Merge branch 'master' of yunohost.local:mtcontrib/factions into nalc-1.2-dev

This commit is contained in:
Sys Quatre 2019-12-22 13:02:19 +01:00
commit 785d1a534c
37 changed files with 1125 additions and 1678 deletions

542
LICENSE
View File

@ -1,521 +1,21 @@
License of source code under old team.
------------ Begin ------------
License WTFPL
Copyright (C) 2013-2016 Sapier, agrecascino, shamoanjac
------------ End ------------
License of media.
------------ Begin ------------
following Textures created by Coder12a (CC BY-SA 3.0):
factions_display.png
------------ End ------------
License of source code under new team.
------------ Begin ------------
Copyright (C) 2018 Coder12a
GNU LESSER GENERAL PUBLIC LICENSE
Version 2.1, February 1999
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
[This is the first released version of the Lesser GPL. It also counts
as the successor of the GNU Library Public License, version 2, hence
the version number 2.1.]
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
Licenses are intended to guarantee your freedom to share and change
free software--to make sure the software is free for all its users.
This license, the Lesser General Public License, applies to some
specially designated software packages--typically libraries--of the
Free Software Foundation and other authors who decide to use it. You
can use it too, but we suggest you first think carefully about whether
this license or the ordinary General Public License is the better
strategy to use in any particular case, based on the explanations below.
When we speak of free software, we are referring to freedom of use,
not price. Our General Public Licenses are designed to make sure that
you have the freedom to distribute copies of free software (and charge
for this service if you wish); that you receive source code or can get
it if you want it; that you can change the software and use pieces of
it in new free programs; and that you are informed that you can do
these things.
To protect your rights, we need to make restrictions that forbid
distributors to deny you these rights or to ask you to surrender these
rights. These restrictions translate to certain responsibilities for
you if you distribute copies of the library or if you modify it.
For example, if you distribute copies of the library, whether gratis
or for a fee, you must give the recipients all the rights that we gave
you. You must make sure that they, too, receive or can get the source
code. If you link other code with the library, you must provide
complete object files to the recipients, so that they can relink them
with the library after making changes to the library and recompiling
it. And you must show them these terms so they know their rights.
We protect your rights with a two-step method: (1) we copyright the
library, and (2) we offer you this license, which gives you legal
permission to copy, distribute and/or modify the library.
To protect each distributor, we want to make it very clear that
there is no warranty for the free library. Also, if the library is
modified by someone else and passed on, the recipients should know
that what they have is not the original version, so that the original
author's reputation will not be affected by problems that might be
introduced by others.
Finally, software patents pose a constant threat to the existence of
any free program. We wish to make sure that a company cannot
effectively restrict the users of a free program by obtaining a
restrictive license from a patent holder. Therefore, we insist that
any patent license obtained for a version of the library must be
consistent with the full freedom of use specified in this license.
Most GNU software, including some libraries, is covered by the
ordinary GNU General Public License. This license, the GNU Lesser
General Public License, applies to certain designated libraries, and
is quite different from the ordinary General Public License. We use
this license for certain libraries in order to permit linking those
libraries into non-free programs.
When a program is linked with a library, whether statically or using
a shared library, the combination of the two is legally speaking a
combined work, a derivative of the original library. The ordinary
General Public License therefore permits such linking only if the
entire combination fits its criteria of freedom. The Lesser General
Public License permits more lax criteria for linking other code with
the library.
We call this license the "Lesser" General Public License because it
does Less to protect the user's freedom than the ordinary General
Public License. It also provides other free software developers Less
of an advantage over competing non-free programs. These disadvantages
are the reason we use the ordinary General Public License for many
libraries. However, the Lesser license provides advantages in certain
special circumstances.
For example, on rare occasions, there may be a special need to
encourage the widest possible use of a certain library, so that it becomes
a de-facto standard. To achieve this, non-free programs must be
allowed to use the library. A more frequent case is that a free
library does the same job as widely used non-free libraries. In this
case, there is little to gain by limiting the free library to free
software only, so we use the Lesser General Public License.
In other cases, permission to use a particular library in non-free
programs enables a greater number of people to use a large body of
free software. For example, permission to use the GNU C Library in
non-free programs enables many more people to use the whole GNU
operating system, as well as its variant, the GNU/Linux operating
system.
Although the Lesser General Public License is Less protective of the
users' freedom, it does ensure that the user of a program that is
linked with the Library has the freedom and the wherewithal to run
that program using a modified version of the Library.
The precise terms and conditions for copying, distribution and
modification follow. Pay close attention to the difference between a
"work based on the library" and a "work that uses the library". The
former contains code derived from the library, whereas the latter must
be combined with the library in order to run.
GNU LESSER GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License Agreement applies to any software library or other
program which contains a notice placed by the copyright holder or
other authorized party saying it may be distributed under the terms of
this Lesser General Public License (also called "this License").
Each licensee is addressed as "you".
A "library" means a collection of software functions and/or data
prepared so as to be conveniently linked with application programs
(which use some of those functions and data) to form executables.
The "Library", below, refers to any such software library or work
which has been distributed under these terms. A "work based on the
Library" means either the Library or any derivative work under
copyright law: that is to say, a work containing the Library or a
portion of it, either verbatim or with modifications and/or translated
straightforwardly into another language. (Hereinafter, translation is
included without limitation in the term "modification".)
"Source code" for a work means the preferred form of the work for
making modifications to it. For a library, complete source code means
all the source code for all modules it contains, plus any associated
interface definition files, plus the scripts used to control compilation
and installation of the library.
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running a program using the Library is not restricted, and output from
such a program is covered only if its contents constitute a work based
on the Library (independent of the use of the Library in a tool for
writing it). Whether that is true depends on what the Library does
and what the program that uses the Library does.
1. You may copy and distribute verbatim copies of the Library's
complete source code as you receive it, in any medium, provided that
you conspicuously and appropriately publish on each copy an
appropriate copyright notice and disclaimer of warranty; keep intact
all the notices that refer to this License and to the absence of any
warranty; and distribute a copy of this License along with the
Library.
You may charge a fee for the physical act of transferring a copy,
and you may at your option offer warranty protection in exchange for a
fee.
2. You may modify your copy or copies of the Library or any portion
of it, thus forming a work based on the Library, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) The modified work must itself be a software library.
b) You must cause the files modified to carry prominent notices
stating that you changed the files and the date of any change.
c) You must cause the whole of the work to be licensed at no
charge to all third parties under the terms of this License.
d) If a facility in the modified Library refers to a function or a
table of data to be supplied by an application program that uses
the facility, other than as an argument passed when the facility
is invoked, then you must make a good faith effort to ensure that,
in the event an application does not supply such function or
table, the facility still operates, and performs whatever part of
its purpose remains meaningful.
(For example, a function in a library to compute square roots has
a purpose that is entirely well-defined independent of the
application. Therefore, Subsection 2d requires that any
application-supplied function or table used by this function must
be optional: if the application does not supply it, the square
root function must still compute square roots.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Library,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Library, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote
it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Library.
In addition, mere aggregation of another work not based on the Library
with the Library (or with a work based on the Library) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may opt to apply the terms of the ordinary GNU General Public
License instead of this License to a given copy of the Library. To do
this, you must alter all the notices that refer to this License, so
that they refer to the ordinary GNU General Public License, version 2,
instead of to this License. (If a newer version than version 2 of the
ordinary GNU General Public License has appeared, then you can specify
that version instead if you wish.) Do not make any other change in
these notices.
Once this change is made in a given copy, it is irreversible for
that copy, so the ordinary GNU General Public License applies to all
subsequent copies and derivative works made from that copy.
This option is useful when you wish to copy part of the code of
the Library into a program that is not a library.
4. You may copy and distribute the Library (or a portion or
derivative of it, under Section 2) in object code or executable form
under the terms of Sections 1 and 2 above provided that you accompany
it with the complete corresponding machine-readable source code, which
must be distributed under the terms of Sections 1 and 2 above on a
medium customarily used for software interchange.
If distribution of object code is made by offering access to copy
from a designated place, then offering equivalent access to copy the
source code from the same place satisfies the requirement to
distribute the source code, even though third parties are not
compelled to copy the source along with the object code.
5. A program that contains no derivative of any portion of the
Library, but is designed to work with the Library by being compiled or
linked with it, is called a "work that uses the Library". Such a
work, in isolation, is not a derivative work of the Library, and
therefore falls outside the scope of this License.
However, linking a "work that uses the Library" with the Library
creates an executable that is a derivative of the Library (because it
contains portions of the Library), rather than a "work that uses the
library". The executable is therefore covered by this License.
Section 6 states terms for distribution of such executables.
When a "work that uses the Library" uses material from a header file
that is part of the Library, the object code for the work may be a
derivative work of the Library even though the source code is not.
Whether this is true is especially significant if the work can be
linked without the Library, or if the work is itself a library. The
threshold for this to be true is not precisely defined by law.
If such an object file uses only numerical parameters, data
structure layouts and accessors, and small macros and small inline
functions (ten lines or less in length), then the use of the object
file is unrestricted, regardless of whether it is legally a derivative
work. (Executables containing this object code plus portions of the
Library will still fall under Section 6.)
Otherwise, if the work is a derivative of the Library, you may
distribute the object code for the work under the terms of Section 6.
Any executables containing that work also fall under Section 6,
whether or not they are linked directly with the Library itself.
6. As an exception to the Sections above, you may also combine or
link a "work that uses the Library" with the Library to produce a
work containing portions of the Library, and distribute that work
under terms of your choice, provided that the terms permit
modification of the work for the customer's own use and reverse
engineering for debugging such modifications.
You must give prominent notice with each copy of the work that the
Library is used in it and that the Library and its use are covered by
this License. You must supply a copy of this License. If the work
during execution displays copyright notices, you must include the
copyright notice for the Library among them, as well as a reference
directing the user to the copy of this License. Also, you must do one
of these things:
a) Accompany the work with the complete corresponding
machine-readable source code for the Library including whatever
changes were used in the work (which must be distributed under
Sections 1 and 2 above); and, if the work is an executable linked
with the Library, with the complete machine-readable "work that
uses the Library", as object code and/or source code, so that the
user can modify the Library and then relink to produce a modified
executable containing the modified Library. (It is understood
that the user who changes the contents of definitions files in the
Library will not necessarily be able to recompile the application
to use the modified definitions.)
b) Use a suitable shared library mechanism for linking with the
Library. A suitable mechanism is one that (1) uses at run time a
copy of the library already present on the user's computer system,
rather than copying library functions into the executable, and (2)
will operate properly with a modified version of the library, if
the user installs one, as long as the modified version is
interface-compatible with the version that the work was made with.
c) Accompany the work with a written offer, valid for at
least three years, to give the same user the materials
specified in Subsection 6a, above, for a charge no more
than the cost of performing this distribution.
d) If distribution of the work is made by offering access to copy
from a designated place, offer equivalent access to copy the above
specified materials from the same place.
e) Verify that the user has already received a copy of these
materials or that you have already sent this user a copy.
For an executable, the required form of the "work that uses the
Library" must include any data and utility programs needed for
reproducing the executable from it. However, as a special exception,
the materials to be distributed need not include anything that is
normally distributed (in either source or binary form) with the major
components (compiler, kernel, and so on) of the operating system on
which the executable runs, unless that component itself accompanies
the executable.
It may happen that this requirement contradicts the license
restrictions of other proprietary libraries that do not normally
accompany the operating system. Such a contradiction means you cannot
use both them and the Library together in an executable that you
distribute.
7. You may place library facilities that are a work based on the
Library side-by-side in a single library together with other library
facilities not covered by this License, and distribute such a combined
library, provided that the separate distribution of the work based on
the Library and of the other library facilities is otherwise
permitted, and provided that you do these two things:
a) Accompany the combined library with a copy of the same work
based on the Library, uncombined with any other library
facilities. This must be distributed under the terms of the
Sections above.
b) Give prominent notice with the combined library of the fact
that part of it is a work based on the Library, and explaining
where to find the accompanying uncombined form of the same work.
8. You may not copy, modify, sublicense, link with, or distribute
the Library except as expressly provided under this License. Any
attempt otherwise to copy, modify, sublicense, link with, or
distribute the Library is void, and will automatically terminate your
rights under this License. However, parties who have received copies,
or rights, from you under this License will not have their licenses
terminated so long as such parties remain in full compliance.
9. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Library or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Library (or any work based on the
Library), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Library or works based on it.
10. Each time you redistribute the Library (or any work based on the
Library), the recipient automatically receives a license from the
original licensor to copy, distribute, link with or modify the Library
subject to these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties with
this License.
11. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Library at all. For example, if a patent
license would not permit royalty-free redistribution of the Library by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Library.
If any portion of this section is held invalid or unenforceable under any
particular circumstance, the balance of the section is intended to apply,
and the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
12. If the distribution and/or use of the Library is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Library under this License may add
an explicit geographical distribution limitation excluding those countries,
so that distribution is permitted only in or among countries not thus
excluded. In such case, this License incorporates the limitation as if
written in the body of this License.
13. The Free Software Foundation may publish revised and/or new
versions of the Lesser General Public License from time to time.
Such new versions will be similar in spirit to the present version,
but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Library
specifies a version number of this License which applies to it and
"any later version", you have the option of following the terms and
conditions either of that version or of any later version published by
the Free Software Foundation. If the Library does not specify a
license version number, you may choose any version ever published by
the Free Software Foundation.
14. If you wish to incorporate parts of the Library into other free
programs whose distribution conditions are incompatible with these,
write to the author to ask for permission. For software which is
copyrighted by the Free Software Foundation, write to the Free
Software Foundation; we sometimes make exceptions for this. Our
decision will be guided by the two goals of preserving the free status
of all derivatives of our free software and of promoting the sharing
and reuse of software generally.
NO WARRANTY
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Libraries
If you develop a new library, and you want it to be of the greatest
possible use to the public, we recommend making it free software that
everyone can redistribute and change. You can do so by permitting
redistribution under these terms (or, alternatively, under the terms of the
ordinary General Public License).
To apply these terms, attach the following notices to the library. It is
safest to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least the
"copyright" line and a pointer to where the full notice is found.
<one line to give the library's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301
USA
Also add information on how to contact you by electronic and paper mail.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the library, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the
library `Frob' (a library for tweaking knobs) written by James Random
Hacker.
<signature of Ty Coon>, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!
------------ End ------------
MIT License
Copyright (c) 2019 Coder12
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@ -1,4 +1,4 @@
# factions
mod for minetest
modpack for minetest
Mod for handling in game factions.
Mods for handling in game factions.

View File

@ -1,24 +0,0 @@
factions_config = {}
factions_config.protection_max_depth = tonumber(minetest.settings:get("protection_max_depth")) or -512
factions_config.protection_max_height = tonumber(minetest.settings:get("protection_max_height")) or 10000
factions_config.power_per_parcel = tonumber(minetest.settings:get("power_per_parcel")) or 1
factions_config.power_per_death = tonumber(minetest.settings:get("power_per_death")) or 1
factions_config.power_per_tick = tonumber(minetest.settings:get("power_per_tick")) or 2
factions_config.tick_time = tonumber(minetest.settings:get("tick_time")) or 60
factions_config.power_per_attack = tonumber(minetest.settings:get("power_per_attack")) or 10
factions_config.faction_name_max_length = tonumber(minetest.settings:get("faction_name_max_length")) or 50
factions_config.rank_name_max_length = tonumber(minetest.settings:get("rank_name_max_length")) or 25
factions_config.maximum_faction_inactivity = tonumber(minetest.settings:get("maximum_faction_inactivity")) or 604800
factions_config.maximum_parcelless_faction_time = tonumber(minetest.settings:get("maximum_parcelless_faction_time")) or 10800
factions_config.power = tonumber(minetest.settings:get("power")) or 12
factions_config.maxpower = tonumber(minetest.settings:get("maxpower")) or 0
factions_config.power_per_player = tonumber(minetest.settings:get("power_per_player")) or 1
factions_config.powermax_per_player = tonumber(minetest.settings:get("powermax_per_player")) or 12
factions_config.parcel_size = tonumber(minetest.settings:get("parcel_size")) or 16
factions_config.protection_depth_height_limit = minetest.settings:get_bool("protection_depth_height_limit") or true
factions_config.enable_power_per_player = minetest.settings:get_bool("power_per_playerb") or true
factions_config.attack_parcel = minetest.settings:get_bool("attack_parcel") or false
factions_config.faction_diplomacy = minetest.settings:get_bool("faction_diplomacy") or true
factions_config.spawn_teleport = minetest.settings:get_bool("spawn_teleport") or false
factions_config.protection_style = minetest.settings:get("protection_style") or "2d"
factions_config.faction_user_priv = minetest.settings:get("faction_user_priv") or false

View File

@ -1,45 +0,0 @@
function ip_convert()
local path = minetest.get_worldpath() .. "/factions_iplist.txt"
local file, error = io.open(path, "r")
if file ~= nil then
local raw_data = file:read("*a")
local ips = minetest.deserialize(raw_data)
file:close()
for i, k in pairs(ips) do
factions.player_ips.set(i, k)
end
os.rename(path, minetest.get_worldpath() .. "/factions_iplist_old.txt")
end
end
function faction_convert()
local path = minetest.get_worldpath() .. "/factions.conf"
local file, error = io.open(path, "r")
if file ~= nil then
local raw_data = file:read("*a")
local tabledata = minetest.deserialize(raw_data)
file:close()
if tabledata then
for facname, faction in pairs(tabledata) do
factions.factions.set(facname, faction)
for player, rank in pairs(faction.players) do
factions.players.set(player, facname)
end
for parcelpos, val in pairs(faction.land) do
factions.parcels.set(parcelpos, facname)
end
end
os.rename(path, minetest.get_worldpath() .. "/factions_old.conf")
end
end
end
ip_convert()
faction_convert()

View File

@ -1,12 +0,0 @@
--! @class factions
--! @brief main class for factions
factions = {}
-- Create cold databases.
factions.factions = colddb.Colddb(minetest.get_worldpath() .. "/factions/factions")
factions.parcels = colddb.Colddb(minetest.get_worldpath() .. "/factions/parcels")
factions.players = colddb.Colddb(minetest.get_worldpath() .. "/factions/players")
factions.player_ips = colddb.Colddb(minetest.get_worldpath() .. "/factions/ips")
-- Memory only storage.
factions.onlineplayers = {}

View File

@ -45,85 +45,43 @@ starting_ranks = {["leader"] = {"build", "door", "container", "name", "descripti
-- ranks: create, edit, and delete ranks
-- promote: set a player's rank
-- diplomacy: be able to control the faction's diplomacy
factions.permissions = {"build", "pain_build", "door", "container", "name", "description", "motd", "invite", "kick"
, "spawn", "with_draw", "territory", "claim", "access", "disband", "flags", "ranks", "promote"}
factions.permissions_desc = {"dig and place nodes", "dig and place nodes but take damage doing so", "open/close or dig faction doors", "be able to use containers like chest", "set the faction's name"
, "Set the faction description", "set the faction's message of the day", "(un)invite players to join the faction", "kick players off the faction", "set player titles", "set the faction's spawn"
, "withdraw money from the faction's bank", "claim or unclaim territory", "(un)claim parcels of land", "manage access to territory and parcels of land to players or factions"
, "disband the faction", "manage faction's flags", "create, edit, and delete ranks", "set a player's rank"}
factions.permissions = {}
factions.permissions["build"] = "dig and place nodes"
factions.permissions["pain_build"] = "dig and place nodes but take damage doing so"
factions.permissions["door"] = "open, close, or dig faction doors"
factions.permissions["container"] = "be able to interact with containers on claimed parcels"
factions.permissions["name"] = "set the faction's name"
factions.permissions["description"] = "Set the faction description"
factions.permissions["motd"] = "set the faction's message of the day"
factions.permissions["invite"] = "(un)invite players to join the faction"
factions.permissions["kick"] = "kick players off the faction"
factions.permissions["spawn"] = "set the faction's spawn"
factions.permissions["with_draw"] = "withdraw money from the faction's bank"
factions.permissions["territory"] = "claim or unclaim territory"
factions.permissions["claim"] = "(un)claim parcels of land"
factions.permissions["access"] = "manage access to territory and parcels of land to players or factions"
factions.permissions["disband"] = "disband the faction"
factions.permissions["flags"] = "manage the faction's flags"
factions.permissions["ranks"] = "create, edit, or delete ranks"
factions.permissions["promote"] = "set a player's rank"
-- open: can the faction be joined without an invite?
-- monsters: can monsters spawn on your land?
-- tax_kick: will players be kicked for not paying tax?
-- animals: can animals spawn on your land?
factions.flags = {"open", "monsters", "tax_kick", "animals"}
factions.flags_desc = {"can the faction be joined without an invite?", "can monsters spawn on your land?(unused)", "will players be kicked for not paying tax?(unused)", "can animals spawn on your land?(unused)"}
factions.flags = {}
factions.flags["open"] = "can the faction be joined without an invite?"
factions.flags["monsters"] = "can monsters spawn on your land?(unused)"
factions.flags["tax_kick"] = "will players be kicked for not paying tax?(unused)"
factions.flags["animals"] = "can animals spawn on your land?(unused)"
if factions_config.faction_diplomacy == true then
table.insert(factions.permissions, "diplomacy")
table.insert(factions.permissions_desc, "be able to control the faction's diplomacy")
factions.permissions["diplomacy"] = "be able to control the faction's diplomacy"
local lt = starting_ranks["leader"]
table.insert(lt, "diplomacy")
starting_ranks["leader"] = lt
end
function factions.new()
return {
name = "",
--! @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 table of ranks/permissions
ranks = starting_ranks,
--! @brief name of the leader
leader = nil,
--! @brief spawn of the faction
spawn = {x=0, y=0, z=0},
--! @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 = false,
--! @brief gives certain privileges
is_admin = false,
--! @brief last time anyone logged on
last_logon = os.time(),
--! @brief how long this has been without parcels
no_parcel = os.time(),
}
end
--! @brief create a new empty faction
function factions.new_faction(name)
local faction = factions.new()
local faction = factions.create_faction_table()
faction.name = name
factions.factions.set(name, faction)
@ -142,7 +100,7 @@ function factions.set_name(oldname, name)
local faction = factions.factions.get(oldname)
faction.name = name
for i, v in pairs(factions.get_faction_list()) do
for v, i in factions.factions.iterate() do
if v ~= oldname then
local fac = factions.factions.get(v)
@ -172,11 +130,15 @@ function factions.set_name(oldname, name)
end
for parcel in pairs(faction.land) do
factions.parcels.set(parcel, name)
local data = factions.create_parcel_table()
data.faction = name
factions.parcels.set(parcel, data)
end
for playername in pairs(faction.players) do
factions.players.set(playername, name)
local data = factions.players.get(playername) or factions.create_player_table()
data.faction = name
factions.players.set(playername, data)
end
for playername in pairs(factions.onlineplayers[oldname]) do
@ -228,11 +190,15 @@ function factions.add_player(name, player, rank)
end
faction.players[player] = rank or faction.default_rank
factions.players.set(player, name)
local data = factions.players.get(player) or factions.create_player_table()
data.faction = name
factions.players.set(player, data)
faction.invited_players[player] = nil
local pdata = minetest.get_player_by_name(player)
if pdata then
local ipc = pdata:is_player_connected(player)
local ipc = pdata:is_player_connected()
if ipc then
createHudFactionName(pdata, name)
createHudPower(pdata, faction)
@ -263,7 +229,7 @@ function factions.remove_player(name, player)
factions.factions.set(name, faction)
factions.players.remove(player)
factions.remove_key(factions.players, player, nil, "faction", true)
factions.on_player_leave(name, player)
if factions_config.enable_power_per_player then
@ -283,7 +249,7 @@ function factions.remove_player(name, player)
local pdata = minetest.get_player_by_name(player)
if pdata then
local ipc = pdata:is_player_connected(player)
local ipc = pdata:is_player_connected()
if ipc then
removeHud(pdata,"factionName")
@ -301,7 +267,7 @@ function factions.disband(name, reason)
local faction = factions.factions.get(name)
if not faction.is_admin then
for i, v in pairs(factions.get_faction_list()) do
for v, i in factions.factions.iterate() do
local fac = factions.factions.get(v)
if fac ~= nil and fac.name ~= name then
if fac.enemies[name] then
@ -324,11 +290,11 @@ function factions.disband(name, reason)
end
for k, _ in pairs(faction.players) do -- remove players affiliation
factions.players.remove(k)
factions.remove_key(factions.players, k, nil, "faction", true)
end
for k, v in pairs(faction.land) do -- remove parcel claims
factions.parcels.remove(k)
factions.remove_key(factions.parcels, k, nil, "faction", true)
end
factions.on_disband(name, reason)
@ -370,7 +336,6 @@ end
--! @return boolean indicating permissions. Players not in faction always receive false
function factions.has_permission(name, player, permission)
local faction = factions.factions.get(name)
local p = faction.players[player]
if not p then
return false
@ -389,20 +354,16 @@ end
function factions.set_description(name, new)
local faction = factions.factions.get(name)
faction.description = new
factions.on_change_description(name)
factions.factions.set(name, faction)
end
--! @brief set faction openness
function factions.toggle_join_free(name, bool)
local faction = factions.factions.get(name)
faction.join_free = bool
factions.on_toggle_join_free(name)
factions.factions.set(name, faction)
end
@ -429,7 +390,6 @@ function factions.tp_spawn(name, playername)
if player then
player:set_pos(faction.spawn)
minetest.sound_play("whoosh", {pos = faction.spawn, gain = 0.5, max_hear_distance = 10})
end
end
@ -474,8 +434,9 @@ function factions.get_parcel_pos(pos)
end
function factions.get_player_faction(playername)
local facname = factions.players.get(playername)
if facname then
local data = factions.players.get(playername)
if data then
local facname = data.faction
local faction = factions.factions.get(facname)
return faction, facname
end
@ -495,21 +456,9 @@ function factions.get_faction_at(pos)
return factions.get_parcel_faction(parcelpos)
end
function factions.get_faction_list()
local names = {}
local directory = string.format("%s/factions/factions", minetest.get_worldpath())
local nameslist = minetest.get_dir_list(directory)
for k, v in pairs(nameslist) do
names[#names + 1] = v:sub(0, v:len() - 5)
end
return names
end
function factions.faction_tick()
local now = os.time()
for i, facname in pairs(factions.get_faction_list()) do
for facname, i in factions.factions.iterate() do
local faction = factions.factions.get(facname)
if faction ~= nil then
@ -539,3 +488,5 @@ function factionUpdate()
factions.faction_tick()
minetest.after(factions_config.tick_time, factionUpdate)
end
minetest.after(factions_config.tick_time, factionUpdate)

2
fac/mod.conf Normal file
View File

@ -0,0 +1,2 @@
name = fac
depends = fac_config

File diff suppressed because it is too large Load Diff

1
fac_chat/mod.conf Normal file
View File

@ -0,0 +1 @@
name = fac_chat

25
fac_config/init.lua Normal file
View File

@ -0,0 +1,25 @@
factions_config = {}
factions_config.protection_max_depth = tonumber(minetest.settings:get("factions.protection_max_depth")) or -512
factions_config.protection_max_height = tonumber(minetest.settings:get("factions.protection_max_height")) or 10000
factions_config.power_per_parcel = tonumber(minetest.settings:get("factions.power_per_parcel")) or 1
factions_config.power_per_death = tonumber(minetest.settings:get("factions.power_per_death")) or 1
factions_config.power_per_tick = tonumber(minetest.settings:get("factions.power_per_tick")) or 2
factions_config.tick_time = tonumber(minetest.settings:get("factions.tick_time")) or 60
factions_config.power_per_attack = tonumber(minetest.settings:get("factions.power_per_attack")) or 10
factions_config.faction_name_max_length = tonumber(minetest.settings:get("factions.faction_name_max_length")) or 50
factions_config.rank_name_max_length = tonumber(minetest.settings:get("factions.rank_name_max_length")) or 25
factions_config.maximum_faction_inactivity = tonumber(minetest.settings:get("factions.maximum_faction_inactivity")) or 604800
factions_config.maximum_parcelless_faction_time = tonumber(minetest.settings:get("factions.maximum_parcelless_faction_time")) or 10800
factions_config.power = tonumber(minetest.settings:get("factions.power")) or 12
factions_config.maxpower = tonumber(minetest.settings:get("factions.maxpower")) or 0
factions_config.power_per_player = tonumber(minetest.settings:get("factions.power_per_player")) or 1
factions_config.powermax_per_player = tonumber(minetest.settings:get("factions.powermax_per_player")) or 12
factions_config.parcel_size = tonumber(minetest.settings:get("factions.parcel_size")) or 16
factions_config.protection_depth_height_limit = minetest.settings:get_bool("factions.protection_depth_height_limit") or true
factions_config.enable_power_per_player = minetest.settings:get_bool("factions.power_per_playerb") or true
factions_config.attack_parcel = minetest.settings:get_bool("factions.attack_parcel") or false
factions_config.faction_diplomacy = minetest.settings:get_bool("factions.faction_diplomacy") or true
factions_config.spawn_teleport = minetest.settings:get_bool("factions.spawn_teleport") or false
factions_config.protection_style = minetest.settings:get("factions.protection_style") or "2d"
factions_config.faction_user_priv = minetest.settings:get("factions.faction_user_priv") or false
factions_config.database = minetest.settings:get("factions.database") or "mod_storage"

1
fac_config/mod.conf Normal file
View File

@ -0,0 +1 @@
name = fac_config

View File

@ -0,0 +1,59 @@
[ValueSettings]
# The max depth of protection from a parcel.
factions.protection_max_depth (Protection max depth) float 512
# The max height of protection from a parcel.
factions.protection_max_height (Protection max height) float 10000
# Cost of power to claim a parcel of land.
factions.power_per_parcel (Power-per-parcel) float 1
# Power lost on death.
factions.power_per_death (Power-per-death) float 1
# Power regeneration rate.
factions.power_per_tick (Power-per-tick) float 2
# Faction timer. This timer regenerates power.
factions.tick_time (Faction timer) float 60
# Not in use.
factions.power_per_attack (Power-per-attack) float 10
# Limit how long a faction name can be.
factions.faction_name_max_length (Faction name max) int 50
# Limit how long a rank name can be.
factions.rank_name_max_length (Rank name max length) int 25
# The maximum amount of inactivity before disbanning a faction.
factions.maximum_faction_inactivity (Maximum faction inactivity) int 604800
# The maximum amount of time for a parcelless faction to disban.
factions.maximum_parcelless_faction_time (Maximum parcelless faction time) int 10800
# Power of a starting faction (needed for parcel claiming).
factions.power (Starting power) float 12
# Maximum power of a starting faction.
factions.maxpower (Starting Maximum power) float 0
# How much power the players make.
factions.power_per_player (power-per-player) float 1
# How much max power is created per new player.
factions.powermax_per_player (powermax-per-player) float 12
# parcel size
factions.parcel_size (parcel-size) float 16
[BoolSettings]
# Enable or disabled power-per-player.
factions.power_per_playerb (Enable power-per-player) bool true
# Enable or disabled attack_parcel function.
factions.attack_parcel (Enable attack parcel) bool false
# Enable or disabled faction diplomacy.
factions.faction_diplomacy (Enable faction diplomacy) bool true
# Enable or disabled the max depth and height limit for a parcel
factions.protection_depth_height_limit (Enable protection depth height limit) bool true
# Enable or disabled faction spawn teleport
factions.spawn_teleport (Enable spawn teleport) bool false
# Enable or disabled the need for faction_user priv
factions.faction_user_priv (Enable faction user priv) bool false
# Enable or disabled Store player ips to prevent players from gaining more max power from alts
factions.store_ip (store player ip) bool true
[StringSettings]
# Set the way that the parcel protection works (2d, 3d).
# 2d limits how far x and z can go but protection on the y goes up and down far.
# 3d limits all three axis.
factions.protection_style (Protection style) enum 2d 3d,2d
# Set the type of database to use.
factions.database (Database) enum mod_storage colddb,mod_storage

170
fac_database/init.lua Normal file
View File

@ -0,0 +1,170 @@
--! @class factions
--! @brief main class for factions
factions = {}
-- database
factions.root = {}
factions.factions = {}
factions.parcels = {}
factions.players = {}
factions.player_ips = {}
if factions_config.database == "colddb" then
-- Create cold databases.
factions.root = colddb.Colddb(minetest.get_worldpath() .. "/factions")
factions.factions = factions.root.sub_database("factions")
factions.parcels = factions.root.sub_database("parcels")
factions.players = factions.root.sub_database("players")
factions.player_ips = factions.root.sub_database("ips")
elseif factions_config.database == "mod_storage" then
dofile (minetest.get_modpath("fac_database") .. "/storagedb.lua")
factions.root = storagedb.Storagedb("factions")
factions.factions = factions.root.sub_database("factions")
factions.parcels = factions.root.sub_database("parcels")
factions.players = factions.root.sub_database("players")
factions.player_ips = factions.root.sub_database("ips")
end
-- Memory only storage.
factions.onlineplayers = {}
-- Table creation.
-- Create a empty faction.
function factions.create_faction_table()
local table = {
name = "",
--! @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 table of ranks/permissions
ranks = starting_ranks,
--! @brief name of the leader
leader = nil,
--! @brief spawn of the faction
spawn = {x = 0, y = 0, z = 0},
--! @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 = false,
--! @brief gives certain privileges
is_admin = false,
--! @brief last time anyone logged on
last_logon = os.time(),
--! @brief how long this has been without parcels
no_parcel = os.time(),
--! @brief access table
access = {players = {}, factions = {}},
}
return table
end
-- Create a empty ip table.
function factions.create_ip_table()
local table = {
ip = ""
}
return table
end
-- Create a empty player table.
function factions.create_player_table()
local table = {
faction = ""
}
return table
end
-- Create a empty claim table.
function factions.create_parcel_table()
local table = {
faction = ""
}
return table
end
-- helper functions
function factions.db_is_empty(table)
for k, v in pairs(table) do
return false
end
return true
end
function factions.remove_key(db, db_name, db_data, key, write)
if not db_data then
db_data = db.get(db_name)
end
db_data[key] = nil
if factions.db_is_empty(db_data) then
db.remove(db_name)
return nil
end
if write then
db.set(db_name, db_data)
end
return db_data
end
-- faction data check on load
local function update_data(db, db_name, db_data, empty_table, write)
local needs_update = false
if not db_data then
db_data = db.get(db_name)
end
for k, v in pairs(empty_table) do
if db_data[k] == nil then
db_data[k] = v
needs_update = true
minetest.log("Adding property " .. k .. " to " .. db_name .. " file.")
end
end
if write and needs_update then
db.set(db_name, db_data)
end
return db_data
end
minetest.register_on_mods_loaded(function()
minetest.log("Checking faction files.")
for k, v in factions.factions.iterate() do
update_data(factions.factions, k, nil, factions.create_faction_table(), true)
end
minetest.log("Checking parcel files.")
for k, v in factions.parcels.iterate() do
update_data(factions.parcels, k, nil, factions.create_parcel_table(), true)
end
minetest.log("Checking player files.")
for k, v in factions.players.iterate() do
update_data(factions.players, k, nil, factions.create_player_table(), true)
end
minetest.log("Checking ip files.")
for k, v in factions.player_ips.iterate() do
update_data(factions.player_ips, k, nil, factions.create_ip_table(), true)
end
end)

3
fac_database/mod.conf Normal file
View File

@ -0,0 +1,3 @@
name = fac_database
depends = fac_config
optional_depends = colddb

193
fac_database/storagedb.lua Normal file
View File

@ -0,0 +1,193 @@
local storage = minetest.get_mod_storage()
storagedb = {}
function storagedb.Storagedb(dir)
local self = {}
local directory = dir
local mem_pool = {}
local mem_pool_del = {}
local add_to_mem_pool = true
local serializer = minetest.serialize
local deserializer = minetest.deserialize
-- make tables weak so the garbage-collector will remove unused data
setmetatable(mem_pool, {__mode = "kv"})
setmetatable(mem_pool_del, {__mode = "kv"})
local function storekey(key)
local list = minetest.deserialize(storage:get_string(directory))
if not list then
list = {}
list[key] = key
else
list[key] = key
end
storage:set_string(directory, minetest.serialize(list))
end
local function removekey(key)
local list = minetest.deserialize(storage:get_string(directory))
if not list then
list = {}
else
list[key] = nil
end
storage:set_string(directory, minetest.serialize(list))
end
local function getkeys()
local list = minetest.deserialize(storage:get_string(directory))
if not list then
list = {}
end
return list
end
self.get_memory_pool = function()
return mem_pool
end
self.set_memory_pool = function(pool)
mem_pool = pool
end
self.add_to_memory_pool = function(value)
if value then
add_to_mem_pool = value
end
return add_to_mem_pool
end
self.get_serializer = function()
return serializer, deserializer
end
self.set_serializer = function(coder, decoder)
serializer = coder
deserializer = decoder
end
local function load_into_mem(name, _table)
if add_to_mem_pool then
mem_pool[name] = {mem = _table}
end
end
local function load_table(name)
local f = storage:get_string(string.format("%s/%s", directory, name))
if f then
local data = deserializer(f)
return data
end
return nil
end
local function save_table(name, _table)
if save_table == nil or name == nil then
return false
end
storekey(name)
storage:set_string(string.format("%s/%s", directory, name), minetest.serialize(_table))
end
local function save_key(name)
storage:set_string(string.format("%s/%s", directory, name), "")
end
local function load_key(name)
local f = storage:get_string(string.format("%s/%s", directory, name))
if f ~= "" then
return true
end
return false
end
self.set_mem = function(name, _table)
load_into_mem(name, _table)
mem_pool_del[name] = nil
end
self.save_mem = function(name)
if mem_pool[name] ~= nil then
save_table(name, mem_pool[name].mem)
end
mem_pool_del[name] = nil
end
self.clear_mem = function(name)
mem_pool[name] = nil
mem_pool_del[name] = nil
end
self.set = function(name, _table)
save_table(name, _table)
if add_to_mem_pool then
load_into_mem(name, _table)
end
mem_pool_del[name] = nil
end
self.set_key = function(name)
save_key(name)
if add_to_mem_pool then
load_into_mem(name, "")
end
mem_pool_del[name] = nil
end
self.get = function(name, callback)
if mem_pool_del[name] then
if callback then
callback(nil)
end
return nil
end
local pm = mem_pool[name]
if pm then
if callback then
callback(pm.mem)
end
return pm.mem
else
local _table = load_table(name)
if _table then
load_into_mem(name, _table)
if callback then
callback(_table)
end
return _table
end
end
mem_pool_del[name] = true
return nil
end
self.remove = function(name)
mem_pool[name] = nil
mem_pool_del[name] = true
removekey(name)
storage:set_string(string.format("%s/%s", directory, name), "")
end
self.sub_database = function(path)
local db = storagedb.Storagedb(dir .. "/" .. path)
return db
end
self.to_array = function()
local entries = {}
for k, v in pairs(getkeys()) do
entries[#entries + 1] = v
end
return entries
end
self.to_table = function()
local entries = {}
for k, v in pairs(getkeys()) do
entries[v] = true
end
return entries
end
self.iterate = function()
local entries = {}
for k, v in pairs(getkeys()) do
entries[v] = true
end
return pairs(entries)
end
return self
end

View File

@ -2,16 +2,12 @@
--! @return whether this faction can claim a parcelpos
function factions.can_claim_parcel(name, parcelpos)
local fn = factions.parcels.get(parcelpos)
if fn == nil then
return true
end
local faction = factions.factions.get(name)
if fn then
local fac = factions.factions.get(fn)
local fac = factions.factions.get(fn.faction)
if fac.power < 0. and faction.power >= factions_config.power_per_parcel and not faction.allies[fn] and not faction.neutral[fn] then
return true
else
@ -20,42 +16,34 @@ function factions.can_claim_parcel(name, parcelpos)
elseif faction.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.claim_parcel(name, parcelpos)
-- check if claiming over other faction's territory
local otherfac = factions.parcels.get(parcelpos)
if otherfac then
factions.unclaim_parcel(otherfac, parcelpos)
factions.parcelless_check(otherfac)
end
factions.parcels.set(parcelpos, name)
local otherfac = factions.parcels.get(parcelpos)
if otherfac then
local otherfac_name = otherfac.faction
factions.unclaim_parcel(otherfac_name, parcelpos)
factions.parcelless_check(otherfac_name)
end
local data = factions.create_parcel_table()
data.faction = name
factions.parcels.set(parcelpos, data)
local faction = factions.factions.get(name)
faction.land[parcelpos] = true
factions.factions.set(name, faction)
factions.decrease_power(name, factions_config.power_per_parcel)
factions.increase_usedpower(name, factions_config.power_per_parcel)
factions.on_claim_parcel(name, parcelpos)
factions.parcelless_check(name)
end
--! @brief claim a parcel, update power and update global parcels table
function factions.unclaim_parcel(name, parcelpos)
factions.parcels.remove(parcelpos)
factions.remove_key(factions.parcels, parcelpos, nil, "faction", true)
local faction = factions.factions.get(name)
faction.land[parcelpos] = nil
factions.factions.set(name, faction)
factions.increase_power(name, factions_config.power_per_parcel)
factions.decrease_usedpower(name, factions_config.power_per_parcel)
factions.on_unclaim_parcel(name, parcelpos)
@ -64,7 +52,6 @@ end
function factions.parcelless_check(name)
local faction = factions.factions.get(name)
if faction.land then
local count = 0
for index, value in pairs(faction.land) do
@ -85,8 +72,9 @@ function factions.parcelless_check(name)
end
function factions.get_parcel_faction(parcelpos)
local facname = factions.parcels.get(parcelpos)
if facname then
local data = factions.parcels.get(parcelpos)
if data then
local facname = data.faction
local faction = factions.factions.get(facname)
return faction, facname
end
@ -160,15 +148,11 @@ local parcel_size = factions_config.parcel_size
function factions.claim_square(player, faction, r)
local rplayer = minetest.get_player_by_name(player)
local pos = vector.round(rplayer:get_pos())
pos.x = math.floor(pos.x / parcel_size) * parcel_size
pos.z = math.floor(pos.z / parcel_size) * parcel_size
pos.x = pos.x - (parcel_size * (r - math.floor(r / 2)))
pos.z = pos.z - (parcel_size * (r - math.floor(r / 2)))
local timer = 0
for i = 1, r do
for l = 1, r do
local p = {x = pos.x + (parcel_size * l), y = pos.y, z = pos.z + (parcel_size * i)}
@ -178,9 +162,7 @@ function factions.claim_square(player, faction, r)
end
end
end
local auto_list = {}
local function _claim_auto(player, faction)
if auto_list[player] then
local rplayer = minetest.get_player_by_name(player)
@ -189,7 +171,6 @@ local function _claim_auto(player, faction)
minetest.after(0.1, _claim_auto, player, faction)
end
end
function factions.claim_auto(player, faction)
if auto_list[player] then
auto_list[player] = nil
@ -200,7 +181,6 @@ function factions.claim_auto(player, faction)
_claim_auto(player, faction)
end
end
local function _claim_fill(player, faction, pos)
if claim_helper(player, faction, factions.get_parcel_pos(pos), true) then
local pos1 = {x = pos.x - parcel_size, y = pos.y, z = pos.z}
@ -213,7 +193,6 @@ local function _claim_fill(player, faction, pos)
minetest.after(math.random(0, 11) / 10, _claim_fill, player, faction, pos4)
end
end
function factions.claim_fill(player, faction)
local rplayer = minetest.get_player_by_name(player)
local pos = vector.round(rplayer:get_pos())
@ -234,15 +213,9 @@ function factions.claim_circle(player, faction, r)
pos.z = (math.floor(pos.z / parcel_size) * parcel_size) + parcel_size_center
for i = 1, 360 do
minetest.after(0.05 * i, function(player, faction, r, pos)
local angle = i * math.pi / 180
local rpos = {x = pos.x + r * math.cos(angle), y = pos.y, z = pos.z + r * math.sin(angle)}
claim_helper(player, faction, factions.get_parcel_pos(rpos), true)
end, player, faction, r, pos)
local angle = i * math.pi / 180
local rpos = {x = pos.x + r * math.cos(angle), y = pos.y, z = pos.z + r * math.sin(angle)}
claim_helper(player, faction, factions.get_parcel_pos(rpos), true)
end
end
@ -263,16 +236,13 @@ end
function factions.claim_all(player, faction)
local rplayer = minetest.get_player_by_name(player)
local pos = vector.round(rplayer:get_pos())
pos.x = math.floor(pos.x / parcel_size) * parcel_size
pos.z = math.floor(pos.z / parcel_size) * parcel_size
_claim_all(player, faction, pos)
end
function factions.claim_help(player, func)
local text = "<o,one, a,auto, f,fill, s,square, c,circle, all, h,help>, <none, number>"
local text = "All params for /f claim: <o,one, a,auto, f,fill, s,square, c,circle, all, l,list, h,help>, <none, number>"
if func == "o" or func == "one" then
text = "/f claim o\n/f claim one\n Claim one parcel."
elseif func == "a" or func == "auto" then
@ -283,25 +253,22 @@ function factions.claim_help(player, func)
text = "/f claim s <number>\n/f claim square <number>\nClaim by square and radius."
elseif func == "c" or func == "circle" then
text = "/f claim c <number>\n/f claim circle <number>\nClaim by circle and radius."
elseif func == "l" or func == "list" then
text = "/f claim l\n/f claim list\nList all the faction's claimed land."
elseif func == "all" then
text = "/f claim all\nClaim all faction land."
end
minetest.chat_send_player(player, text)
end
function factions.unclaim_square(player, faction, r)
local rplayer = minetest.get_player_by_name(player)
local pos = vector.round(rplayer:get_pos())
pos.x = math.floor(pos.x / parcel_size) * parcel_size
pos.z = math.floor(pos.z / parcel_size) * parcel_size
pos.x = pos.x - (parcel_size * (r - math.floor(r / 2)))
pos.z = pos.z - (parcel_size * (r - math.floor(r / 2)))
local timer = 0
for i = 1, r do
for l = 1, r do
local p = {x = pos.x + (parcel_size * l), y = pos.y, z = pos.z + (parcel_size * i)}
@ -348,10 +315,8 @@ end
function factions.unclaim_fill(player, faction)
local rplayer = minetest.get_player_by_name(player)
local pos = vector.round(rplayer:get_pos())
pos.x = math.floor(pos.x / parcel_size) * parcel_size
pos.z = math.floor(pos.z / parcel_size) * parcel_size
_unclaim_fill(player, faction, pos)
end
@ -360,20 +325,12 @@ local parcel_size_center = parcel_size / 2
function factions.unclaim_circle(player, faction, r)
local rplayer = minetest.get_player_by_name(player)
local pos = vector.round(rplayer:get_pos())
pos.x = (math.floor(pos.x / parcel_size) * parcel_size) + parcel_size_center
pos.z = (math.floor(pos.z / parcel_size) * parcel_size) + parcel_size_center
for i = 1, 360 do
minetest.after(0.05 * i, function(player, faction, r, pos)
local angle = i * math.pi / 180
local rpos = {x = pos.x + r * math.cos(angle), y = pos.y, z = pos.z + r * math.sin(angle)}
unclaim_helper(player, faction, factions.get_parcel_pos(rpos), true)
end, player, faction, r, pos)
local angle = i * math.pi / 180
local rpos = {x = pos.x + r * math.cos(angle), y = pos.y, z = pos.z + r * math.sin(angle)}
unclaim_helper(player, faction, factions.get_parcel_pos(rpos), true)
end
end
@ -388,16 +345,13 @@ end
function factions.unclaim_all(player, faction)
local rplayer = minetest.get_player_by_name(player)
local pos = vector.round(rplayer:get_pos())
pos.x = math.floor(pos.x / parcel_size) * parcel_size
pos.z = math.floor(pos.z / parcel_size) * parcel_size
_unclaim_all(player, faction, pos)
end
function factions.unclaim_help(player, func)
local text = "<o,one, a,auto, f,fill, s,square, c,circle, all, h,help>, <none, number>"
local text = "All params for /f unclaim: <o,one, a,auto, f,fill, s,square, c,circle, all, l,list, h,help>, <none, number>"
if func == "o" or func == "one" then
text = "/f unclaim o\n/f unclaim one\n Unclaim one parcel."
elseif func == "a" or func == "auto" then
@ -408,15 +362,14 @@ function factions.unclaim_help(player, func)
text = "/f unclaim s <number>\n/f unclaim square <number>\nUnclaim by square and radius."
elseif func == "c" or func == "circle" then
text = "/f unclaim c <number>\n/f unclaim circle <number>\nUnclaim by circle and radius."
elseif func == "l" or func == "list" then
text = "/f claim l\n/f claim list\nList all the faction's claimed land."
elseif func == "all" then
text = "/f unclaim all\nUnclaim all faction land."
end
minetest.chat_send_player(player, text)
end
minetest.register_on_leaveplayer(
function(player)
auto_list[player:get_player_name()] = nil
end
)
minetest.register_on_leaveplayer(function(player)
auto_list[player:get_player_name()] = nil
end)

View File

@ -1,13 +1,13 @@
function factions.start_diplomacy(name, faction)
for l, i in pairs(factions.get_faction_list()) do
local fac = factions.factions.get(i)
if i ~= name and not (faction.neutral[i] or faction.allies[i] or faction.enemies[i]) then
for l, i in factions.factions.iterate() do
local fac = factions.factions.get(l)
if l ~= name and not (faction.neutral[l] or faction.allies[l] or faction.enemies[l]) then
if factions_config.faction_diplomacy == true then
factions.new_neutral(name, i)
factions.new_neutral(i, name)
factions.new_neutral(name, l)
factions.new_neutral(l, name)
else
factions.new_enemy(name, i)
factions.new_enemy(i, name)
factions.new_enemy(name, l)
factions.new_enemy(l, name)
end
end
end
@ -15,7 +15,6 @@ end
function factions.new_alliance(name, faction)
local bfaction = factions.factions.get(name)
bfaction.allies[faction] = true
factions.on_new_alliance(name, faction)
if bfaction.enemies[faction] then
@ -24,24 +23,19 @@ function factions.new_alliance(name, faction)
if bfaction.neutral[faction] then
factions.end_neutral(name, faction)
end
factions.factions.set(name, bfaction)
end
function factions.end_alliance(name, faction)
local bfaction = factions.factions.get(name)
bfaction.allies[faction] = nil
factions.on_end_alliance(name, faction)
factions.factions.set(name, bfaction)
end
function factions.new_neutral(name, faction)
local bfaction = factions.factions.get(name)
bfaction.neutral[faction] = true
factions.on_new_neutral(name, faction)
if bfaction.allies[faction] then
factions.end_alliance(name, faction)
@ -49,41 +43,32 @@ function factions.new_neutral(name, faction)
if bfaction.enemies[faction] then
factions.end_enemy(name, faction)
end
factions.factions.set(name, bfaction)
end
function factions.end_neutral(name, faction)
local bfaction = factions.factions.get(name)
bfaction.neutral[faction] = nil
factions.on_end_neutral(name, faction)
factions.factions.set(name, bfaction)
end
function factions.new_enemy(name, faction)
local bfaction = factions.factions.get(name)
bfaction.enemies[faction] = true
factions.on_new_enemy(name, faction)
if bfaction.allies[faction] then
factions.end_alliance(name, faction)
end
if bfaction.neutral[faction] then
factions.end_neutral(name, faction)
end
factions.factions.set(name, bfaction)
end
function factions.end_enemy(name, faction)
local bfaction = factions.factions.get(name)
bfaction.enemies[faction] = nil
factions.on_end_enemy(name, faction)
factions.factions.set(name, bfaction)
end
end

View File

@ -1,36 +1,27 @@
function factions.on_create(name) --! @brief called when the faction is added to the global faction list
minetest.chat_send_all("Faction " .. name .. " has been created.")
end
function factions.on_set_name(name, oldname)
minetest.chat_send_all("Faction " .. oldname .. " has been changed its name to ".. name ..".")
end
function factions.on_no_parcel(name)
local faction = factions.factions.get(name)
local now = os.time() - faction.no_parcel
local l = factions_config.maximum_parcelless_faction_time
factions.broadcast(name, "This faction will disband in " .. l - now .. " seconds, because it has no parcels.")
end
function factions.on_player_leave(name, player)
factions.broadcast(name, player .. " has left this faction")
end
function factions.on_player_join(name, player)
factions.broadcast(name, player .. " has joined this faction")
end
function factions.on_claim_parcel(name, pos)
factions.broadcast(name, "Parcel (" .. pos .. ") has been claimed.")
end
function factions.on_unclaim_parcel(name, pos)
factions.broadcast(name, "Parcel ("..pos..") has been unclaimed.")
end
function factions.on_disband(name, reason)
local msg = "Faction " .. name .. " has been disbanded."
if reason then
@ -38,22 +29,18 @@ function factions.on_disband(name, reason)
end
minetest.chat_send_all(msg)
end
function factions.on_new_leader(name)
local faction = factions.factions.get(name)
factions.broadcast(name, faction.leader .. " is now the leader of this faction")
end
function factions.on_change_description(name)
local faction = factions.factions.get(name)
factions.broadcast(name, "Faction description has been modified to: " .. faction.description)
end
function factions.on_player_invited(name, player)
local faction = factions.factions.get(name)
minetest.chat_send_player(player, "You have been invited to faction " .. faction.name)
end
function factions.on_toggle_join_free(name, player)
local faction = factions.factions.get(name)
if faction.join_free then
@ -62,75 +49,58 @@ function factions.on_toggle_join_free(name, player)
factions.broadcast(name, "This faction is no longer invite-free.")
end
end
function factions.on_new_alliance(name, faction)
factions.broadcast(name, "This faction is now allied with " .. faction)
end
function factions.on_end_alliance(name, faction)
factions.broadcast(name, "This faction is no longer allied with " .. faction .. "!")
end
function factions.on_new_neutral(name, faction)
factions.broadcast(name, "This faction is now neutral with ".. faction)
end
function factions.on_end_neutral(name, faction)
factions.broadcast(name, "This faction is no longer neutral with " .. faction .. "!")
end
function factions.on_new_enemy(name, faction)
factions.broadcast(name, "This faction is now at war with " .. faction)
end
function factions.on_end_enemy(name, faction)
factions.broadcast(name, "This faction is no longer at war with " .. faction .. "!")
end
function factions.on_set_spawn(name)
local faction = factions.factions.get(name)
factions.broadcast(name, "The faction spawn has been set to (" .. util.coords3D_string(faction.spawn) .. ").")
end
function factions.on_add_rank(name, rank)
local faction = factions.factions.get(name)
factions.broadcast(name, "The rank " .. rank .. " has been created with privileges: " .. table.concat(faction.ranks[rank], ", "))
end
function factions.on_replace_privs(name, rank)
local faction = factions.factions.get(name)
factions.broadcast(name, "The privileges in rank " .. rank .. " have been delete and changed to: " .. table.concat(faction.ranks[rank], ", "))
end
function factions.on_remove_privs(name, rank, privs)
factions.broadcast(name, "The privileges in rank " .. rank .. " have been revoked: " .. table.concat(privs, ", "))
end
function factions.on_add_privs(name, rank, privs)
factions.broadcast(name, "The privileges in rank " .. rank .. " have been added: " .. table.concat(privs, ", "))
end
function factions.on_set_rank_name(name, rank,newrank)
factions.broadcast(name, "The name of rank " .. rank .. " has been changed to " .. newrank)
end
function factions.on_delete_rank(name, rank, newrank)
factions.broadcast(name, "The rank " .. rank .. " has been deleted and replaced by " .. newrank)
end
function factions.on_set_def_rank(name, rank)
factions.broadcast(name, "The default rank given to new players has been changed to " .. rank)
end
function factions.on_reset_ranks(name)
factions.broadcast(name, "All of the faction's ranks have been reset to the default ones.")
end
function factions.on_promote(name, member)
local faction = factions.factions.get(name)
minetest.chat_send_player(member, "You have been promoted to " .. faction.players[member])
end
function factions.on_revoke_invite(name, player)
minetest.chat_send_player(player, "You are no longer invited to faction " .. name)
end

8
fac_events/init.lua Normal file
View File

@ -0,0 +1,8 @@
local path = minetest.get_modpath("fac_events")
dofile (path .. "/claim_events.lua")
dofile (path .. "/diplomacy_events.lua")
dofile (path .. "/eventcallbacks.lua")
dofile (path .. "/invite_events.lua")
dofile (path .. "/player_events.lua")
dofile (path .. "/power_events.lua")
dofile (path .. "/rank_events.lua")

View File

@ -1,19 +1,15 @@
--! @brief places player in invite list
function factions.invite_player(name, player)
local faction = factions.factions.get(name)
faction.invited_players[player] = true
factions.on_player_invited(name, player)
factions.factions.set(name, faction)
end
--! @brief removes player from invite list (can no longer join via /f join)
function factions.revoke_invite(name, player)
local faction = factions.factions.get(name)
faction.invited_players[player] = nil
factions.on_revoke_invite(name, player)
factions.factions.set(name, faction)
end

2
fac_events/mod.conf Normal file
View File

@ -0,0 +1,2 @@
name = fac_events
depends = fac

View File

@ -1,11 +1,11 @@
local on_death = {}
minetest.register_on_prejoinplayer(function(name, ip)
factions.player_ips.set(name, ip)
local data = factions.create_ip_table()
data.ip = ip
factions.player_ips.set(name, data)
end)
minetest.register_on_joinplayer(
function(player)
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
minetest.after(5, createHudfactionLand, player)
local faction, facname = factions.get_player_faction(name)
@ -13,15 +13,11 @@ function(player)
if factions.onlineplayers[facname] == nil then
factions.onlineplayers[facname] = {}
end
factions.onlineplayers[facname][name] = true
faction.last_logon = os.time()
factions.factions.set(facname, faction)
minetest.after(5, createHudFactionName, player, facname)
minetest.after(5, createHudPower, player, faction)
if faction.no_parcel ~= -1 then
local now = os.time() - faction.no_parcel
local l = factions_config.maximum_parcelless_faction_time
@ -36,60 +32,44 @@ function(player)
minetest.chat_send_player(name, faction.message_of_the_day)
end
end
end
)
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
local faction, facname = 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
faction.last_logon = os.time()
factions.factions.set(facname, faction)
factions.onlineplayers[facname][name] = nil
hud_ids[name .. "factionName"] = nil
hud_ids[name .. "powerWatch"] = nil
else
factions.remove_key(factions.player_ips, name, nil, "ip", true)
end
on_death[name] = nil
end)
minetest.register_on_leaveplayer(
function(player)
local name = player:get_player_name()
local faction, facname = 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
factions.onlineplayers[facname][name] = nil
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
for k, v in pairs(factions.onlineplayers[facname]) do
return
end
factions.onlineplayers[facname] = nil
on_death[name] = nil
minetest.register_on_respawnplayer(function(player)
local name = player:get_player_name()
local faction, facname = factions.get_player_faction(name)
if not faction then
return false
else
on_death[name] = nil
if not faction.spawn then
return false
else
player:set_pos(faction.spawn)
return true
end
end
)
end)
minetest.register_on_respawnplayer(
function(player)
local name = player:get_player_name()
local faction, facname = factions.get_player_faction(name)
if not faction then
return false
else
on_death[name] = nil
if not faction.spawn then
return false
else
player:set_pos(faction.spawn)
return true
end
end
end
)
minetest.register_on_dieplayer(
function(player)
minetest.register_on_dieplayer(function(player)
local pname = player:get_player_name()
if on_death[pname] then
return

View File

@ -1,81 +1,62 @@
function factions.increase_power(name, power)
local faction = factions.factions.get(name)
faction.power = faction.power + power
if faction.power > faction.maxpower - faction.usedpower then
faction.power = faction.maxpower - faction.usedpower
end
for i in pairs(factions.onlineplayers[name]) do
updateHudPower(minetest.get_player_by_name(i), faction)
end
factions.factions.set(name, faction)
end
function factions.decrease_power(name, power)
local faction = factions.factions.get(name)
faction.power = faction.power - power
for i in pairs(factions.onlineplayers[name]) do
updateHudPower(minetest.get_player_by_name(i), faction)
end
factions.factions.set(name, faction)
end
function factions.increase_maxpower(name, power)
local faction = factions.factions.get(name)
faction.maxpower = faction.maxpower + power
for i in pairs(factions.onlineplayers[name]) do
updateHudPower(minetest.get_player_by_name(i), faction)
end
factions.factions.set(name, faction)
end
function factions.decrease_maxpower(name, power)
local faction = factions.factions.get(name)
faction.maxpower = faction.maxpower - power
if faction.maxpower < 0. then -- should not happen
faction.maxpower = 0.
if faction.maxpower < 0 then -- should not happen
faction.maxpower = 0
end
for i in pairs(factions.onlineplayers[name]) do
updateHudPower(minetest.get_player_by_name(i), faction)
end
factions.factions.set(name, faction)
end
function factions.increase_usedpower(name, power)
local faction = factions.factions.get(name)
faction.usedpower = faction.usedpower + power
for i in pairs(factions.onlineplayers[name]) do
updateHudPower(minetest.get_player_by_name(i), faction)
end
factions.factions.set(name, faction)
end
function factions.decrease_usedpower(name, power)
local faction = factions.factions.get(name)
faction.usedpower = faction.usedpower - power
if faction.usedpower < 0. then
faction.usedpower = 0.
if faction.usedpower < 0 then
faction.usedpower = 0
end
for i in pairs(factions.onlineplayers[name]) do
updateHudPower(minetest.get_player_by_name(i), faction)
end
factions.factions.set(name, faction)
end

View File

@ -3,10 +3,8 @@
--! @param rank a list with the permissions of the new rank
function factions.add_rank(name, rank, perms)
local faction = factions.factions.get(name)
faction.ranks[rank] = perms
factions.on_add_rank(name, rank)
factions.factions.set(name, faction)
end
@ -15,108 +13,85 @@ end
--! @param add or remove permissions to the rank
function factions.replace_privs(name, rank, perms)
local faction = factions.factions.get(name)
faction.ranks[rank] = perms
factions.on_replace_privs(name, rank)
factions.factions.set(name, faction)
end
function factions.remove_privs(name, rank, perms)
local faction = factions.factions.get(name)
local revoked = false
local p = faction.ranks[rank]
for index, perm in pairs(p) do
if table_Contains(perms, perm) then
revoked = true
table.remove(p, index)
end
end
faction.ranks[rank] = p
if revoked then
factions.on_remove_privs(name, rank, perms)
else
factions.broadcast(name, "No privilege was revoked from rank " .. rank .. ".")
end
factions.factions.set(name, faction)
end
function factions.add_privs(name, rank, perms)
local faction = factions.factions.get(name)
local added = false
local p = faction.ranks[rank]
for index, perm in pairs(perms) do
if not table_Contains(p, perm) then
added = true
table.insert(p, perm)
end
end
faction.ranks[rank] = p
if added then
factions.on_add_privs(name, rank, perms)
else
factions.broadcast(name, "The rank " .. rank .. " already has these privileges.")
end
factions.factions.set(name, faction)
end
function factions.set_rank_name(name, oldrank, newrank)
local faction = factions.factions.get(name)
local copyrank = faction.ranks[oldrank]
faction.ranks[newrank] = copyrank
faction.ranks[oldrank] = nil
for player, r in pairs(faction.players) do
if r == oldrank then
faction.players[player] = newrank
end
end
if oldrank == faction.default_leader_rank then
faction.default_leader_rank = newrank
factions.broadcast(name, "The default leader rank has been set to " .. newrank)
end
if oldrank == faction.default_rank then
faction.default_rank = newrank
factions.broadcast(name, "The default rank given to new players is set to " .. newrank)
end
factions.on_set_rank_name(name, oldrank, newrank)
factions.factions.set(name, faction)
end
function factions.set_def_rank(name, rank)
local faction = factions.factions.get(name)
for player, r in pairs(faction.players) do
if r == rank or r == nil or not faction.ranks[r] then
faction.players[player] = rank
end
end
faction.default_rank = rank
factions.on_set_def_rank(name, rank)
factions.factions.set(name, faction)
end
function factions.reset_ranks(name)
local faction = factions.factions.get(name)
faction.ranks = starting_ranks
faction.default_rank = "member"
faction.default_leader_rank_rank = "leader"
@ -128,7 +103,6 @@ function factions.reset_ranks(name)
end
end
factions.on_reset_ranks(name)
factions.factions.set(name, faction)
end
@ -137,7 +111,6 @@ end
--! @param newrank the rank given to players who were previously "rank"
function factions.delete_rank(name, rank, newrank)
local faction = factions.factions.get(name)
for player, r in pairs(faction.players) do
if r == rank then
faction.players[player] = newrank
@ -153,16 +126,13 @@ function factions.delete_rank(name, rank, newrank)
faction.default_rank = newrank
factions.broadcast(name, "The default rank given to new players is set to "..newrank)
end
factions.factions.set(name, faction)
end
--! @brief set a player's rank
function factions.promote(name, member, rank)
local faction = factions.factions.get(name)
faction.players[member] = rank
factions.on_promote(name, member)
factions.factions.set(name, faction)
end

View File

@ -4,7 +4,6 @@ function createHudfactionLand(player)
if player then
local name = player:get_player_name()
local id_name = name .. "factionLand"
if not hud_ids[id_name] then
hud_ids[id_name] = player:hud_add({
hud_elem_type = "text",
@ -23,7 +22,6 @@ function createHudFactionName(player, factionname)
if player and factionname then
local name = player:get_player_name()
local id_name = name .. "factionName"
if not hud_ids[id_name] then
hud_ids[id_name] = player:hud_add({
hud_elem_type = "text",
@ -43,7 +41,6 @@ function createHudPower(player, faction)
if player and faction then
local name = player:get_player_name()
local id_name = name .. "powerWatch"
if not hud_ids[id_name] then
hud_ids[id_name] = player:hud_add({
hud_elem_type = "text",
@ -125,3 +122,5 @@ function hudUpdateClaimInfo()
end
minetest.after(3, hudUpdateClaimInfo)
end
hudUpdateClaimInfo()

1
fac_hud/mod.conf Normal file
View File

@ -0,0 +1 @@
name = fac_hud

248
fac_objects/init.lua Normal file
View File

@ -0,0 +1,248 @@
function factions.can_use_node(pos, player, permission)
if not player then
return false
end
local parcel_faction = factions.get_faction_at(pos)
if not parcel_faction then
return true
end
local player_faction, facname = factions.get_player_faction(player)
if player_faction and (parcel_faction.name == facname or parcel_faction.allies[facname]) and factions.has_permission(facname, player, permission) then
return true
end
end
minetest.register_on_mods_loaded(function()
-- Make default chest the faction chest.
if minetest.registered_nodes["default:chest"] then
local dc = minetest.registered_nodes["default:chest"]
local def_on_rightclick = dc.on_rightclick
local after_place_node = function(pos, placer)
local parcel_faction = factions.get_faction_at(pos)
if parcel_faction then
local meta = minetest.get_meta(pos)
local name = parcel_faction.name
meta:set_string("faction", name)
meta:set_string("infotext", "Faction Container (owned by faction " ..
name .. ")")
end
end
local can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
return inv:is_empty("main") and
factions.can_use_node(pos, player:get_player_name(), "container")
end
local allow_metadata_inventory_move
local def_allow_metadata_inventory_move = dc.allow_metadata_inventory_move
if def_allow_metadata_inventory_move then
allow_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
if not factions.can_use_node(pos, player:get_player_name(), "container") and not minetest.check_player_privs(player, "protection_bypass") then
return 0
end
return def_allow_metadata_inventory_move(pos, from_list, from_index, to_list, to_index, count, player)
end
else
allow_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
if not factions.can_use_node(pos, player:get_player_name(), "container") and not minetest.check_player_privs(player, "protection_bypass") then
return 0
end
return count
end
end
local allow_metadata_inventory_put
local def_allow_metadata_inventory_put = dc.allow_metadata_inventory_put
if def_allow_metadata_inventory_put then
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if not factions.can_use_node(pos, player:get_player_name(), "container") and not minetest.check_player_privs(player, "protection_bypass") then
return 0
end
return def_allow_metadata_inventory_put(pos, listname, index, stack, player)
end
else
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if not factions.can_use_node(pos, player:get_player_name(), "container") and not minetest.check_player_privs(player, "protection_bypass") then
return 0
end
return stack:get_count()
end
end
local allow_metadata_inventory_take
local def_allow_metadata_inventory_take = dc.allow_metadata_inventory_take
if def_allow_metadata_inventory_take then
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if not factions.can_use_node(pos, player:get_player_name(), "container") and not minetest.check_player_privs(player, "protection_bypass") then
return 0
end
return def_allow_metadata_inventory_take(pos, listname, index, stack, player)
end
else
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if not factions.can_use_node(pos, player:get_player_name(), "container") and not minetest.check_player_privs(player, "protection_bypass") then
return 0
end
return stack:get_count()
end
end
local on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
if not factions.can_use_node(pos, clicker:get_player_name(), "container") and not minetest.check_player_privs(clicker, "protection_bypass") then
return itemstack
end
return def_on_rightclick(pos, node, clicker, itemstack, pointed_thing)
end
minetest.override_item("default:chest", {after_place_node = after_place_node,
can_dig = can_dig,
allow_metadata_inventory_move = allow_metadata_inventory_move,
allow_metadata_inventory_put = allow_metadata_inventory_put,
allow_metadata_inventory_take = allow_metadata_inventory_take,
on_rightclick = on_rightclick})
end
local door_items = {"doors:door_wood", "doors:door_steel", "doors:door_glass", "doors:door_obsidian_glass", "doors:woodglass_door", "doors:slide_door",
"doors:screen_door", "doors:rusty_prison_door", "doors:prison_door", "doors:japanese_door", "ts_doors:door_default_aspen_wood", "ts_doors:door_full_default_aspen_wood",
"ts_doors:door_default_pine_wood", "ts_doors:door_full_default_pine_wood", "ts_doors:door_default_acacia_wood", "ts_doors:door_full_default_acacia_wood",
"ts_doors:door_default_wood", "ts_doors:door_full_default_wood", "ts_doors:door_default_junglewood", "ts_doors:door_full_default_junglewood",
"ts_doors:door_default_bronzeblock", "ts_doors:door_full_default_bronzeblock", "ts_doors:door_default_copperblock", "ts_doors:door_full_default_copperblock",
"ts_doors:door_default_diamondblock", "ts_doors:door_full_default_diamondblock", "ts_doors:door_full_default_goldblock", "ts_doors:door_default_steelblock", "ts_doors:door_full_default_steelblock"}
local trapdoor_items = {"doors:trapdoor", "doors:trapdoor_steel", "ts_doors:trapdoor_default_aspen_wood", "ts_doors:trapdoor_full_default_aspen_wood",
"ts_doors:trapdoor_default_wood", "ts_doors:trapdoor_full_default_wood", "ts_doors:trapdoor_default_acacia_wood", "ts_doors:trapdoor_full_default_acacia_wood",
"ts_doors:trapdoor_default_bronzeblock", "ts_doors:trapdoor_full_default_bronzeblock", "ts_doors:trapdoor_default_copperblock", "ts_doors:trapdoor_full_default_copperblock", "ts_doors:trapdoor_full_default_diamondblock",
"ts_doors:door_default_goldblock", "ts_doors:trapdoor_default_steelblock", "ts_doors:trapdoor_full_default_steelblock", "ts_doors:trapdoor_default_pine_wood", "ts_doors:trapdoor_full_default_pine_wood",
"ts_doors:trapdoor_full_default_goldblock", "ts_doors:trapdoor_default_junglewood", "ts_doors:trapdoor_full_default_junglewood",
"ts_doors:trapdoor_default_diamondblock", "ts_doors:trapdoor_default_goldblock"}
-- Edit default doors and trapdoors to make them require the door permission.
local doors = {}
local all_items = {}
local item_count = 1
local old_i = 0
for i, l in ipairs(door_items) do
doors[item_count] = l .. "_a"
doors[item_count + 1] = l .. "_b"
all_items[i] = l
item_count = item_count + 2
old_i = old_i + 1
end
for i, l in ipairs(trapdoor_items) do
doors[item_count] = l
doors[item_count + 1] = l .. "_open"
all_items[old_i + i] = l
item_count = item_count + 2
end
for i, l in ipairs(doors) do
local dw = minetest.registered_nodes[l]
if dw then
local def_on_rightclick = dw.on_rightclick
local def_can_dig = dw.can_dig
local on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
if factions.can_use_node(pos, clicker:get_player_name(), "door") or minetest.check_player_privs(clicker, "protection_bypass") then
def_on_rightclick(pos, node, clicker, itemstack, pointed_thing)
end
return itemstack
end
local can_dig = nil
if def_can_dig then
can_dig = function(pos, digger)
if factions.can_use_node(pos, digger:get_player_name(), "door") then
return def_can_dig(pos, digger)
end
return false
end
else
can_dig = function(pos, digger)
if factions.can_use_node(pos, digger:get_player_name(), "door") then
return true
end
return false
end
end
minetest.override_item(l, {on_rightclick = on_rightclick,
can_dig = can_dig})
end
end
for i, l in ipairs(all_items) do
local it = minetest.registered_items[l]
if it then
local def_on_place = it.on_place
if def_on_place ~= nil then
local on_place = function(itemstack, placer, pointed_thing)
local r = def_on_place(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
local parcel_faction = factions.get_faction_at(pos)
if parcel_faction then
local meta = minetest.get_meta(pos)
local name = parcel_faction.name
meta:set_string("faction", name)
meta:set_string("infotext", "Faction Door (owned by faction " ..
name .. ")")
end
return r
end
minetest.override_item(l, {on_place = on_place})
end
end
end
end)
-- Code below was copied from TenPlus1's protector mod(MIT) and changed up a bit.
local x = math.floor(factions_config.parcel_size / 2.1)
minetest.register_node("fac_objects:display_node", {
tiles = {"factions_display.png"},
use_texture_alpha = true,
walkable = false,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
-- sides
{-(x+.55), -(x+.55), -(x+.55), -(x+.45), (x+.55), (x+.55)},
{-(x+.55), -(x+.55), (x+.45), (x+.55), (x+.55), (x+.55)},
{(x+.45), -(x+.55), -(x+.55), (x+.55), (x+.55), (x+.55)},
{-(x+.55), -(x+.55), -(x+.55), (x+.55), (x+.55), -(x+.45)},
-- top
{-(x+.55), (x+.45), -(x+.55), (x+.55), (x+.55), (x+.55)},
-- bottom
{-(x+.55), -(x+.55), -(x+.55), (x+.55), -(x+.45), (x+.55)},
-- middle (surround parcel)
{-.55,-.55,-.55, .55,.55,.55},
},
},
selection_box = {
type = "regular",
},
paramtype = "light",
groups = {dig_immediate = 3, not_in_creative_inventory = 1},
drop = "",
})
minetest.register_entity("fac_objects:display", {
physical = false,
collisionbox = {0, 0, 0, 0, 0, 0},
visual = "wielditem",
visual_size = {x = 1.0 / 1.5, y = 1.0 / 1.5},
textures = {"fac_objects:display_node"},
timer = 0,
on_step = function(self, dtime)
self.timer = self.timer + dtime
if self.timer > 6 then
self.object:remove()
end
end,
})
-- End

2
fac_objects/mod.conf Normal file
View File

@ -0,0 +1,2 @@
name = fac_objects
depends = fac

View File

Before

Width:  |  Height:  |  Size: 235 B

After

Width:  |  Height:  |  Size: 235 B

View File

@ -1,16 +1,20 @@
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
if minetest.check_player_privs(player, "protection_bypass") then
return default_is_protected(pos, player)
end
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 default_is_protected(pos, player)
end
local parcelpos = factions.get_parcel_pos(pos)
local parcel_faction, parcel_fac_name = factions.get_parcel_faction(parcelpos)
local player_faction, player_fac_name = factions.get_player_faction(player)
local player_faction
local player_fac_name
if player then
player_faction, player_fac_name = factions.get_player_faction(player)
end
-- no faction
if not parcel_faction then
return default_is_protected(pos, player)
@ -33,4 +37,5 @@ minetest.is_protected = function(pos, player)
else
return true
end
return default_is_protected(pos, player)
end

1
fac_protect/mod.conf Normal file
View File

@ -0,0 +1 @@
name = fac_protect

View File

@ -1,23 +0,0 @@
--!path of mod
factions_modpath = minetest.get_modpath("factions")
dofile (factions_modpath .. "/config.lua")
dofile (factions_modpath .. "/databases.lua")
dofile (factions_modpath .. "/eventcallbacks.lua")
dofile (factions_modpath .. "/diplomacy_events.lua")
dofile (factions_modpath .. "/invite_events.lua")
dofile (factions_modpath .. "/player_events.lua")
dofile (factions_modpath .. "/power_events.lua")
dofile (factions_modpath .. "/protection_override.lua")
dofile (factions_modpath .. "/rank_events.lua")
dofile (factions_modpath .. "/hud.lua")
dofile (factions_modpath .. "/claim_events.lua")
dofile (factions_modpath .. "/factions.lua")
dofile (factions_modpath .. "/chatcommands.lua")
dofile (factions_modpath .. "/nodes.lua")
dofile (factions_modpath .. "/convert.lua")
minetest.after(1, hudUpdateClaimInfo)
minetest.after(factions_config.tick_time, factionUpdate)
minetest.log("action", "[factions] loaded.")

View File

@ -1,4 +0,0 @@
name = factions
description = Mod for handling in game factions and reputation.
depends = colddb
optional_depends = default, doors, xdecor, ts_doors

1
modpack.conf Normal file
View File

@ -0,0 +1 @@
name = factions

272
nodes.lua
View File

@ -1,272 +0,0 @@
function factions.can_use_node(pos, player, permission)
if not player then
return false
end
local parcel_faction = factions.get_faction_at(pos)
if not parcel_faction then
return true
end
local player_faction, facname = factions.get_player_faction(player)
if player_faction and (parcel_faction.name == facname or parcel_faction.allies[facname]) and factions.has_permission(facname, player, permission) then
return true
end
end
-- Make default chest the faction chest.
if minetest.registered_nodes["default:chest"] then
minetest.register_lbm({
label = "Replace faction chest with default one.",
name = "factions:replace_factions_chest",
nodenames = {"factions:chest"},
action = function(pos, node)
minetest.swap_node(pos, {name = "default:chest"})
local parcel_faction = factions.get_faction_at(pos)
if parcel_faction then
local meta = minetest.get_meta(pos)
local name = parcel_faction.name
meta:set_string("faction", name)
meta:set_string("infotext", "Faction Chest (owned by faction " ..
name .. ")")
end
end
})
local dc = minetest.registered_nodes["default:chest"]
local def_on_rightclick = dc.on_rightclick
local after_place_node = function(pos, placer)
local parcel_faction = factions.get_faction_at(pos)
if parcel_faction then
local meta = minetest.get_meta(pos)
local name = parcel_faction.name
meta:set_string("faction", name)
meta:set_string("infotext", "Faction Container (owned by faction " ..
name .. ")")
end
end
local can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
return inv:is_empty("main") and
factions.can_use_node(pos, player:get_player_name(), "container")
end
local allow_metadata_inventory_move
local def_allow_metadata_inventory_move = dc.allow_metadata_inventory_move
if def_allow_metadata_inventory_move then
allow_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
if not factions.can_use_node(pos, player:get_player_name(), "container") then
return 0
end
return def_allow_metadata_inventory_move(pos, from_list, from_index, to_list, to_index, count, player)
end
else
allow_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
if not factions.can_use_node(pos, player:get_player_name(), "container") then
return 0
end
return count
end
end
local allow_metadata_inventory_put
local def_allow_metadata_inventory_put = dc.allow_metadata_inventory_put
if def_allow_metadata_inventory_put then
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if not factions.can_use_node(pos, player:get_player_name(), "container") then
return 0
end
return def_allow_metadata_inventory_put(pos, listname, index, stack, player)
end
else
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if not factions.can_use_node(pos, player:get_player_name(), "container") then
return 0
end
return stack:get_count()
end
end
local allow_metadata_inventory_take
local def_allow_metadata_inventory_take = dc.allow_metadata_inventory_take
if def_allow_metadata_inventory_take then
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if not factions.can_use_node(pos, player:get_player_name(), "container") then
return 0
end
return def_allow_metadata_inventory_take(pos, listname, index, stack, player)
end
else
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if not factions.can_use_node(pos, player:get_player_name(), "container") then
return 0
end
return stack:get_count()
end
end
local on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
if not factions.can_use_node(pos, clicker:get_player_name(), "container") then
return itemstack
end
return def_on_rightclick(pos, node, clicker, itemstack, pointed_thing)
end
minetest.override_item("default:chest", {after_place_node = after_place_node,
can_dig = can_dig,
allow_metadata_inventory_move = allow_metadata_inventory_move,
allow_metadata_inventory_put = allow_metadata_inventory_put,
allow_metadata_inventory_take = allow_metadata_inventory_take,
on_rightclick = on_rightclick})
end
local door_items = {"doors:door_wood", "doors:door_steel", "doors:door_glass", "doors:door_obsidian_glass", "doors:woodglass_door", "doors:slide_door",
"doors:screen_door", "doors:rusty_prison_door", "doors:prison_door", "doors:japanese_door", "ts_doors:door_default_aspen_wood", "ts_doors:door_full_default_aspen_wood",
"ts_doors:door_default_pine_wood", "ts_doors:door_full_default_pine_wood", "ts_doors:door_default_acacia_wood", "ts_doors:door_full_default_acacia_wood",
"ts_doors:door_default_wood", "ts_doors:door_full_default_wood", "ts_doors:door_default_junglewood", "ts_doors:door_full_default_junglewood",
"ts_doors:door_default_bronzeblock", "ts_doors:door_full_default_bronzeblock", "ts_doors:door_default_copperblock", "ts_doors:door_full_default_copperblock",
"ts_doors:door_default_diamondblock", "ts_doors:door_full_default_diamondblock", "ts_doors:door_full_default_goldblock", "ts_doors:door_default_steelblock", "ts_doors:door_full_default_steelblock"}
local trapdoor_items = {"doors:trapdoor", "doors:trapdoor_steel", "ts_doors:trapdoor_default_aspen_wood", "ts_doors:trapdoor_full_default_aspen_wood",
"ts_doors:trapdoor_default_wood", "ts_doors:trapdoor_full_default_wood", "ts_doors:trapdoor_default_acacia_wood", "ts_doors:trapdoor_full_default_acacia_wood",
"ts_doors:trapdoor_default_bronzeblock", "ts_doors:trapdoor_full_default_bronzeblock", "ts_doors:trapdoor_default_copperblock", "ts_doors:trapdoor_full_default_copperblock", "ts_doors:trapdoor_full_default_diamondblock",
"ts_doors:door_default_goldblock", "ts_doors:trapdoor_default_steelblock", "ts_doors:trapdoor_full_default_steelblock", "ts_doors:trapdoor_default_pine_wood", "ts_doors:trapdoor_full_default_pine_wood",
"ts_doors:trapdoor_full_default_goldblock", "ts_doors:trapdoor_default_junglewood", "ts_doors:trapdoor_full_default_junglewood",
"ts_doors:trapdoor_default_diamondblock", "ts_doors:trapdoor_default_goldblock"}
-- Edit default doors and trapdoors to make them require the door permission.
local doors = {}
local all_items = {}
local item_count = 1
local old_i = 0
for i, l in ipairs(door_items) do
doors[item_count] = l .. "_a"
doors[item_count + 1] = l .. "_b"
all_items[i] = l
item_count = item_count + 2
old_i = old_i + 1
end
for i, l in ipairs(trapdoor_items) do
doors[item_count] = l
doors[item_count + 1] = l .. "_open"
all_items[old_i + i] = l
item_count = item_count + 2
end
for i, l in ipairs(doors) do
local dw = minetest.registered_nodes[l]
if dw then
local def_on_rightclick = dw.on_rightclick
local def_can_dig = dw.can_dig
local on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
if factions.can_use_node(pos, clicker:get_player_name(), "door") then
def_on_rightclick(pos, node, clicker, itemstack, pointed_thing)
end
return itemstack
end
local can_dig = nil
if def_can_dig then
can_dig = function(pos, digger)
if factions.can_use_node(pos, digger:get_player_name(), "door") then
return def_can_dig(pos, digger)
end
return false
end
else
can_dig = function(pos, digger)
if factions.can_use_node(pos, digger:get_player_name(), "door") then
return true
end
return false
end
end
minetest.override_item(l, {on_rightclick = on_rightclick,
can_dig = can_dig})
end
end
for i, l in ipairs(all_items) do
local it = minetest.registered_items[l]
if it then
local def_on_place = it.on_place
if def_on_place ~= nil then
local on_place = function(itemstack, placer, pointed_thing)
local r = def_on_place(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
local parcel_faction = factions.get_faction_at(pos)
if parcel_faction then
local meta = minetest.get_meta(pos)
local name = parcel_faction.name
meta:set_string("faction", name)
meta:set_string("infotext", "Faction Door (owned by faction " ..
name .. ")")
end
return r
end
minetest.override_item(l, {on_place = on_place})
end
end
end
-- Code below was copied from TenPlus1's protector mod(MIT) and changed up a bit.
local x = math.floor(factions_config.parcel_size / 2.1)
minetest.register_node("factions:display_node", {
tiles = {"factions_display.png"},
use_texture_alpha = true,
walkable = false,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
-- sides
{-(x+.55), -(x+.55), -(x+.55), -(x+.45), (x+.55), (x+.55)},
{-(x+.55), -(x+.55), (x+.45), (x+.55), (x+.55), (x+.55)},
{(x+.45), -(x+.55), -(x+.55), (x+.55), (x+.55), (x+.55)},
{-(x+.55), -(x+.55), -(x+.55), (x+.55), (x+.55), -(x+.45)},
-- top
{-(x+.55), (x+.45), -(x+.55), (x+.55), (x+.55), (x+.55)},
-- bottom
{-(x+.55), -(x+.55), -(x+.55), (x+.55), -(x+.45), (x+.55)},
-- middle (surround parcel)
{-.55,-.55,-.55, .55,.55,.55},
},
},
selection_box = {
type = "regular",
},
paramtype = "light",
groups = {dig_immediate = 3, not_in_creative_inventory = 1},
drop = "",
})
minetest.register_entity("factions:display", {
physical = false,
collisionbox = {0, 0, 0, 0, 0, 0},
visual = "wielditem",
visual_size = {x = 1.0 / 1.5, y = 1.0 / 1.5},
textures = {"factions:display_node"},
timer = 0,
on_step = function(self, dtime)
self.timer = self.timer + dtime
if self.timer > 6 then
self.object:remove()
end
end,
})
-- End

View File

@ -1,55 +0,0 @@
[ValueSettings]
# The max depth of protection from a parcel.
protection_max_depth (Protection max depth) float 512
# The max height of protection from a parcel.
protection_max_height (Protection max height) float 10000
# Cost of power to claim a parcel of land.
power_per_parcel (Power-per-parcel) float 1
# Power lost on death.
power_per_death (Power-per-death) float 1
# Power regeneration rate.
power_per_tick (Power-per-tick) float 2
# Faction timer. This timer regenerates power.
tick_time (Faction timer) float 60
# Not in use.
power_per_attack (Power-per-attack) float 10
# Limit how long a faction name can be.
faction_name_max_length (Faction name max) int 50
# Limit how long a rank name can be.
rank_name_max_length (Rank name max length) int 25
# The maximum amount of inactivity before disbanning a faction.
maximum_faction_inactivity (Maximum faction inactivity) int 604800
# The maximum amount of time for a parcelless faction to disban.
maximum_parcelless_faction_time (Maximum parcelless faction time) int 10800
# Power of a starting faction (needed for parcel claiming).
power (Starting power) float 12
# Maximum power of a starting faction.
maxpower (Starting Maximum power) float 0
# How much power the players make.
power_per_player (power-per-player) float 1
# How much max power is created per new player.
powermax_per_player (powermax-per-player) float 12
# parcel size
parcel_size (parcel-size) float 16
[BoolSettings]
# Enable or disabled power-per-player.
power_per_playerb (Enable power-per-player) bool true
# Enable or disabled attack_parcel function.
attack_parcel (Enable attack parcel) bool false
# Enable or disabled faction diplomacy.
faction_diplomacy (Enable faction diplomacy) bool true
# Enable or disabled the max depth and height limit for a parcel
protection_depth_height_limit (Enable protection depth height limit) bool true
# Enable or disabled faction spawn teleport
spawn_teleport (Enable spawn teleport) bool false
# Enable or disabled the need for faction_user priv
faction_user_priv (Enable faction user priv) bool false
[StringSettings]
# Set the way that the parcel protection works (2d,3d).
# 2d limits how far x and z can go but protection on the y goes up and down far.
# 3d limits all three axis.
protection_style (Protection style) string 2d