Add support for the AreaStore API
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177f659f4e
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119
api.lua
119
api.lua
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@ -1,17 +1,54 @@
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-- Returns a list of areas that include the provided position
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--- Returns a list of areas that include the provided position.
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function areas:getAreasAtPos(pos)
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local a = {}
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local px, py, pz = pos.x, pos.y, pos.z
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for id, area in pairs(self.areas) do
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local ap1, ap2 = area.pos1, area.pos2
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if px >= ap1.x and px <= ap2.x and
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py >= ap1.y and py <= ap2.y and
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pz >= ap1.z and pz <= ap2.z then
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a[id] = area
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local res = {}
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if self.store then
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local a = self.store:get_areas_for_pos(pos, false, true)
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for store_id, store_area in pairs(a) do
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local id = tonumber(store_area.data)
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res[id] = self.areas[id]
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end
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else
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local px, py, pz = pos.x, pos.y, pos.z
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for id, area in pairs(self.areas) do
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local ap1, ap2 = area.pos1, area.pos2
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if
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(px >= ap1.x and px <= ap2.x) and
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(py >= ap1.y and py <= ap2.y) and
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(pz >= ap1.z and pz <= ap2.z) then
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res[id] = area
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end
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end
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end
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return a
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return res
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end
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--- Returns areas that intersect with the passed area.
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function areas:getAreasIntersectingArea(pos1, pos2)
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local res = {}
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if self.store then
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local a = self.store:get_areas_in_area(pos1, pos2,
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true, false, true)
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for store_id, store_area in pairs(a) do
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local id = tonumber(store_area.data)
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res[id] = self.areas[id]
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end
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else
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self:sortPos(pos1, pos2)
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local p1x, p1y, p1z = pos1.x, pos1.y, pos1.z
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local p2x, p2y, p2z = pos2.x, pos2.y, pos2.z
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for id, area in pairs(self.areas) do
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local ap1, ap2 = area.pos1, area.pos2
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if
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(ap1.x <= p2x and ap2.x >= p1x) and
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(ap1.y <= p2y and ap2.y >= p1y) and
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(ap1.z <= p2z and ap2.z >= p1z) then
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-- Found an intersecting area.
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res[id] = area
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end
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end
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end
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return res
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end
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-- Checks if the area is unprotected or owned by you
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@ -43,41 +80,49 @@ end
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-- Note that this fails and returns false when the specified area is fully
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-- owned by the player, but with multiple protection zones, none of which
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-- cover the entire checked area.
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-- @param name (optional) player name. If not specified checks for any intersecting areas.
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-- @param allow_open Whether open areas should be counted as is they didn't exist.
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-- @param name (optional) Player name. If not specified checks for any intersecting areas.
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-- @param allow_open Whether open areas should be counted as if they didn't exist.
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-- @return Boolean indicating whether the player can interact in that area.
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-- @return Un-owned intersecting area id, if found.
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-- @return Un-owned intersecting area ID, if found.
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function areas:canInteractInArea(pos1, pos2, name, allow_open)
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if name and minetest.check_player_privs(name, self.adminPrivs) then
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return true
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end
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areas:sortPos(pos1, pos2)
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-- First check for a fully enclosing owned area.
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if name then
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for id, area in pairs(self.areas) do
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-- A little optimization: isAreaOwner isn't necessary
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-- here since we're iterating through all areas.
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if area.owner == name and
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self:isSubarea(pos1, pos2, id) then
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return true
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end
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self:sortPos(pos1, pos2)
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-- Intersecting non-owned area ID, if found.
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local blocking_area = nil
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local areas = self:getAreasIntersectingArea(pos1, pos2)
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for id, area in pairs(areas) do
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-- First check for a fully enclosing owned area.
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-- A little optimization: isAreaOwner isn't necessary
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-- here since we're iterating over all relevant areas.
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if area.owner == name and
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self:isSubarea(pos1, pos2, id) then
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return true
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end
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-- Then check for intersecting non-owned (blocking) areas.
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-- We don't bother with this check if we've already found a
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-- blocking area, as the check is somewhat expensive.
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-- The area blocks if the area is closed or open areas aren't
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-- acceptable to the caller, and the area isn't owned.
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-- Note: We can't return directly here, because there might be
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-- an exclosing owned area that we haven't gotten to yet.
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if not blocking_area and
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(not allow_open or not area.open) and
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(not name or not self:isAreaOwner(id, name)) then
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blocking_area = id
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end
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end
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-- Then check for intersecting (non-owned) areas.
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for id, area in pairs(self.areas) do
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local p1, p2 = area.pos1, area.pos2
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if (p1.x <= pos2.x and p2.x >= pos1.x) and
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(p1.y <= pos2.y and p2.y >= pos1.y) and
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(p1.z <= pos2.z and p2.z >= pos1.z) then
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-- Found an intersecting area.
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-- Return if the area is closed or open areas aren't
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-- allowed, and the area isn't owned.
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if (not allow_open or not area.open) and
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(not name or not areas:isAreaOwner(id, name)) then
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return false, id
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end
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end
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if blocking_area then
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return false, blocking_area
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end
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-- There are no intersecting areas or they are only partially
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-- intersecting areas and they are all owned by the player.
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return true
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end
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61
internal.lua
61
internal.lua
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@ -30,6 +30,40 @@ function areas:load()
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self.areas = {}
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end
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file:close()
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self:populateStore()
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end
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--- Checks an AreaStore ID.
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-- Deletes the AreaStore (falling back to the iterative method)
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-- and prints an error message if the ID is invalid.
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-- @return Whether the ID was valid.
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function areas:checkAreaStoreId(sid)
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if not sid then
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minetest.log("error", "AreaStore failed to find an ID for an "
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.."area! Falling back to iterative area checking.")
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self.store = nil
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self.store_ids = nil
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end
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return sid and true or false
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end
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-- Populates the AreaStore after loading, if needed.
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function areas:populateStore()
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if not rawget(_G, "AreaStore") then
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return
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end
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local store = AreaStore()
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local store_ids = {}
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for id, area in pairs(areas.areas) do
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local sid = store:insert_area(area.pos1,
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area.pos2, tostring(id))
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if not self:checkAreaStoreId(sid) then
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return
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end
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store_ids[id] = sid
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end
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self.store = store
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self.store_ids = store_ids
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end
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-- Finds the first usable index in a table
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@ -41,15 +75,28 @@ local function findFirstUnusedIndex(t)
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return i
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end
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-- Add a area, returning the new area's id.
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--- Add a area.
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-- @return The new area's ID.
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function areas:add(owner, name, pos1, pos2, parent)
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local id = findFirstUnusedIndex(self.areas)
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self.areas[id] = {name=name, pos1=pos1, pos2=pos2, owner=owner,
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parent=parent}
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self.areas[id] = {
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name = name,
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pos1 = pos1,
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pos2 = pos2,
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owner = owner,
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parent = parent
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}
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-- Add to AreaStore
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if self.store then
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local sid = self.store:insert_area(pos1, pos2, tostring(id))
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if self:checkAreaStoreId(sid) then
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self.store_ids[id] = sid
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end
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end
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return id
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end
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-- Remove a area, and optionally it's children recursively.
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--- Remove a area, and optionally it's children recursively.
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-- If a area is deleted non-recursively the children will
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-- have the removed area's parent as their new parent.
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function areas:remove(id, recurse)
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@ -73,6 +120,12 @@ function areas:remove(id, recurse)
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-- Remove main entry
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self.areas[id] = nil
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-- Remove from AreaStore
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if self.store then
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self.store:remove_area(self.store_ids[id])
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self.store_ids[id] = nil
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end
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end
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-- Checks if a area between two points is entirely contained by another area
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