factions/factionsmod.lua

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-------------------------------------------------------------------------------
-- factionsmod Mod by Sapier
--
-- License WTFPL
--
--! @file factionsmod.lua
--! @brief factionsmod core file containing datastorage
--! @copyright Sapier
--! @author Sapier
--! @date 2013-05-08
--
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
--read some basic information
local factionsmod_worldid = minetest.get_worldpath()
--! @class factionsmod
--! @brief main class for factionsmod
factionsmod = {}
--! @brief runtime data
factionsmod.data = {}
factionsmod.data.factionsmod = {}
factionsmod.data.objects = {}
factionsmod.dynamic_data = {}
factionsmod.dynamic_data.membertable = {}
factionsmod.print = function(text)
print("factionsmod: " .. dump(text))
end
factionsmod.dbg_lvl1 = function() end --factionsmod.print -- errors
factionsmod.dbg_lvl2 = function() end --factionsmod.print -- non cyclic trace
factionsmod.dbg_lvl3 = function() end --factionsmod.print -- cyclic trace
-------------------------------------------------------------------------------
-- name: add_faction(name)
--
--! @brief add a faction
--! @memberof factionsmod
--! @public
--
--! @param name of faction to add
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
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function factionsmod.fix_powercap(name)
factionsmod.data.factionsmod[name].powercap = #factionsmod.dynamic_data.membertable[name] + 10
end
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function factionsmod.add_faction(name)
if factionsmod.data.factionsmod[name] == nil then
factionsmod.data.factionsmod[name] = {}
factionsmod.data.factionsmod[name].reputation = {}
factionsmod.data.factionsmod[name].base_reputation = {}
factionsmod.data.factionsmod[name].adminlist = {}
factionsmod.data.factionsmod[name].invitations = {}
factionsmod.data.factionsmod[name].owner = ""
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factionsmod.data.factionsmod[name].land = 0
factionsmod.data.factionsmod[name].power = 10
factionsmod.data.factionsmod[name].powercap = 10
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factionsmod.data.factionsmod[name].chunk = {}
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factionsmod.dynamic_data.membertable[name] = {}
factionsmod.save()
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: set_base_reputation(faction1,faction2,value)
--
--! @brief set base reputation between two factionsmod
--! @memberof factionsmod
--! @public
--
--! @param faction1 first faction
--! @param faction2 second faction
--! @param value value to use
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
function factionsmod.set_base_reputation(faction1,faction2,value)
if factionsmod.data.factionsmod[faction1] ~= nil and
factionsmod.data.factionsmod[faction2] ~= nil then
factionsmod.data.factionsmod[faction1].base_reputation[faction2] = value
factionsmod.data.factionsmod[faction2].base_reputation[faction1] = value
factionsmod.save()
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: get_base_reputation(faction1,faction2)
--
--! @brief get base reputation between two factionsmod
--! @memberof factionsmod
--! @public
--
--! @param faction1 first faction
--! @param faction2 second faction
--!
--! @return reputation/0 if none set
-------------------------------------------------------------------------------
function factionsmod.get_base_reputation(faction1,faction2)
factionsmod.dbg_lvl3("get_base_reputation: " .. faction1 .. "<-->" .. faction2)
if factionsmod.data.factionsmod[faction1] ~= nil and
factionsmod.data.factionsmod[faction2] ~= nil then
if factionsmod.data.factionsmod[faction1].base_reputation[faction2] ~= nil then
return factionsmod.data.factionsmod[faction1].base_reputation[faction2]
end
end
return 0
end
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function factionsmod.testifallowed(pos,digger)
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if pos.y < -512 then
return true
end
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if next(factionsmod.get_faction_list()) ~= nil then
for k,v in pairs(factionsmod.get_faction_list()) do
--minetest.log("warning",v)
if factionsmod.data.factionsmod[v].chunk ~= nil then
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for i =1, #factionsmod.data.factionsmod[v].chunk do
if factionsmod.data.factionsmod[v].chunk[i][1] == math.floor(pos.x/16.0) then
if factionsmod.data.factionsmod[v].chunk[i][2] == math.floor(pos.z/16.0) then
print('test')
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if digger == nil then
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return false
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end
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for k2,v2 in pairs(factionsmod.get_factionsmod(digger)) do
print(v2)
if v2 == nil or v2 ~= v then
print('not allowed')
return false
end
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end
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end
end
end
end
end
end
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return true
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end
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function factionsmod.findchunkowner(pos)
if pos.y < -512 then
return ""
end
if next(factionsmod.get_faction_list()) ~= nil then
for k,v in pairs(factionsmod.get_faction_list()) do
--minetest.log("warning",v)
if factionsmod.data.factionsmod[v].chunk ~= nil then
for i =1, #factionsmod.data.factionsmod[v].chunk do
if factionsmod.data.factionsmod[v].chunk[i][1] == math.floor(pos.x/16.0) then
if factionsmod.data.factionsmod[v].chunk[i][2] == math.floor(pos.z/16.0) then
return v
end
end
end
end
end
end
return ""
end
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-------------------------------------------------------------------------------
-- name: set_description(name,description)
--
--! @brief set description for a faction
--! @memberof factionsmod
--! @public
--
--! @param name of faction
--! @param description text describing a faction
--!
--! @return true/false (succesfully set description)
-------------------------------------------------------------------------------
function factionsmod.set_description(name,description)
if factionsmod.data.factionsmod[name] ~= nil then
factionsmod.data.factionsmod[name].description = description
factionsmod.save()
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: get_description(name)
--
--! @brief get description for a faction
--! @memberof factionsmod
--! @public
--
--! @param name of faction
--!
--! @return description or ""
-------------------------------------------------------------------------------
function factionsmod.get_description(name)
if factionsmod.data.factionsmod[name] ~= nil and
factionsmod.data.factionsmod[name].description ~= nil then
return factionsmod.data.factionsmod[name].description
end
return ""
end
-------------------------------------------------------------------------------
-- name: exists(name)
--
--! @brief check if a faction exists
--! @memberof factionsmod
--! @public
--! @param name name to check
--!
--! @return true/false
-------------------------------------------------------------------------------
function factionsmod.exists(name)
for key,value in pairs(factionsmod.data.factionsmod) do
if key == name then
return true
end
end
return false
end
-------------------------------------------------------------------------------
-- name: get_faction_list()
--
--! @brief get list of factionsmod
--! @memberof factionsmod
--! @public
--!
--! @return list of factionsmod
-------------------------------------------------------------------------------
function factionsmod.get_faction_list()
local retval = {}
for key,value in pairs(factionsmod.data.factionsmod) do
table.insert(retval,key)
end
return retval
end
-------------------------------------------------------------------------------
-- name: delete_faction(name)
--
--! @brief delete a faction
--! @memberof factionsmod
--! @public
--
--! @param name of faction to delete
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
function factionsmod.delete_faction(name)
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for k,v in pairs(factionsmod.dynamic_data.membertable[name]) do
factionsmod.member_remove(name,v)
end
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factionsmod.data.factionsmod[name] = nil
factionsmod.save()
if factionsmod.data.factionsmod[name] == nil then
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: member_add(name,object)
--
--! @brief add an entity or player to a faction
--! @memberof factionsmod
--! @public
--
--! @param name of faction to add object to
--! @param object to add to faction
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
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function factionsmod.takeover(name,player)
local pos = player:getpos()
local is_not_owned = factionsmod.testifallowed(pos,player)
if is_not_owned == false then
local owner = factionsmod.findchunkowner(pos)
if factionsmod.data.factionsmod[owner].land > factionsmod.data.factionsmod[owner].power then
factionsmod.unclaim(owner,player)
factionsmod.claim(name,player)
end
end
end
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function factionsmod.claim(name,player)
--if factionsmod.data.factionsmod[name].chunk ~= nil then
local pos = player:getpos()
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local is_not_owned = factionsmod.testifallowed(pos,nil)
if is_not_owned == true then
print(name)
print(player)
print(dump(factionsmod.data.factionsmod))
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table.insert(factionsmod.data.factionsmod[name].chunk,{})
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factionsmod.data.factionsmod[name].chunk[#factionsmod.data.factionsmod[name].chunk][1] = math.floor(pos.x/16.0)
factionsmod.data.factionsmod[name].chunk[#factionsmod.data.factionsmod[name].chunk][2] = math.floor(pos.z/16.0)
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end
--end
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end
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function factionsmod.unclaim(name,player)
local pos = player:getpos()
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local is_not_owned = factionsmod.testifallowed(pos,nil)
if is_not_owned == false then
for i =1, #factionsmod.data.factionsmod[name].chunk do
if chunk[i][1] == math.floor(pos.x/16.0) and chunk[i][2] == math.floor(pos.z/16.0) then
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table.remove(factionsmod.data.factionsmod[name].chunk,i)
end
end
end
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end
function factionsmod.member_add(name, object)
local new_entry = {}
new_entry.factionsmod = {}
if object.object ~= nil then
object = object.object
end
if next(factionsmod.get_factionsmod(object)) ~= nil then
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for k,v in pairs(factionsmod.get_factionsmod(object)) do
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if k ~= nil then
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factionsmod.member_remove(v,object)
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end
end
end
if not factionsmod.exists(name) then
print("Unable to add to NON existant faction >" .. name .. "<")
return false
end
new_entry.name,new_entry.temporary = factionsmod.get_name(object)
factionsmod.dbg_lvl2("Adding name=" .. dump(new_entry.name) .. " to faction: " .. name )
if new_entry.name ~= nil then
if factionsmod.data.objects[new_entry.name] == nil then
factionsmod.data.objects[new_entry.name] = new_entry
end
if factionsmod.data.objects[new_entry.name].factionsmod[name] == nil then
factionsmod.data.objects[new_entry.name].factionsmod[name] = true
factionsmod.dynamic_data.membertable[name][new_entry.name] = true
factionsmod.data.factionsmod[name].invitations[new_entry.name] = nil
if factionsmod.data.factionsmod[name].owner == "" then
factionsmod.data.factionsmod[name].owner = object:get_player_name()
factionsmod.set_admin(name,object:get_player_name(), true)
end
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factionsmod.data.factionsmod[name].power = factionsmod.data.factionsmod[name].power + 1
factionsmod.data.factionsmod[name].powercap = factionsmod.data.factionsmod[name].powercap + 1
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factionsmod.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 factionsmod
--! @public
--
--! @param name of faction to add object to
--! @param name of player to invite
--!
--! @return true/false (succesfully added invitation or not)
-------------------------------------------------------------------------------
function factionsmod.member_invite(name, playername)
if factionsmod.data.factionsmod[name] ~= nil and
factionsmod.data.factionsmod[name].invitations[playername] == nil then
factionsmod.data.factionsmod[name].invitations[playername] = true
factionsmod.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 factionsmod
--! @public
--
--! @param name of faction to add object to
--! @param object to add to faction
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
function factionsmod.member_remove(name,object)
local id,type = factionsmod.get_name(object)
factionsmod.dbg_lvl2("removing name=" .. dump(id) .. " to faction: " .. name )
if id ~= nil and
factionsmod.data.objects[id] ~= nil and
factionsmod.data.objects[id].factionsmod[name] ~= nil then
factionsmod.data.objects[id].factionsmod[name] = nil
factionsmod.dynamic_data.membertable[name][id] = nil
if factionsmod.data.factionsmod[name].owner == object:get_player_name() then
factionsmod.delete_faction(name)
end
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factionsmod.data.factionsmod[name].power = factionsmod.data.factionsmod[name].power - 1
factionsmod.data.factionsmod[name].powercap = factionsmod.data.factionsmod[name].powercap - 1
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factionsmod.save()
return true
end
if id ~= nil and
factionsmod.data.factionsmod[name].invitations[id] ~= nil then
factionsmod.data.factionsmod[name].invitations[id] = nil
factionsmod.save()
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: set_admin(name,playername,value)
--
--! @brief set admin priviles for a playername
--! @memberof factionsmod
--! @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 factionsmod.set_admin(name,playername,value)
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--mobf_assert_backtrace(type(playername) == "string")
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if factionsmod.data.factionsmod[name] ~= nil then
if value then
factionsmod.data.factionsmod[name].adminlist[playername] = true
factionsmod.save()
return true
else
factionsmod.data.factionsmod[name].adminlist[playername] = nil
factionsmod.save()
return true
end
else
print("factionsmod: no faction >" .. name .. "< found")
end
return false
end
-------------------------------------------------------------------------------
-- name: set_free(name,value)
--
--! @brief set faction to be joinable by everyone
--! @memberof factionsmod
--! @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 factionsmod.set_free(name,value)
if factionsmod.data.factionsmod[name] ~= nil then
if value then
if factionsmod.data.factionsmod[name].open == nil then
factionsmod.data.factionsmod[name].open = true
factionsmod.save()
return true
else
return false
end
else
if factionsmod.data.factionsmod[name].open == nil then
return false
else
factionsmod.data.factionsmod[name].open = nil
factionsmod.save()
return true
end
end
end
return false
end
-------------------------------------------------------------------------------
-- name: is_free(name)
--
--! @brief check if a fraction is free to join
--! @memberof factionsmod
--! @public
--
--! @param name of faction to add object to
--
--! @return true/false (free or not)
-------------------------------------------------------------------------------
function factionsmod.is_free(name)
if factionsmod.data.factionsmod[name] ~= nil and
factionsmod.data.factionsmod[name].open then
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: is_admin(name,playername)
--
--! @brief read admin privilege of player
--! @memberof factionsmod
--! @public
--
--! @param name of faction to check rights
--! @param playername to change rights
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
function factionsmod.is_admin(name,playername)
if factionsmod.data.factionsmod[name] ~= nil and
factionsmod.data.factionsmod[name].adminlist[playername] == true then
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: is_invited(name,playername)
--
--! @brief read invitation status of player
--! @memberof factionsmod
--! @public
--
--! @param name of faction to check for invitation
--! @param playername to change rights
--!
--! @return true/false (succesfully added faction or not)
-------------------------------------------------------------------------------
function factionsmod.is_invited(name,playername)
if factionsmod.data.factionsmod[name] ~= nil and
( factionsmod.data.factionsmod[name].invitations[playername] == true or
factionsmod.data.factionsmod[name].open == true) then
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: get_factionsmod(object)
--
--! @brief get list of factionsmod for an object
--! @memberof factionsmod
--! @public
--
--! @param object to get list for
--!
--! @return list of factionsmod
-------------------------------------------------------------------------------
function factionsmod.get_factionsmod(object)
local id,type = factionsmod.get_name(object)
local retval = {}
if id ~= nil and
factionsmod.data.objects[id] ~= nil then
for key,value in pairs(factionsmod.data.objects[id].factionsmod) do
table.insert(retval,key)
end
end
return retval
end
-------------------------------------------------------------------------------
-- name: is_member(name,object)
--
--! @brief check if object is member of name
--! @memberof factionsmod
--! @public
--
--! @param name of faction to check
--! @param object to check
--!
--! @return true/false
-------------------------------------------------------------------------------
function factionsmod.is_member(name,object)
local retval = false
local id,type = factionsmod.get_name(object)
if id ~= nil and
factionsmod.data.objects[id] ~= nil then
for key,value in pairs(factionsmod.data.objects[id].factionsmod) 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 factionsmod
--! @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 factionsmod.get_reputation(name,object)
local id,type = factionsmod.get_name(object)
factionsmod.dbg_lvl3("get_reputation: " .. name .. "<-->" .. dump(id))
if id ~= nil and
factionsmod.data.factionsmod[name] ~= nil then
factionsmod.dbg_lvl3("get_reputation: object reputation: " .. dump(factionsmod.data.factionsmod[name].reputation[id]))
if factionsmod.data.factionsmod[name].reputation[id] == nil then
factionsmod.data.factionsmod[name].reputation[id]
= factionsmod.calc_base_reputation(name,object)
end
return factionsmod.data.factionsmod[name].reputation[id]
else
factionsmod.dbg_lvl3("get_reputation: didn't find any factionsmod for: " .. name)
end
return 0
end
-------------------------------------------------------------------------------
-- name: modify_reputation(name,object,delta)
--
--! @brief modify reputation of an object for a faction
--! @memberof factionsmod
--! @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 factionsmod.modify_reputation(name,object,delta)
local id,type = factionsmod.get_name(object)
if factionsmod.data.factionsmod[name] ~= nil then
if factionsmod.data.factionsmod[name].reputation[id] == nil then
factionsmod.data.factionsmod[name].reputation[id]
= factionsmod.calc_base_reputation(name,object)
end
factionsmod.data.factionsmod[name].reputation[id]
= factionsmod.data.factionsmod[name].reputation[id] + delta
factionsmod.save()
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: get_name(object)
--
--! @brief get textual name of object
--! @memberof factionsmod
--! @private
--
--! @param object fetch name for this
--!
--! @return name or nil,is temporary element
-------------------------------------------------------------------------------
function factionsmod.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 factionsmod
--! @private
--
--! @param name name of faction
--! @param object calc reputation for this
--!
--! @return reputation value
-------------------------------------------------------------------------------
function factionsmod.calc_base_reputation(name,object)
--calculate initial reputation based uppon all groups
local object_factionsmod = factionsmod.get_factionsmod(object)
local rep_value = 0
factionsmod.dbg_lvl3("calc_base_reputation: " .. name .. " <--> " .. tostring(object))
if object_factionsmod ~= nil then
factionsmod.dbg_lvl3("calc_base_reputation: " .. tostring(object) .. " is in " .. #object_factionsmod .. " factionsmod")
for k,v in pairs(object_factionsmod) do
if factionsmod.data.factionsmod[v] == nil then
print("factionsmod: warning object is member of faction " .. v .. " which doesn't exist")
else
factionsmod.dbg_lvl3("calc_base_reputation: " .. name .. " <--> " .. v .. " rep=" .. dump(factionsmod.data.factionsmod[v].base_reputation[name]))
if factionsmod.data.factionsmod[v].base_reputation[name] ~= nil then
rep_value =
rep_value + factionsmod.data.factionsmod[v].base_reputation[name]
end
end
end
rep_value = rep_value / #object_factionsmod
end
return rep_value
end
-------------------------------------------------------------------------------
-- name: save()
--
--! @brief save data to file
--! @memberof factionsmod
--! @private
-------------------------------------------------------------------------------
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function factionsmod.enumerateland(name)
if factionsmod.data.factionsmod[name] ~= nil then
factionsmod.data.factionsmod[name].land = #factionsmod.data.factionsmod[name].chunk
end
end
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function factionsmod.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(factionsmod_worldid .. "/" .. "factionsmod.conf","w")
if file ~= nil then
file:write(minetest.serialize(factionsmod.data))
file:close()
else
minetest.log("error","MOD factionsmod: unable to save factionsmod world specific data!: " .. error)
end
end
-------------------------------------------------------------------------------
-- name: load()
--
--! @brief load data from file
--! @memberof factionsmod
--! @private
--
--! @return true/false
-------------------------------------------------------------------------------
function factionsmod.load()
local file,error = io.open(factionsmod_worldid .. "/" .. "factionsmod.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
factionsmod.data.objects[key] = value
else
temp_objects[key] = true
end
end
end
if raw_table.factionsmod ~= nil then
for key,value in pairs(raw_table.factionsmod) do
factionsmod.data.factionsmod[key] = {}
factionsmod.data.factionsmod[key].base_reputation = value.base_reputation
factionsmod.data.factionsmod[key].adminlist = value.adminlist
factionsmod.data.factionsmod[key].open = value.open
factionsmod.data.factionsmod[key].invitations = value.invitations
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factionsmod.data.factionsmod[key].chunk = value.chunk
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factionsmod.data.factionsmod[key].power = value.power
factionsmod.data.factionsmod[key].powercap = value.powercap
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factionsmod.data.factionsmod[key].owner = value.owner
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factionsmod.data.factionsmod[key].land = value.land
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factionsmod.data.factionsmod[key].reputation = {}
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factionsmod.enumerateland(key)
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for repkey,repvalue in pairs(value.reputation) do
if temp_objects[repkey] == nil then
factionsmod.data.factionsmod[key].reputation[repkey] = repvalue
end
end
factionsmod.dynamic_data.membertable[key] = {}
end
end
--populate dynamic faction member table
for id,object in pairs(factionsmod.data.objects) do
for name,value in pairs(factionsmod.data.objects[id].factionsmod) do
if value then
factionsmod.dynamic_data.membertable[name][id] = true
end
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end
end
end
else
local file,error = io.open(factionsmod_worldid .. "/" .. "factionsmod.conf","w")
if file ~= nil then
file:close()
else
minetest.log("error","MOD factionsmod: unable to save factionsmod world specific data!: " .. error)
end
end
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--create special faction players
--factionsmod.add_faction("players")
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if next(factionsmod.get_faction_list()) ~= nil then
for k,v in pairs(factionsmod.get_faction_list()) do
factionsmod.fix_powercap(v)
end end
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old_is_protected = minetest.is_protected
function minetest.is_protected(pos,name)
local player = minetest.get_player_by_name(name)
if factionsmod.testifallowed(pos,player) ~= true then
return true
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end
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return old_is_protected(pos,name)
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end
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--autojoin players to faction players
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minetest.register_on_dieplayer(
function(player)
if next(factionsmod.get_factionsmod(object)) ~= nil then
for k,v in pairs(factionsmod.get_factionsmod(object)) do
if v ~= nil then
if factionsmod.data.factionsmod[v].power - 1 >= -factionsmod.data.factionsmod[v].powercap then
factionsmod.data.factionsmod[v].power = factionsmod.data.factionsmod[v].power - 1
return true
end
end
end
end
end
)
minetest.register_globalstep(
function(dtime)
if next(factionsmod.get_faction_list()) ~= nil then
for k in #factionsmod.get_faction_list() do
print(factionsmod.get_faction_list()[k])
--factionsmod.data.factionsmod[v].power = factionsmod.data.factionsmod[v].power + (dtime/120.0)
end
end
end)
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minetest.register_on_joinplayer(
function(player)
if player:is_player() then
--factionsmod.member_add("players",player)
end
end
)
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end
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