163 lines
4.7 KiB
Lua
163 lines
4.7 KiB
Lua
local hudHandlers = {}
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areas.registered_on_adds = {}
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areas.registered_on_removes = {}
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areas.registered_on_moves = {}
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function areas:registerOnAdd(func)
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table.insert(areas.registered_on_adds, func)
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end
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function areas:registerOnRemove(func)
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table.insert(areas.registered_on_removes, func)
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end
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function areas:registerOnMove(func)
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table.insert(areas.registered_on_moves, func)
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end
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--- Adds a function as a HUD handler, it will be able to add items to the Areas HUD element.
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function areas:registerHudHandler(handler)
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table.insert(hudHandlers, handler)
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end
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function areas:getExternalHudEntries(pos)
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local areas = {}
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for _, func in pairs(hudHandlers) do
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func(pos, areas)
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end
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return areas
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end
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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 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 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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function areas:canInteract(pos, name)
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if minetest.check_player_privs(name, self.adminPrivs) then
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return true
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end
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local owned = false
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for _, area in pairs(self:getAreasAtPos(pos)) do
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if area.owner == name or area.open then
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return true
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elseif areas.factions_available and area.faction_open then
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local faction_name = factions.get_player_faction(area.owner)
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if faction_name ~= nil and faction_name == factions.get_player_faction(name) then
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return true
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end
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end
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owned = true
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end
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return not owned
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end
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-- Returns a table (list) of all players that own an area
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function areas:getNodeOwners(pos)
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local owners = {}
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for _, area in pairs(self:getAreasAtPos(pos)) do
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table.insert(owners, area.owner)
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end
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return owners
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end
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--- Checks if the area intersects with an area that the player can't interact in.
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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 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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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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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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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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