factions/factions.lua

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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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--! @param name String containing the faction's name
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factions.can_create_faction = function(name)
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if #name > factions_config.faction_name_max_length then
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return false
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elseif factions.factions.get(name) ~= nil then
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return false
else
return true
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end
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end
util = {
coords3D_string = function(coords)
return coords.x..", "..coords.y..", "..coords.z
end
}
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starting_ranks = {["leader"] = {"build", "door", "container", "name", "description", "motd", "invite", "kick"
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, "spawn", "with_draw", "territory", "claim", "access", "disband", "flags", "ranks", "promote"},
["moderator"] = {"claim", "door", "build", "spawn", "invite", "kick", "promote", "container"},
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["member"] = {"build", "container", "door"}
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}
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-- Faction permissions:
--
-- build: dig and place nodes
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-- pain_build: dig and place nodes but take damage doing so
-- door: open/close or dig doors
-- container: be able to use containers like chest
-- name: set the faction's name
-- description: Set the faction description
-- motd: set the faction's message of the day
-- invite: (un)invite players to join the faction
-- kick: kick players off the faction
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-- spawn: set the faction's spawn
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-- with_draw: withdraw money from the faction's bank
-- territory: claim or unclaim territory
-- claim: (un)claim parcels of land
-- access: manage access to territory and parcels of land to players or factions
-- disband: disband the faction
-- flags: manage faction's flags
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-- ranks: create, edit, and delete ranks
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-- promote: set a player's rank
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-- diplomacy: be able to control the faction's diplomacy
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factions.permissions = {"build", "pain_build", "door", "container", "name", "description", "motd", "invite", "kick"
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, "spawn", "with_draw", "territory", "claim", "access", "disband", "flags", "ranks", "promote"}
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factions.permissions_desc = {"dig and place nodes", "dig and place nodes but take damage doing so", "open/close or dig faction doors", "be able to use containers like chest", "set the faction's name"
, "Set the faction description", "set the faction's message of the day", "(un)invite players to join the faction", "kick players off the faction", "set player titles", "set the faction's spawn"
, "withdraw money from the faction's bank", "claim or unclaim territory", "(un)claim parcels of land", "manage access to territory and parcels of land to players or factions"
, "disband the faction", "manage faction's flags", "create, edit, and delete ranks", "set a player's rank"}
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-- open: can the faction be joined without an invite?
-- monsters: can monsters spawn on your land?
-- tax_kick: will players be kicked for not paying tax?
-- animals: can animals spawn on your land?
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factions.flags = {"open", "monsters", "tax_kick", "animals"}
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factions.flags_desc = {"can the faction be joined without an invite?", "can monsters spawn on your land?(unused)", "will players be kicked for not paying tax?(unused)", "can animals spawn on your land?(unused)"}
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if factions_config.faction_diplomacy == true then
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table.insert(factions.permissions, "diplomacy")
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table.insert(factions.permissions_desc, "be able to control the faction's diplomacy")
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local lt = starting_ranks["leader"]
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table.insert(lt, "diplomacy")
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starting_ranks["leader"] = lt
end
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--! @brief create a new empty faction
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function factions.new_faction(name)
local faction = factions.create_faction_table()
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faction.name = name
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factions.factions.set(name, faction)
factions.on_create(name)
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minetest.after(1,
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function(name)
factions.on_no_parcel(name)
end, name)
factions.onlineplayers[name] = {}
return faction
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end
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function factions.set_name(oldname, name)
local faction = factions.factions.get(oldname)
faction.name = name
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for v, i in factions.factions.iterate() do
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if v ~= oldname then
local fac = factions.factions.get(v)
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if fac.neutral[oldname] then
fac.neutral[oldname] = nil
fac.neutral[name] = true
end
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if fac.allies[oldname] then
fac.allies[oldname] = nil
fac.allies[name] = true
end
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if fac.enemies[oldname] then
fac.enemies[oldname] = nil
fac.enemies[name] = true
end
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if fac.request_inbox[oldname] then
local value = fac.request_inbox[oldname]
fac.request_inbox[oldname] = nil
fac.request_inbox[name] = value
end
factions.factions.set(v, fac)
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end
end
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for parcel in pairs(faction.land) do
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local data = factions.create_parcel_table()
data.faction = name
factions.parcels.set(parcel, data)
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end
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for playername in pairs(faction.players) do
local data = factions.players.get(playername) or factions.create_player_table()
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data.faction = name
factions.players.set(playername, data)
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end
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for playername in pairs(factions.onlineplayers[oldname]) do
updateFactionName(playername, name)
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end
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factions.onlineplayers[name] = factions.onlineplayers[oldname]
factions.onlineplayers[oldname] = nil
factions.factions.remove(oldname)
factions.factions.set(name, faction)
factions.on_set_name(name, oldname)
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end
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function factions.count_land(name)
local count = 0.
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for k, v in pairs(factions.factions.get(name).land) do
count = count + 1
end
return count
end
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function factions.add_player(name, player, rank)
local faction = factions.factions.get(name)
if factions.onlineplayers[name] == nil then
factions.onlineplayers[name] = {}
end
factions.onlineplayers[name][player] = true
factions.on_player_join(name, player)
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if factions_config.enable_power_per_player then
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local ip = factions.player_ips.get(player)
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local notsame = true
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for i, k in pairs(faction.players) do
local other_ip = factions.player_ips.get(i)
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if other_ip == ip then
notsame = false
break
end
end
if notsame then
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factions.increase_maxpower(name, factions_config.powermax_per_player)
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end
end
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faction.players[player] = rank or faction.default_rank
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local data = factions.players.get(player) or factions.create_player_table()
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data.faction = name
factions.players.set(player, data)
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faction.invited_players[player] = nil
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local pdata = minetest.get_player_by_name(player)
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if pdata then
local ipc = pdata:is_player_connected()
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if ipc then
createHudFactionName(pdata, name)
createHudPower(pdata, faction)
end
end
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factions.factions.set(name, faction)
end
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function factions.check_players_in_faction(name)
for i, k in pairs(factions.factions.get(name).players) do
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return true
end
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factions.disband(name, "Zero players on faction.")
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return false
end
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function factions.remove_player(name, player)
local faction = factions.factions.get(name)
if factions.onlineplayers[name] == nil then
factions.onlineplayers[name] = {}
end
factions.onlineplayers[name][player] = nil
faction.players[player] = nil
factions.factions.set(name, faction)
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factions.remove_key(factions.players, player, nil, "faction", true)
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factions.on_player_leave(name, player)
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if factions_config.enable_power_per_player then
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local ip = factions.player_ips.get(player)
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local notsame = true
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for i,k in pairs(faction.players) do
local other_ip = factions.player_ips.get(i)
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if other_ip == ip then
notsame = false
break
end
end
if notsame then
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factions.decrease_maxpower(name, factions_config.powermax_per_player)
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end
end
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local pdata = minetest.get_player_by_name(player)
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if pdata then
local ipc = pdata:is_player_connected()
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if ipc then
removeHud(pdata,"factionName")
removeHud(pdata,"powerWatch")
end
end
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factions.check_players_in_faction(name)
end
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local parcel_size = factions_config.parcel_size
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--! @brief disband faction, updates global players and parcels table
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function factions.disband(name, reason)
local faction = factions.factions.get(name)
if not faction.is_admin then
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for v, i in factions.factions.iterate() do
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local fac = factions.factions.get(v)
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if fac ~= nil and fac.name ~= name then
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if fac.enemies[name] then
factions.end_enemy(fac.name, name)
end
if fac.allies[name] then
factions.end_alliance(fac.name, name)
end
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if fac.neutral[name] then
factions.end_neutral(fac.name, name)
end
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if fac.request_inbox[name] then
fac.request_inbox[name] = nil
end
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end
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factions.factions.set(v, fac)
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end
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for k, _ in pairs(faction.players) do -- remove players affiliation
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factions.remove_key(factions.players, k, nil, "faction", true)
end
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for k, v in pairs(faction.land) do -- remove parcel claims
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factions.remove_key(factions.parcels, k, nil, "faction", true)
end
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factions.on_disband(name, reason)
if factions.onlineplayers ~= nil and factions.onlineplayers[name] ~= nil then
for i, l in pairs(factions.onlineplayers[name]) do
removeHud(i, "factionName")
removeHud(i, "powerWatch")
end
factions.onlineplayers[name] = nil
end
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factions.factions.remove(name)
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end
end
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--! @brief change the faction leader
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function factions.set_leader(name, player)
local faction = factions.factions.get(name)
if faction.leader then
faction.players[faction.leader] = faction.default_rank
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end
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faction.leader = player
faction.players[player] = faction.default_leader_rank
factions.on_new_leader()
factions.factions.set(name, faction)
end
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function factions.set_message_of_the_day(name, text)
local faction = factions.factions.get(name)
faction.message_of_the_day = text
factions.factions.set(name, faction)
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end
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--! @brief check permissions for a given player
--! @return boolean indicating permissions. Players not in faction always receive false
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function factions.has_permission(name, player, permission)
local faction = factions.factions.get(name)
local p = faction.players[player]
if not p then
return false
end
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local perms = faction.ranks[p]
if perms then
for i in ipairs(perms) do
if perms[i] == permission then
return true
end
end
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else
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return false
end
end
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function factions.set_description(name, new)
local faction = factions.factions.get(name)
faction.description = new
factions.on_change_description(name)
factions.factions.set(name, faction)
end
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--! @brief set faction openness
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function factions.toggle_join_free(name, bool)
local faction = factions.factions.get(name)
faction.join_free = bool
factions.on_toggle_join_free(name)
factions.factions.set(name, faction)
end
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--! @return true if a player can use /f join, false otherwise
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function factions.can_join(name, player)
local faction = factions.factions.get(name)
return faction.join_free or faction.invited_players[player]
end
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--! @brief faction's member will now spawn in a new place
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function factions.set_spawn(name, pos)
local faction = factions.factions.get(name)
faction.spawn = {x = pos.x, y = pos.y, z = pos.z}
factions.on_set_spawn(name)
factions.factions.set(name, faction)
end
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function factions.tp_spawn(name, playername)
local faction = factions.factions.get(name)
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player = minetest.get_player_by_name(playername)
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if player then
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player:set_pos(faction.spawn)
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end
end
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--! @brief send a message to all members
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function factions.broadcast(name, msg, sender)
if factions.onlineplayers[name] == nil then
factions.onlineplayers[name] = {}
end
local message = name .. "> ".. msg
if sender then
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message = sender .. "@" .. message
end
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message = "Faction<" .. message
minetest.log(message)
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for k, _ in pairs(factions.onlineplayers[name]) do
minetest.chat_send_player(k, message)
end
end
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--! @brief checks whether a faction has at least one connected player
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function factions.is_online(name)
if factions.onlineplayers[name] == nil then
factions.onlineplayers[name] = {}
end
for playername, _ in pairs(factions.onlineplayers[name]) do
return true
end
return false
end
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function factions.get_parcel_pos(pos)
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if factions_config.protection_style == "3d" then
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return math.floor(pos.x / parcel_size) * parcel_size .. "," .. math.floor(pos.y / parcel_size) * parcel_size .. "," .. math.floor(pos.z / parcel_size) * parcel_size
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else
return math.floor(pos.x / parcel_size) * parcel_size .. "," .. math.floor(pos.z / parcel_size) * parcel_size
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end
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end
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function factions.get_player_faction(playername)
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local data = factions.players.get(playername)
if data then
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local facname = data.faction
local faction = factions.factions.get(facname)
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return faction, facname
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end
return nil
end
function factions.get_faction(facname)
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return factions.factions.get(facname)
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end
function factions.get_faction_at(pos)
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local y = pos.y
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if factions_config.protection_depth_height_limit and (pos.y < factions_config.protection_max_depth or pos.y > factions_config.protection_max_height) then
return nil
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end
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local parcelpos = factions.get_parcel_pos(pos)
return factions.get_parcel_faction(parcelpos)
end
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function factions.faction_tick()
local now = os.time()
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for facname, i in factions.factions.iterate() do
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local faction = factions.factions.get(facname)
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if faction ~= nil then
if factions.is_online(facname) then
if factions_config.enable_power_per_player then
local count = 0
for _ in pairs(factions.onlineplayers[facname]) do count = count + 1 end
factions.increase_power(facname, factions_config.power_per_player * count)
else
factions.increase_power(facname, factions_config.power_per_tick)
end
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end
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if now - faction.last_logon > factions_config.maximum_faction_inactivity or (faction.no_parcel ~= -1 and now - faction.no_parcel > factions_config.maximum_parcelless_faction_time) then
local r = ""
if now - faction.last_logon > factions_config.maximum_faction_inactivity then
r = "inactivity"
else
r = "no parcel claims"
end
factions.disband(facname, r)
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end
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end
end
end
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function factionUpdate()
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factions.faction_tick()
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minetest.after(factions_config.tick_time, factionUpdate)
end