factions/factions.lua

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-------------------------------------------------------------------------------
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-- factions Mod by Sapier
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--
-- License WTFPL
--
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--! @file factions.lua
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--! @brief factions core file
--! @copyright Sapier, agrecascino, shamoanjac
--! @author Sapier, agrecascino, shamoanjac
--! @date 2016-08-12
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--
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
--read some basic information
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local factions_worldid = minetest.get_worldpath()
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--! @class factions
--! @brief main class for factions
factions = {}
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--! @brief runtime data
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factions.factions = {}
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factions.parcels = {}
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factions.players = {}
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factions.factions = {}
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--- settings
factions.protection_max_depth = -512
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factions.power_per_parcel = .5
factions.power_per_death = .25
factions.power_per_tick = .125
factions.tick_time = 60.
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factions.power_per_attack = 10.
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factions.faction_name_max_length = 50
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factions.rank_name_max_length = 25
factions.maximum_faction_inactivity = 604800 -- 1 week
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---------------------
--! @brief returns whether a faction can be created or not (allows for implementation of blacklists and the like)
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--! @param name String containing the faction's name
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factions.can_create_faction = function(name)
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if #name > factions.faction_name_max_length then
return false
elseif factions.factions[name] then
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return false
else
return true
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end
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end
factions.Faction = {
}
util = {
coords3D_string = function(coords)
return coords.x..", "..coords.y..", "..coords.z
end
}
factions.Faction.__index = factions.Faction
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-- Faction permissions:
--
-- disband: disband the faction
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-- claim: (un)claim parcels
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-- 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
-- banner: set the faction's banner
-- promote: set a player's rank
function factions.Faction:new(faction)
faction = {
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--! @brief power of a faction (needed for parcel claiming)
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power = 0.,
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--! @brief maximum power of a faction
maxpower = 0.,
--! @brief power currently in use
usedpower = 0.,
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--! @brief list of player names
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players = {},
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--! @brief table of ranks/permissions
ranks = {["leader"] = {"disband", "claim", "playerslist", "build", "description", "ranks", "spawn", "banner", "promote"},
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["moderator"] = {"claim", "playerslist", "build", "spawn"},
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["member"] = {"build"}
},
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--! @brief name of the leader
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leader = nil,
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--! @brief default joining rank for new members
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default_rank = "member",
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--! @brief default rank assigned to the leader
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default_leader_rank = "leader",
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--! @brief faction's description string
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description = "Default faction description.",
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--! @brief list of players currently invited (can join with /f join)
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invited_players = {},
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--! @brief table of claimed parcels (keys are parcelpos strings)
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land = {},
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--! @brief table of allies
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allies = {},
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--! @brief table of enemies
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enemies = {},
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--! @brief table of parcels/factions that are under attack
attacked_parcels = {},
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--! @brief whether faction is closed or open (boolean)
join_free = false,
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--! @brief banner texture string
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banner = "bg_white.png",
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--! @brief gives certain privileges
is_admin = false,
--! @brief last time anyone logged on
last_logon = os.time(),
} or faction
setmetatable(faction, self)
return faction
end
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--! @brief create a new empty faction
factions.new_faction = function(name)
local faction = factions.Faction:new(nil)
faction.name = name
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factions.factions[name] = faction
faction:on_create()
factions.save()
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return faction
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
factions.save()
end
function factions.Faction.decrease_power(self, power)
self.power = self.power - power
factions.save()
end
function factions.Faction.increase_maxpower(self, power)
self.maxpower = self.maxpower + power
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
end
function factions.Faction.increase_usedpower(self, power)
self.usedpower = self.usedpower + power
end
function factions.Faction.decrease_usedpower(self, power)
self.usedpower = self.usedpower - power
if self.usedpower < 0. then
self.usedpower = 0.
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
function factions.Faction.add_player(self, player, rank)
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self:on_player_join(player)
self.players[player] = rank or self.default_rank
factions.players[player] = self.name
self.invited_players[player] = nil
factions.save()
end
function factions.Faction.remove_player(self, player)
self.players[player] = nil
factions.players[player] = nil
self:on_player_leave(player)
factions.save()
end
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--! @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
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if factions.factions[fac].power < 0. and self.power >= factions.power_per_parcel then
return true
else
return false
end
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elseif self.power < factions.power_per_parcel then
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return false
end
return true
end
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--! @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
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local otherfac = factions.parcels[parcelpos]
if otherfac then
local faction = factions.factions[otherfac]
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faction:unclaim_parcel(parcelpos)
end
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factions.parcels[parcelpos] = self.name
self.land[parcelpos] = true
self:decrease_power(factions.power_per_parcel)
self:increase_usedpower(factions.power_per_parcel)
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self:on_claim_parcel(parcelpos)
factions.save()
end
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--! @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.power_per_parcel)
self:decrease_usedpower(factions.power_per_parcel)
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self:on_unclaim_parcel(parcelpos)
factions.save()
end
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--! @brief disband faction, updates global players and parcels table
function factions.Faction.disband(self, reason)
for k, _ in pairs(self.players) do -- remove players affiliation
factions.players[k] = nil
end
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for k, v in pairs(self.land) do -- remove parcel claims
factions.parcels[k] = nil
end
self:on_disband(reason)
factions.factions[self.name] = nil
factions.save()
end
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--! @brief change the faction leader
function factions.Faction.set_leader(self, player)
self.leader = player
self.players[player] = self.default_leader_rank
self:on_new_leader()
factions.save()
end
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--! @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]
for i in ipairs(perms) do
if perms[i] == permission then
return true
end
end
return false
end
function factions.Faction.set_description(self, new)
self.description = new
self:on_change_description()
factions.save()
end
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--! @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
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--! @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
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--! @brief set faction openness
function factions.Faction.toggle_join_free(self, bool)
self.join_free = bool
self:on_toggle_join_free()
factions.save()
end
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--! @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
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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
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_enemy(self, faction)
self.enemies[faction] = true
self:on_new_enemy(faction)
if self.allies[faction] then
self:end_alliance(faction)
end
factions.save()
end
function factions.Faction.end_enemy(self, faction)
self.enemies[faction] = nil
self:on_end_enemy(faction)
factions.save()
end
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--! @brief faction's member will now spawn in a new place
function factions.Faction.set_spawn(self, pos)
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self.spawn = {x=pos.x, y=pos.y, z=pos.z}
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self:on_set_spawn()
factions.save()
end
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--! @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
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self:on_add_rank(rank)
factions.save()
end
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--! @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)
factions.save()
end
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--! @param newbanner texture string of the new banner
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function factions.Faction.set_banner(self, newbanner)
self.banner = newbanner
self:on_new_banner()
end
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--! @brief set a player's rank
function factions.Faction.promote(self, member, rank)
self.players[member] = rank
self:on_promote(member)
end
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--! @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.players) do
minetest.chat_send_player(k, message)
end
end
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--! @brief checks whether a faction has at least one connected player
function factions.Faction.is_online(self)
for playername, _ in pairs(self.players) do
if minetest.get_player_by_name(playername) then
return true
end
end
return false
end
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function factions.Faction.attack_parcel(self, parcelpos)
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--[[ local attacked_faction = factions.get_parcel_faction(parcelpos)
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if attacked_faction then
self.power = self.power - factions.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()
end
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]]
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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..".")
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end
factions.save()
end
end
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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
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minetest.chat_send_all("Faction "..self.name.." has been created.")
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
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function factions.Faction.on_claim_parcel(self, pos)
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self:broadcast("Parcel ("..pos..") has been claimed.")
end
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function factions.Faction.on_unclaim_parcel(self, pos)
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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)
self:broadcast("This faction is now invite-free.")
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_set_spawn(self)
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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
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function factions.Faction.on_new_banner(self)
self:broadcast("A new banner has been set.")
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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
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--??????????????
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function factions.get_parcel_pos(pos)
return math.floor(pos.x / 16.)..","..math.floor(pos.z / 16.)
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end
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function factions.get_player_faction(playername)
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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]
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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 parcelpos = factions.get_parcel_pos(pos)
return factions.get_parcel_faction(parcelpos)
end
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-------------------------------------------------------------------------------
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-- name: add_faction(name)
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--
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--! @brief add a faction
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--! @memberof factions
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--! @public
--
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--! @param name of faction to add
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--!
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--! @return faction object/false (succesfully added faction or not)
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-------------------------------------------------------------------------------
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function factions.add_faction(name)
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if factions.can_create_faction(name) then
local fac = factions.new_faction(name)
fac:on_create()
return fac
else
return nil
end
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end
-------------------------------------------------------------------------------
-- name: get_faction_list()
--
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--! @brief get list of factions
--! @memberof factions
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--! @public
--!
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--! @return list of factions
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-------------------------------------------------------------------------------
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function factions.get_faction_list()
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local retval = {}
for key,value in pairs(factions.factions) do
table.insert(retval,key)
end
return retval
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end
-------------------------------------------------------------------------------
-- name: save()
--
--! @brief save data to file
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--! @memberof factions
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--! @private
-------------------------------------------------------------------------------
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function factions.save()
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--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
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end
-------------------------------------------------------------------------------
-- name: load()
--
--! @brief load data from file
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--! @memberof factions
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--! @private
--
--! @return true/false
-------------------------------------------------------------------------------
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function factions.load()
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local file,error = io.open(factions_worldid .. "/" .. "factions.conf","r")
if file ~= nil then
local raw_data = file:read("*a")
factions.factions = minetest.deserialize(raw_data)
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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
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end
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for parcelpos, val in pairs(faction.land) do
factions.parcels[parcelpos] = facname
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end
setmetatable(faction, factions.Faction)
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-- compatiblity and later additions
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if not faction.maxpower or faction.maxpower <= 0. then
faction.maxpower = faction.power
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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.power_per_parcel
end
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if #faction.name > factions.faction_name_max_length then
faction:disband()
end
if not faction.last_logon then
faction.last_logon = os.time()
end
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end
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file:close()
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end
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end
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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")
local data = minetest.deserialize(raw_data)
local factionsmod = data.factionsmod
local objects = data.objects
for faction, attrs in pairs(factionsmod) do
local newfac = factions.new_faction(faction)
newfac:add_player(attrs.owner, "leader")
for player, _ in pairs(attrs.adminlist) do
if not newfac.players[player] then
newfac:add_player(player, "moderator")
end
end
for player, _ in pairs(attrs.invitations) do
newfac:invite_player(player)
end
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for i in ipairs(attrs.parcel) do
local parcelpos = table.concat(attrs.parcel[i],",")
newfac:claim_parcel(parcelpos)
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end
end
for player, attrs in pairs(objects) do
local facname = attrs.factionsmod
local faction = factions.factions[facname]
if faction then
faction:add_player(player)
end
end
return true
end
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minetest.register_on_dieplayer(
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function(player)
local faction = factions.get_player_faction(player:get_player_name())
if not faction then
return true
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end
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faction:decrease_power(factions.power_per_death)
return true
end
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)
factions.faction_tick = function()
local now = os.time()
for facname, faction in pairs(factions.factions) do
if faction:is_online() then
faction:increase_power(factions.power_per_tick)
end
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if now - faction.last_logon > factions.maximum_faction_inactivity then
faction:disband()
end
end
end
local hudUpdate = 0.
local factionUpdate = 0.
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minetest.register_globalstep(
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function(dtime)
hudUpdate = hudUpdate + dtime
factionUpdate = factionUpdate + dtime
if hudUpdate > .5 then
local playerslist = minetest.get_connected_players()
for i in pairs(playerslist) do
local player = playerslist[i]
local faction = factions.get_faction_at(player:getpos())
player:hud_remove("factionLand")
player:hud_add({
hud_elem_type = "text",
name = "factionLand",
number = 0xFFFFFF,
position = {x=0.1, y = .98},
text = (faction and faction.name) or "Wilderness",
scale = {x=1, y=1},
alignment = {x=0, y=0},
})
end
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hudUpdate = 0.
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end
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if factionUpdate > factions.tick_time then
factions.faction_tick()
factionUpdate = 0.
end
end
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)
minetest.register_on_joinplayer(
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function(player)
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local faction = factions.get_player_faction(player:get_player_name())
if faction then
faction.last_logon = os.time()
end
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end
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)
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minetest.register_on_respawnplayer(
function(player)
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local faction = factions.get_player_faction(player:get_player_name())
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if not faction then
return false
else
if not faction.spawn then
return false
else
player:setpos(faction.spawn)
return true
end
end
end
)
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local default_is_protected = minetest.is_protected
minetest.is_protected = function(pos, player)
if pos.y < factions.protection_max_depth then
return false
end
if factions.disallow_edit_nofac and not player_faction then
return true
end
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local parcelpos = factions.get_parcel_pos(pos)
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local parcel_faction = factions.get_parcel_faction(parcelpos)
local player_faction = factions.get_player_faction(player)
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-- check if wielding death banner
local player_info = minetest.get_player_by_name(player)
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if not player_info then
if parcel_faction then
return true
else
return false
end
end
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local player_wield = player_info:get_wielded_item()
if player_wield:get_name() == "banners:death_banner" and player_faction then --todo: check for allies, maybe for permissions
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return not player_faction:has_permission(player, "claim") and player_faction.power > 0. and not parcel_faction.is_admin
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end
-- no faction
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if not parcel_faction then
return default_is_protected(pos, player)
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elseif player_faction then
if parcel_faction.name == player_faction.name then
return not parcel_faction:has_permission(player, "build")
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else
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return not parcel_faction:parcel_is_attacked_by(parcelpos, player_faction)
end
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else
return true
end
end