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