------------------------------------------------------------------------------- -- factions Mod by Sapier -- -- License WTFPL -- --! @file factions.lua --! @brief factions core file containing datastorage --! @copyright Sapier --! @author Sapier --! @date 2013-05-08 -- -- Contact sapier a t gmx net ------------------------------------------------------------------------------- --read some basic information local factions_worldid = minetest.get_worldpath() --! @class factions --! @brief main class for factions factions = {} --! @brief runtime data factions.factions = {} factions.chunks = {} factions.players = {} factions.factions = {} --- settings factions.lower_laimable_height = -512 factions.power_per_chunk = .5 --------------------- --! @brief returns whether a faction can be created or not (allows for implementation of blacklists and the like) factions.can_create_faction = function(name) if factions.factions[name] then return false else return true end end factions.Faction = { } factions.Faction.__index = factions.Faction function factions.Faction:new(faction) faction = { power = 0., players = {}, ranks = {["leader"] = {"disband", "claim", "playerslist", "build", "description", "ranks", "spawn", "banner", "promote"}, ["moderator"] = {"claim", "playerslist", "build", "spawn"}, ["member"] = {"build"} }, leader = nil, default_rank = "member", default_leader_rank = "leader", description = "Default faction description.", invited_players = {}, land = {}, allies = {}, enemies = {}, attacked_chunks = {}, join_free = false, banner = "bg_white.png", } or faction setmetatable(faction, self) return faction end factions.new_faction = function(name) local faction = factions.Faction:new(nil) faction.name = name factions.factions[name] = faction factions.save() return faction end function factions.Faction.increase_power(self, power) self.power = self.power + power factions.save() end function factions.Faction.decrease_power(self, power) self.power = self.power - power factions.save() end function factions.Faction.add_player(self, player, rank) self.players[player] = rank or self.default_rank factions.players[player] = self.name self:on_player_join(player) self.invited_players[player] = nil factions.save() end function factions.Faction.remove_player(self, player) self.players[player] = nil factions.players[player] = nil self:on_player_leave(player) factions.save() end function factions.Faction.can_claim_chunk(self, chunkpos) if factions.chunks[chunkpos] or self.power < factions.power_per_chunk then return false end return true end function factions.Faction.claim_chunk(self, chunkpos) factions.chunks[chunkpos] = self.name self.land[chunkpos] = true self:decrease_power(factions.power_per_chunk) self:on_claim_chunk(chunkpos) factions.save() end function factions.Faction.unclaim_chunk(self, chunkpos) factions.chunks[chunkpos] = nil self.land[chunkpos] = nil self:increase_power(factions.power_per_chunk) self:on_unclaim_chunk(chunkpos) factions.save() end function factions.Faction.disband(self) for k, _ in pairs(self.players) do -- remove players affiliation factions.players[k] = nil end for k, v in pairs(self.land) do -- remove chunk claims factions.chunks[k] = nil end self:on_disband() factions.factions[self.name] = nil factions.save() end function factions.Faction.set_leader(self, player) self.leader = player self.players[player] = self.default_leader_rank self:on_new_leader() factions.save() end function factions.Faction.has_permission(self, player, permission) local p = self.players[player] if not p then return false end local perms = self.ranks[p] for i in ipairs(perms) do if perms[i] == permission then return true end end return false end function factions.Faction.set_description(self, new) self.description = new self:on_change_description() factions.save() end function factions.Faction.invite_player(self, player) self.invited_players[player] = true self:on_player_invited(player) factions.save() end function factions.Faction.revoke_invite(self, player) self.invited_players[player] = nil self:on_revoke_invite(player) factions.save() end function factions.Faction.is_invited(self, player) return table.contains(self.invited_players, player) end function factions.Faction.toggle_join_free(self, bool) self.join_free = bool self:on_toggle_join_free() factions.save() end function factions.Faction.can_join(self, player) return self.join_free or self.invited_players[player] end function factions.Faction.new_alliance(self, faction) self.allies[faction] = true self:on_new_alliance(faction) if self.enemies[faction] then self:end_enemy(faction) end factions.save() end function factions.Faction.end_alliance(self, faction) self.allies[faction] = nil self:on_end_alliance(faction) factions.save() end function factions.Faction.new_enemy(self, faction) self.enemies[faction] = true self:on_new_enemy(faction) if self.allies[faction] then self:end_alliance(faction) end factions.save() end function factions.Faction.end_enemy(self, faction) self.enemies[faction] = nil self:on_end_enemy(faction) factions.save() end function factions.Faction.set_spawn(self, pos) self.spawn = {x=pos.x, y=pos.y, z=pos.z} self:on_set_spawn() factions.save() end function factions.Faction.add_rank(self, rank, perms) self.ranks[rank] = perms self:on_add_rank(rank) factions.save() end function factions.Faction.delete_rank(self, rank, newrank) for player, r in pairs(self.players) do if r == rank then self.players[player] = newrank end end self.ranks[rank] = nil self:on_delete_rank(rank, newrank) factions.save() end function factions.Faction.set_banner(self, newbanner) self.banner = newbanner self:on_new_banner() end function factions.Faction.promote(self, member, rank) self.players[member] = rank self:on_promote(member) end -------------------------- -- callbacks for events -- function factions.Faction.on_create(self) --! @brief called when the faction is added to the global faction list --TODO: implement end function factions.Faction.on_player_leave(self, player) --TODO: implement end function factions.Faction.on_player_join(self, player) --TODO: implement end function factions.Faction.on_claim_chunk(self, pos) --TODO: implement end function factions.Faction.on_unclaim_chunk(self, pos) --TODO: implement end function factions.Faction.on_disband(self, pos) --TODO: implement end function factions.Faction.on_new_leader(self) --TODO: implement end function factions.Faction.on_change_description(self) --TODO: implement end function factions.Faction.on_player_invited(self, player) --TODO: implement end function factions.Faction.on_toggle_join_free(self, player) --TODO: implement end function factions.Faction.on_new_alliance(self, faction) --TODO: implement end function factions.Faction.on_end_alliance(self, faction) --TODO: implement end function factions.Faction.on_set_spawn(self) --TODO: implement end function factions.Faction.on_add_rank(self, rank) --TODO: implement end function factions.Faction.on_delete_rank(self, rank, newrank) --TODO: implement end function factions.Faction.on_new_banner(self) --TODO: implement end function factions.Faction.on_promote(self, member) --TODO: implement end --?????????????? function factions.get_chunk_pos(pos) return math.floor(pos.x / 16.)..","..math.floor(pos.z / 16.) end ------------------------------------------------------------------------------- -- name: add_faction(name) -- --! @brief add a faction --! @memberof factions --! @public -- --! @param name of faction to add --! --! @return faction object/false (succesfully added faction or not) ------------------------------------------------------------------------------- function factions.add_faction(name) if factions.can_create_faction(name) then local fac = factions.new_faction(name) fac:on_create() return fac else return nil end end ------------------------------------------------------------------------------- -- name: get_faction_list() -- --! @brief get list of factions --! @memberof factions --! @public --! --! @return list of factions ------------------------------------------------------------------------------- function factions.get_faction_list() local retval = {} for key,value in pairs(factions.factions) do table.insert(retval,key) end return retval end ------------------------------------------------------------------------------- -- name: save() -- --! @brief save data to file --! @memberof factions --! @private ------------------------------------------------------------------------------- function factions.save() --saving is done much more often than reading data to avoid delay --due to figuring out which data to save and which is temporary only --all data is saved here --this implies data needs to be cleant up on load local file,error = io.open(factions_worldid .. "/" .. "factions.conf","w") if file ~= nil then file:write(minetest.serialize(factions.factions)) file:close() else minetest.log("error","MOD factions: unable to save factions world specific data!: " .. error) end end ------------------------------------------------------------------------------- -- name: load() -- --! @brief load data from file --! @memberof factions --! @private -- --! @return true/false ------------------------------------------------------------------------------- function factions.load() local file,error = io.open(factions_worldid .. "/" .. "factions.conf","r") if file ~= nil then local raw_data = file:read("*a") factions.factions = minetest.deserialize(raw_data) for facname, faction in pairs(factions.factions) do minetest.log("action", facname..","..faction.name) for player, rank in pairs(faction.players) do minetest.log("action", player..","..rank) factions.players[player] = facname end for chunkpos, val in pairs(faction.land) do factions.chunks[chunkpos] = facname end setmetatable(faction, factions.Faction) end file:close() end end function factions.convert(filename) local file, error = io.open(factions_worldid .. "/" .. filename, "r") if not file then minetest.chat_send_all("Cannot load file "..filename..". "..error) return false end local raw_data = file:read("*a") local data = minetest.deserialize(raw_data) local factionsmod = data.factionsmod local objects = data.objects for faction, attrs in pairs(factionsmod) do local newfac = factions.new_faction(faction) newfac:add_player(attrs.owner, "leader") for player, _ in pairs(attrs.adminlist) do if not newfac.players[player] then newfac:add_player(player, "moderator") end end for player, _ in pairs(attrs.invitations) do newfac:invite_player(player) end for i in ipairs(attrs.chunk) do local chunkpos = table.concat(attrs.chunk[i],",") newfac:claim_chunk(chunkpos) end end for player, attrs in pairs(objects) do local facname = attrs.factionsmod local faction = factions.factions[facname] if faction then faction:add_player(player) end end return true end minetest.register_on_dieplayer( function(player) end ) local lastUpdate = 0. minetest.register_globalstep( function(dtime) lastUpdate = lastUpdate + dtime if lastUpdate > .5 then local playerslist = minetest.get_connected_players() for i in pairs(playerslist) do local player = playerslist[i] local chunkpos = factions.get_chunk_pos(player:getpos()) local faction = factions.chunks[chunkpos] player:hud_remove("factionLand") player:hud_add({ hud_elem_type = "text", name = "factionLand", number = 0xFFFFFF, position = {x=0.1, y = .98}, text = faction or "Wilderness", scale = {x=1, y=1}, alignment = {x=0, y=0}, }) end end end ) minetest.register_on_joinplayer( function(player) end ) minetest.register_on_respawnplayer( function(player) local playername = player:get_player_name() local faction = factions.players[playername] if not faction then return false else faction = factions.factions[faction] if not faction.spawn then return false else player:setpos(faction.spawn) return true end end end ) local default_is_protected = minetest.is_protected minetest.is_protected = function(pos, player) local chunkpos = factions.get_chunk_pos(pos) local faction = factions.chunks[chunkpos] if not faction then return default_is_protected(pos, player) else faction = factions.factions[faction] return not faction:has_permission(player, "build") end end