--read some basic information local factions_worldid = minetest.get_worldpath() --! @class factions --! @brief main class for factions factions = {} --! @brief runtime data factions.factions = {} factions.parcels = {} factions.players = {} --------------------- --! @brief returns whether a faction can be created or not (allows for implementation of blacklists and the like) --! @param name String containing the faction's name factions.can_create_faction = function(name) if #name > factions_config.faction_name_max_length then return false elseif factions.factions[name] then return false else return true end end factions.Faction = { } util = { coords3D_string = function(coords) return coords.x..", "..coords.y..", "..coords.z end } factions.Faction.__index = factions.Faction -- Faction permissions: -- -- disband: disband the faction -- claim: (un)claim parcels -- playerslist: invite/kick players and open/close the faction -- build: dig and place nodes -- description: set the faction's description -- ranks: create and delete ranks -- spawn: set the faction's spawn -- promote: set a player's rank -- diplomacy: make war, or an alliance with other teams. factions.permissions = {"disband", "claim", "playerslist", "build", "description", "ranks", "spawn", "promote"} if factions_config.faction_diplomacy then table.insert(factions.permissions,"diplomacy") end function factions.Faction:new(faction) faction = { --! @brief power of a faction (needed for parcel claiming) power = factions_config.power, --! @brief maximum power of a faction maxpower = factions_config.maxpower, --! @brief power currently in use usedpower = 0., --! @brief list of player names players = {}, --! @brief list of player names online onlineplayers = {}, --! @brief list of player names offline offlineplayers = {}, --! @brief table of ranks/permissions ranks = {["leader"] = factions.permissions, ["moderator"] = {"claim", "playerslist", "build", "spawn"}, ["member"] = {"build"} }, --! @brief name of the leader leader = nil, --! @brief default joining rank for new members default_rank = "member", --! @brief default rank assigned to the leader default_leader_rank = "leader", --! @brief faction's description string description = "Default faction description.", --! @brief faction's message of the day. message_of_the_day = "", --! @brief list of players currently invited (can join with /f join) invited_players = {}, --! @brief table of claimed parcels (keys are parcelpos strings) land = {}, --! @brief table of allies allies = {}, -- request_inbox = {}, --! @brief table of enemies enemies = {}, --! neutral = {}, --! @brief table of parcels/factions that are under attack attacked_parcels = {}, --! @brief whether faction is closed or open (boolean) join_free = true, --! @brief gives certain privileges is_admin = false, --! @brief if a player on the faction has a nil rank rankless = false, --! @brief last time anyone logged on last_logon = os.time(), --! @brief how long this has been without parcels no_parcel = os.time(), } or faction setmetatable(faction, self) return faction end --! @brief create a new empty faction function factions.new_faction(name) local faction = factions.Faction:new(nil) faction.name = name factions.factions[name] = faction faction:on_create() minetest.after(1, function(f) f:on_no_parcel() end,faction) factions.save() return faction end function factions.start_diplomacy(name,faction) for i in pairs(factions.factions) do if i ~= name and not (faction.neutral[i] or faction.allies[i] or faction.enemies[i]) then faction:new_enemy(i) end end end function factions.Faction.increase_power(self, power) self.power = self.power + power if self.power > self.maxpower - self.usedpower then self.power = self.maxpower - self.usedpower end for i in pairs(self.onlineplayers) do updateHudPower(minetest.get_player_by_name(i),self) end factions.save() end function factions.Faction.decrease_power(self, power) self.power = self.power - power for i in pairs(self.onlineplayers) do updateHudPower(minetest.get_player_by_name(i),self) end factions.save() end function factions.Faction.increase_maxpower(self, power) self.maxpower = self.maxpower + power for i in pairs(self.onlineplayers) do updateHudPower(minetest.get_player_by_name(i),self) end factions.save() end function factions.Faction.decrease_maxpower(self, power) self.maxpower = self.maxpower - power if self.maxpower < 0. then -- should not happen self.maxpower = 0. end for i in pairs(self.onlineplayers) do updateHudPower(minetest.get_player_by_name(i),self) end end function factions.Faction.increase_usedpower(self, power) self.usedpower = self.usedpower + power for i in pairs(self.onlineplayers) do updateHudPower(minetest.get_player_by_name(i),self) end end function factions.Faction.decrease_usedpower(self, power) self.usedpower = self.usedpower - power if self.usedpower < 0. then self.usedpower = 0. end for i in pairs(self.onlineplayers) do updateHudPower(minetest.get_player_by_name(i),self) end end -- power-per-players only. function factions.Faction.check_power(self) if factions_config.enable_power_per_player then for player,unused in pairs(self.players) do local ip = factions_ip.player_ips[player] local notsame = true for i,k in pairs(self.players) do local other_ip = factions_ip.player_ips[k] if other_ip == ip then notsame = false break end end if notsame then self:increase_maxpower(factions_config.powermax_per_player) end end end end function factions.Faction.count_land(self) local count = 0. for k, v in pairs(self.land) do count = count + 1 end return count end minetest.register_on_prejoinplayer(function(name, ip) factions_ip.player_ips[name] = ip end) function factions.Faction.add_player(self, player, rank) self:on_player_join(player) self.players[player] = rank or self.default_rank factions.players[player] = self.name self.invited_players[player] = nil if factions_config.enable_power_per_player then local ip = factions_ip.player_ips[player] local notsame = true for i,k in pairs(self.players) do local other_ip = factions_ip.player_ips[k] if other_ip == ip then notsame = false break end end if notsame then self:increase_maxpower(factions_config.powermax_per_player) --self:increase_power(factions_config.power_per_player) end end local pdata = minetest.get_player_by_name(player) local ipc = pdata:is_player_connected(player) if ipc then createHudFactionName(pdata,self.name) createHudPower(pdata,self) self.offlineplayers[player] = nil self.onlineplayers[player] = 1 else self.offlineplayers[player] = 1 self.onlineplayers[player] = nil end factions.save() end function factions.Faction.check_players_in_faction(self) for i,k in pairs(self.players) do return true end self:disband("Zero players on faction.") return false end function factions.Faction.remove_player(self, player) self.players[player] = nil factions.players[player] = nil self:on_player_leave(player) self:check_players_in_faction(self) if factions_config.enable_power_per_player then local ip = factions_ip.player_ips[player] local notsame = true for i,k in pairs(self.players) do local other_ip = factions_ip.player_ips[k] if other_ip == ip then notsame = false break end end if notsame then self:decrease_maxpower(factions_config.powermax_per_player) end end local pdata = minetest.get_player_by_name(player) local ipc = pdata:is_player_connected(player) if ipc then removeHud(pdata,"factionName") removeHud(pdata,"powerWatch") end self.offlineplayers[player] = nil self.onlineplayers[player] = nil factions.save() end --! @param parcelpos position of the wanted parcel --! @return whether this faction can claim a parcelpos function factions.Faction.can_claim_parcel(self, parcelpos) local fac = factions.parcels[parcelpos] if fac then if factions.factions[fac].power < 0. and self.power >= factions_config.power_per_parcel and not self.allies[factions.factions[fac].name] and not self.neutral[factions.factions[fac].name] then return true else return false end elseif self.power < factions_config.power_per_parcel then return false end return true end --! @brief claim a parcel, update power and update global parcels table function factions.Faction.claim_parcel(self, parcelpos) -- check if claiming over other faction's territory local otherfac = factions.parcels[parcelpos] if otherfac then local faction = factions.factions[otherfac] faction:unclaim_parcel(parcelpos) faction:parcelless_check() end factions.parcels[parcelpos] = self.name self.land[parcelpos] = true self:decrease_power(factions_config.power_per_parcel) self:increase_usedpower(factions_config.power_per_parcel) self:on_claim_parcel(parcelpos) self:parcelless_check() factions.save() end --! @brief claim a parcel, update power and update global parcels table function factions.Faction.unclaim_parcel(self, parcelpos) factions.parcels[parcelpos] = nil self.land[parcelpos] = nil self:increase_power(factions_config.power_per_parcel) self:decrease_usedpower(factions_config.power_per_parcel) self:on_unclaim_parcel(parcelpos) self:parcelless_check() factions.save() end function factions.Faction.parcelless_check(self) if self.land then local count = 0 for index, value in pairs(self.land) do count = count + 1 break end if count > 0 then if self.no_parcel ~= -1 then self:broadcast("Faction " .. self.name .. " will not be disbanded because it now has parcels.") end self.no_parcel = -1 else self.no_parcel = os.time() self:on_no_parcel() end end end --! @brief disband faction, updates global players and parcels table function factions.Faction.disband(self, reason) if not self.is_admin then for i,v in pairs(factions.factions) do if v.name ~= self.name then if v.enemies[self.name] then v:end_enemy(self.name) end if v.allies[self.name] then v:end_alliance(self.name) end if v.neutral[self.name] then v:end_neutral(self.name) end end end for k, _ in pairs(self.players) do -- remove players affiliation factions.players[k] = nil end for k, v in pairs(self.land) do -- remove parcel claims factions.parcels[k] = nil end self:on_disband(reason) local playerslist = self.onlineplayers for i,l in pairs(playerslist) do removeHud(i,"factionName") removeHud(i,"powerWatch") end factions.factions[self.name] = nil factions.save() end end --! @brief change the faction leader function factions.Faction.set_leader(self, player) if self.leader then self.players[self.leader] = self.default_rank end self.leader = player self.players[player] = self.default_leader_rank self:on_new_leader() factions.save() end function factions.Faction.set_message_of_the_day(self,text) self.message_of_the_day = text factions.save() end --! @brief check permissions for a given player --! @return boolean indicating permissions. Players not in faction always receive false function factions.Faction.has_permission(self, player, permission) local p = self.players[player] if not p then return false end local perms = self.ranks[p] if perms then for i in ipairs(perms) do if perms[i] == permission then return true end end else self.rankless = true end return false end function factions.Faction.set_description(self, new) self.description = new self:on_change_description() factions.save() end --! @brief places player in invite list function factions.Faction.invite_player(self, player) self.invited_players[player] = true self:on_player_invited(player) factions.save() end --! @brief removes player from invite list (can no longer join via /f join) function factions.Faction.revoke_invite(self, player) self.invited_players[player] = nil self:on_revoke_invite(player) factions.save() end --! @brief set faction openness function factions.Faction.toggle_join_free(self, bool) self.join_free = bool self:on_toggle_join_free() factions.save() end --! @return true if a player can use /f join, false otherwise function factions.Faction.can_join(self, player) return self.join_free or self.invited_players[player] end function factions.Faction.new_alliance(self, faction) self.allies[faction] = true self:on_new_alliance(faction) if self.enemies[faction] then self:end_enemy(faction) end if self.neutral[faction] then self:end_neutral(faction) end factions.save() end function factions.Faction.end_alliance(self, faction) self.allies[faction] = nil self:on_end_alliance(faction) factions.save() end function factions.Faction.new_neutral(self, faction) self.neutral[faction] = true self:on_new_neutral(faction) if self.allies[faction] then self:end_alliance(faction) end if self.enemies[faction] then self:end_enemy(faction) end factions.save() end function factions.Faction.end_neutral(self, faction) self.neutral[faction] = nil self:on_end_neutral(faction) factions.save() end function factions.Faction.new_enemy(self, faction) self.enemies[faction] = true self:on_new_enemy(faction) if self.allies[faction] then self:end_alliance(faction) end if self.neutral[faction] then self:end_neutral(faction) end factions.save() end function factions.Faction.end_enemy(self, faction) self.enemies[faction] = nil self:on_end_enemy(faction) factions.save() end --! @brief faction's member will now spawn in a new place function factions.Faction.set_spawn(self, pos) self.spawn = {x=pos.x, y=pos.y, z=pos.z} self:on_set_spawn() factions.save() end --! @brief create a new rank with permissions --! @param rank the name of the new rank --! @param rank a list with the permissions of the new rank function factions.Faction.add_rank(self, rank, perms) self.ranks[rank] = perms self:on_add_rank(rank) factions.save() end function factions.Faction.change_def_rank(self, rank) for player, r in pairs(self.players) do if r == rank or r == nil or not self.ranks[r] then self.players[player] = rank end end self.default_rank = rank self:on_change_def_rank(rank, rank) factions.save() end --! @brief delete a rank and replace it --! @param rank the name of the rank to be deleted --! @param newrank the rank given to players who were previously "rank" function factions.Faction.delete_rank(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) if rank == self.default_leader_rank then self.default_leader_rank = newrank self:broadcast("The default leader rank has been set to "..newrank) end if rank == self.default_rank then self.default_rank = newrank self:broadcast("The default rank given to new players is set to "..newrank) end factions.save() end --! @brief set a player's rank function factions.Faction.promote(self, member, rank) self.players[member] = rank self:on_promote(member) end --! @brief send a message to all members function factions.Faction.broadcast(self, msg, sender) local message = self.name.."> "..msg if sender then message = sender.."@"..message end message = "Faction<"..message for k, _ in pairs(self.onlineplayers) do minetest.chat_send_player(k, message) end end --! @brief checks whether a faction has at least one connected player function factions.Faction.is_online(self) for playername, _ in pairs(self.onlineplayers) do if minetest.get_player_by_name(playername) then return true end end return false end function factions.Faction.attack_parcel(self, parcelpos) if factions_config.attack_parcel then local attacked_faction = factions.get_parcel_faction(parcelpos) if attacked_faction then if not self.allies[attacked_faction.name] then self.power = self.power - factions_config.power_per_attack if attacked_faction.attacked_parcels[parcelpos] then attacked_faction.attacked_parcels[parcelpos][self.name] = true else attacked_faction.attacked_parcels[parcelpos] = {[self.name] = true} end attacked_faction:broadcast("Parcel ("..parcelpos..") is being attacked by "..self.name.."!!") if self.power < 0. then -- punish memers minetest.chat_send_all("Faction "..self.name.." has attacked too much and has now negative power!") end factions.save() else self:broadcast("You can not attack that parcel because it belongs to an ally.") end end end end function factions.Faction.stop_attack(self, parcelpos) local attacked_faction = factions.parcels[parcelpos] if attacked_faction then attacked_faction = factions.factions[attacked_faction] if attacked_faction.attacked_parcels[parcelpos] then attacked_faction.attacked_parcels[parcelpos][self.name] = nil attacked_faction:broadcast("Parcel ("..parcelpos..") is no longer under attack from "..self.name..".") self:broadcast("Parcel ("..parcelpos..") has been reconquered by "..attacked_faction.name..".") end factions.save() end end function factions.Faction.parcel_is_attacked_by(self, parcelpos, faction) if self.attacked_parcels[parcelpos] then return self.attacked_parcels[parcelpos][faction.name] else return false end end -------------------------- -- callbacks for events -- function factions.Faction.on_create(self) --! @brief called when the faction is added to the global faction list minetest.chat_send_all("Faction "..self.name.." has been created.") end function factions.Faction.on_no_parcel(self) local now = os.time() - self.no_parcel local l = factions_config.maximum_parcelless_faction_time self:broadcast("This faction will disband in "..l-now.." seconds, because it has no parcels.") end function factions.Faction.on_player_leave(self, player) self:broadcast(player.." has left this faction.") end function factions.Faction.on_player_join(self, player) self:broadcast(player.." has joined this faction.") end function factions.Faction.on_claim_parcel(self, pos) self:broadcast("Parcel ("..pos..") has been claimed.") end function factions.Faction.on_unclaim_parcel(self, pos) self:broadcast("Parcel ("..pos..") has been unclaimed.") end function factions.Faction.on_disband(self, reason) local msg = "Faction "..self.name.." has been disbanded." if reason then msg = msg.." ("..reason..")" end minetest.chat_send_all(msg) end function factions.Faction.on_new_leader(self) self:broadcast(self.leader.." is now the leader of this faction.") end function factions.Faction.on_change_description(self) self:broadcast("Faction description has been modified to: "..self.description) end function factions.Faction.on_player_invited(self, player) minetest.chat_send_player(player, "You have been invited to faction "..self.name) end function factions.Faction.on_toggle_join_free(self, player) if self.join_free then self:broadcast("This faction is now invite-free.") else self:broadcast("This faction is no longer invite-free.") end end function factions.Faction.on_new_alliance(self, faction) self:broadcast("This faction is now allied with "..faction) end function factions.Faction.on_end_alliance(self, faction) self:broadcast("This faction is no longer allied with "..faction.."!") end function factions.Faction.on_new_neutral(self, faction) self:broadcast("This faction is now neutral with "..faction) end function factions.Faction.on_end_neutral(self, faction) self:broadcast("This faction is no longer neutral with "..faction.."!") end function factions.Faction.on_new_enemy(self, faction) self:broadcast("This faction is now at war with "..faction) end function factions.Faction.on_end_enemy(self, faction) self:broadcast("This faction is no longer at war with "..faction.."!") end function factions.Faction.on_set_spawn(self) self:broadcast("The faction spawn has been set to ("..util.coords3D_string(self.spawn)..").") end function factions.Faction.on_add_rank(self, rank) self:broadcast("The rank "..rank.." has been created with privileges: "..table.concat(self.ranks[rank], ", ")) end function factions.Faction.on_delete_rank(self, rank, newrank) self:broadcast("The rank "..rank.." has been deleted and replaced by "..newrank) end function factions.Faction.on_change_def_rank(self, rank) self:broadcast("The default rank given to new players has been changed to "..rank) end function factions.Faction.on_promote(self, member) minetest.chat_send_player(member, "You have been promoted to "..self.players[member]) end function factions.Faction.on_revoke_invite(self, player) minetest.chat_send_player(player, "You are no longer invited to faction "..self.name) end function factions.get_parcel_pos(pos) if factions_config.protection_style == "2d" then return math.floor(pos.x / factions_config.parcel_size)..","..math.floor(pos.z / factions_config.parcel_size) elseif factions_config.protection_style == "3d" then return math.floor(pos.x / factions_config.parcel_size)..","..math.floor(pos.y / factions_config.parcel_size)..","..math.floor(pos.z / factions_config.parcel_size) end end function factions.get_player_faction(playername) local facname = factions.players[playername] if facname then local faction = factions.factions[facname] return faction end return nil end function factions.get_parcel_faction(parcelpos) local facname = factions.parcels[parcelpos] if facname then local faction = factions.factions[facname] return faction end return nil end function factions.get_faction(facname) return factions.factions[facname] end function factions.get_faction_at(pos) local y = pos.y 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 end local parcelpos = factions.get_parcel_pos(pos) return factions.get_parcel_faction(parcelpos) end ------------------------------------------------------------------------------- -- name: add_faction(name) -- --! @brief add a faction --! @memberof factions --! @public -- --! @param name of faction to add --! --! @return faction object/false (succesfully added faction or not) ------------------------------------------------------------------------------- function factions.add_faction(name) if factions.can_create_faction(name) then local fac = factions.new_faction(name) fac:on_create() return fac else return nil end 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.factions) do table.insert(retval,key) end return retval 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.factions)) file:close() else minetest.log("error","MOD factions: unable to save factions world specific data!: " .. error) end factions_ip.save() end ------------------------------------------------------------------------------- -- name: load() -- --! @brief load data from file --! @memberof factions --! @private -- --! @return true/false ------------------------------------------------------------------------------- function factions.load() local filename = "factions.conf" local file,error = io.open(factions_worldid .. "/" .. filename,"r") if file ~= nil then local raw_data = file:read("*a") local current_version = misc_mod_data.data.factions_version misc_mod_data.load() local old_version = misc_mod_data.data.factions_version local tabledata = minetest.deserialize(raw_data) file:close() if tabledata then factions.factions = tabledata if current_version ~= old_version or factions.is_old_file(tabledata) then if factions.convert(filename) then minetest.after(5, function() minetest.chat_send_all("Factions successfully converted.") end) end end 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 end for parcelpos, val in pairs(faction.land) do factions.parcels[parcelpos] = facname end setmetatable(faction, factions.Faction) if not faction.maxpower or faction.maxpower <= 0. then faction.maxpower = faction.power if faction.power < 0. then faction.maxpower = 0. end end if not faction.attacked_parcels then faction.attacked_parcels = {} end if not faction.usedpower then faction.usedpower = faction:count_land() * factions_config.power_per_parcel end if #faction.name > factions_config.faction_name_max_length then faction:disband() end if not faction.last_logon then faction.last_logon = os.time() end if faction.no_parcel ~= -1 then faction.no_parcel = os.time() end if faction:count_land() > 0 then faction.no_parcel = -1 end if faction.onlineplayers and faction.offlineplayers then for i, _ in pairs(faction.onlineplayers) do faction.offlineplayers[i] = _ end else faction.offlineplayers = {} end faction.onlineplayers = {} end misc_mod_data.data.factions_version = current_version misc_mod_data.save() factions.save() else minetest.after(5, function() minetest.chat_send_all("Failed to deserialize saved file.") end) end end factions_ip.load() end function factions.is_old_file(oldfactions) local tempfaction = factions.Faction:new(nil) local pass = false for facname, faction in pairs(oldfactions) do for ni, nl in pairs(tempfaction) do pass = false for key, value in pairs(faction) do if key == ni then pass = true break end end if not pass then tempfaction = nil return true end end -- Only check one faction to save time. if not pass then tempfaction = nil return true else tempfaction = nil return false end end tempfaction = nil return false end function factions.convert(filename) local file, error = io.open(factions_worldid .. "/" .. filename, "r") if not file then minetest.chat_send_all("Cannot load file "..filename..". "..error) return false end local raw_data = file:read("*a") file:close() local data = minetest.deserialize(raw_data) for facname,faction in pairs(data) do local newfac = factions.new_faction(facname,true) for oi, ol in pairs(faction) do if newfac[oi] then newfac[oi] = ol end end if faction.players then newfac.players = faction.players end if faction.land then newfac.land = faction.land end if faction.ranks then newfac.ranks = faction.ranks end factions.start_diplomacy(facname,newfac) newfac:check_power() end -- Create runtime data. for facname,faction in pairs(factions.factions) do if faction.players then for player, unused in pairs(faction.players) do factions.players[player] = faction.name end end if faction.land then for l, unused in pairs(faction.land) do factions.parcels[l] = facname end end end return true end minetest.register_on_dieplayer( function(player) local faction = factions.get_player_faction(player:get_player_name()) if not faction then return true end faction:decrease_power(factions_config.power_per_death) return true end ) function factions.faction_tick() local now = os.time() for facname, faction in pairs(factions.factions) do if faction:is_online() then if factions_config.enable_power_per_player then local t = faction.onlineplayers local count = 0 for _ in pairs(t) do count = count + 1 end faction:increase_power(factions_config.power_per_player*count) else faction:increase_power(factions_config.power_per_tick) end end 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 faction:disband() end end end minetest.register_on_joinplayer( function(player) local name = player:get_player_name() minetest.after(5,createHudfactionLand,player) local faction = factions.get_player_faction(name) if faction then faction.last_logon = os.time() minetest.after(5,createHudFactionName,player,faction.name) minetest.after(5,createHudPower,player,faction) faction.offlineplayers[name] = nil faction.onlineplayers[name] = 1 if faction.no_parcel ~= -1 then local now = os.time() - faction.no_parcel local l = factions_config.maximum_parcelless_faction_time minetest.chat_send_player(name,"This faction will disband in "..l-now.." seconds, because it has no parcels.") end if faction:has_permission(name, "diplomacy") then for _ in pairs(faction.request_inbox) do minetest.chat_send_player(name,"You have diplomatic requests in the inbox.") break end end if faction:has_permission(name, "ranks") then if faction.rankless then minetest.chat_send_player(name,"You need to reset the default rank because there are rankless players in this faction. type /f change_def_rank") end end if faction.message_of_the_day and (faction.message_of_the_day ~= "" or faction.message_of_the_day ~= " ") then minetest.chat_send_player(name,faction.message_of_the_day) end end end ) minetest.register_on_leaveplayer( function(player) local name = player:get_player_name() local faction = factions.get_player_faction(name) local id_name1 = name .. "factionLand" if hud_ids[id_name1] then hud_ids[id_name1] = nil end if faction then local id_name2 = name .. "factionName" local id_name3 = name .. "powerWatch" if hud_ids[id_name2] then hud_ids[id_name2] = nil end if hud_ids[id_name3] then hud_ids[id_name3] = nil end faction.offlineplayers[name] = 1 faction.onlineplayers[name] = nil end end ) minetest.register_on_respawnplayer( function(player) local faction = factions.get_player_faction(player:get_player_name()) if not faction then return false else if not faction.spawn then return false else player:setpos(faction.spawn) return true end end end ) local default_is_protected = minetest.is_protected minetest.is_protected = function(pos, player) local y = pos.y 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 false end local parcelpos = factions.get_parcel_pos(pos) local parcel_faction = factions.get_parcel_faction(parcelpos) local player_faction = factions.get_player_faction(player) -- no faction if not parcel_faction then return default_is_protected(pos, player) elseif player_faction then if parcel_faction.name == player_faction.name then return not parcel_faction:has_permission(player, "build") elseif parcel_faction.allies[player_faction.name] then return not player_faction:has_permission(player, "build") else return not parcel_faction:parcel_is_attacked_by(parcelpos, player_faction) end else return true end end function factionUpdate() factions.faction_tick() minetest.after(factions_config.tick_time,factionUpdate) end