(retval,key)
end
return retval
end
-------------------------------------------------------------------------------
-- name: save()
--
--! @brief save data to file
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--! @memberof factions
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--! @private
-------------------------------------------------------------------------------
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function factions.save()
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--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")
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if file ~= nil then
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file:write(minetest.serialize(factions.factions))
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file:close()
else
minetest.log("error","MOD factions: unable to save factions world specific data!: " .. error)
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end
end
-------------------------------------------------------------------------------
-- name: load()
--
--! @brief load data from file
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--! @memberof factions
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--! @private
--
--! @return true/false
-------------------------------------------------------------------------------
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function factions.load()
local file,error = io.open(factions_worldid .. "/" .. "factions.conf","r")
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if file ~= nil then
local raw_data = file:read("*a")
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factions.factions = minetest.deserialize(raw_data)
for facname, faction in pairs(factions.factions) do
minetest.log("action", facname..","..faction.name)
for player, rank in pairs(faction.players) do
minetest.log("action", player..","..rank)
factions.players[player] = facname
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end
for chunkpos, val in pairs(faction.land) do
factions.chunks[chunkpos] = facname
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end
end
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file:close()
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end
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end
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minetest.register_on_dieplayer(
function(player)
end
)
minetest.register_globalstep(
function(dtime)
end
)
minetest.register_on_joinplayer(
function(player)
end
)
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local default_is_protected = minetest.is_protected
minetest.is_protected = function(pos, player)
local chunkpos = factions.get_chunk_pos(pos)
local faction = factions.chunks[chunkpos]
if not faction then
return default_is_protected(pos, player)
else
faction = factions.factions[faction]
return not faction:has_permission(player, "build")
end
end