factions/factions.lua

1020 lines
30 KiB
Lua

-------------------------------------------------------------------------------
-- factions Mod by Sapier
--
-- License WTFPL
--
--! @file factions.lua
--! @brief factions core file
--! @copyright Sapier, agrecascino, shamoanjac, Coder12a
--! @author Sapier, agrecascino, shamoanjac, Coder12a
--! @date 2016-08-12
--
-- 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.parcels = {}
factions.players = {}
factions.factions = {}
--- settings
factions.protection_max_depth = config.protection_max_depth
factions.power_per_parcel = config.power_per_parcel
factions.power_per_death = config.power_per_death
factions.power_per_tick = config.power_per_tick
factions.tick_time = config.tick_time
factions.power_per_attack = config.power_per_attack
factions.faction_name_max_length = config.faction_name_max_length
factions.rank_name_max_length = config.rank_name_max_length
factions.maximum_faction_inactivity = config.maximum_faction_inactivity
---------------------
--! @brief returns whether a faction can be created or not (allows for implementation of blacklists and the like)
--! @param name String containing the faction's name
factions.can_create_faction = function(name)
if #name > factions.faction_name_max_length then
return false
elseif factions.factions[name] then
return false
else
return true
end
end
factions.Faction = {
}
util = {
coords3D_string = function(coords)
return coords.x..", "..coords.y..", "..coords.z
end
}
factions.Faction.__index = factions.Faction
-- Faction permissions:
--
-- disband: disband the faction
-- claim: (un)claim parcels
-- playerslist: invite/kick players and open/close the faction
-- build: dig and place nodes
-- description: set the faction's description
-- ranks: create and delete ranks
-- spawn: set the faction's spawn
-- banner: set the faction's banner
-- promote: set a player's rank
factions.permissions = {"disband", "claim", "playerslist", "build", "description", "ranks", "spawn", "banner", "promote"}
function factions.Faction:new(faction)
faction = {
--! @brief power of a faction (needed for parcel claiming)
power = config.power,
--! @brief maximum power of a faction
maxpower = config.maxpower,
--! @brief power currently in use
usedpower = 0.,
--! @brief list of player names
players = {},
--! @brief table of ranks/permissions
ranks = {["leader"] = {"disband", "claim", "playerslist", "build", "description", "ranks", "spawn", "banner", "promote"},
["moderator"] = {"claim", "playerslist", "build", "spawn"},
["member"] = {"build"}
},
--! @brief name of the leader
leader = nil,
--! @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 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 = {},
--! @brief table of enemies
enemies = {},
--! @brief table of parcels/factions that are under attack
attacked_parcels = {},
--! @brief whether faction is closed or open (boolean)
join_free = false,
--! @brief banner texture string
banner = "bg_white.png",
--! @brief gives certain privileges
is_admin = false,
--! @brief last time anyone logged on
last_logon = os.time(),
} or faction
setmetatable(faction, self)
return faction
end
--! @brief create a new empty faction
factions.new_faction = function(name)
local faction = factions.Faction:new(nil)
faction.name = name
factions.factions[name] = faction
faction:on_create()
factions.save()
return faction
end
function factions.Faction.increase_power(self, power)
self.power = self.power + power
if self.power > self.maxpower - self.usedpower then
self.power = self.maxpower - self.usedpower
end
local playerslist = minetest.get_connected_players()
for i in pairs(playerslist) do
for player, _ in pairs(self.players) do
local realplayer = playerslist[i]
if realplayer:get_player_name() == player then
updateHudPower(realplayer,self)
end
end
end
factions.save()
end
function factions.Faction.decrease_power(self, power)
self.power = self.power - power
local playerslist = minetest.get_connected_players()
for i in pairs(playerslist) do
for player, _ in pairs(self.players) do
local realplayer = playerslist[i]
if realplayer:get_player_name() == player then
updateHudPower(realplayer,self)
end
end
end
factions.save()
end
function factions.Faction.increase_maxpower(self, power)
self.maxpower = self.maxpower + power
local playerslist = minetest.get_connected_players()
for i in pairs(playerslist) do
for player, _ in pairs(self.players) do
local realplayer = playerslist[i]
if realplayer:get_player_name() == player then
updateHudPower(realplayer,self)
end
end
end
factions.save()
end
function factions.Faction.decrease_maxpower(self, power)
self.maxpower = self.maxpower - power
if self.maxpower < 0. then -- should not happen
self.maxpower = 0.
end
local playerslist = minetest.get_connected_players()
for i in pairs(playerslist) do
for player, _ in pairs(self.players) do
local realplayer = playerslist[i]
if realplayer:get_player_name() == player then
updateHudPower(realplayer,self)
end
end
end
end
function factions.Faction.increase_usedpower(self, power)
self.usedpower = self.usedpower + power
local playerslist = minetest.get_connected_players()
for i in pairs(playerslist) do
for player, _ in pairs(self.players) do
local realplayer = playerslist[i]
if realplayer:get_player_name() == player then
updateHudPower(realplayer,self)
end
end
end
end
function factions.Faction.decrease_usedpower(self, power)
self.usedpower = self.usedpower - power
if self.usedpower < 0. then
self.usedpower = 0.
end
local playerslist = minetest.get_connected_players()
for i in pairs(playerslist) do
for player, _ in pairs(self.players) do
local realplayer = playerslist[i]
if realplayer:get_player_name() == player then
updateHudPower(realplayer,self)
end
end
end
end
function factions.Faction.count_land(self)
local count = 0.
for k, v in pairs(self.land) do
count = count + 1
end
return count
end
function factions.Faction.add_player(self, player, rank)
self:on_player_join(player)
self.players[player] = rank or self.default_rank
factions.players[player] = self.name
self.invited_players[player] = nil
local playerslist = minetest.get_connected_players()
for i in pairs(playerslist) do
local realplayer = playerslist[i]
if realplayer:get_player_name() == player then
createHudFactionName(realplayer,self.name)
createHudPower(realplayer,self)
break
end
end
factions.save()
end
function factions.Faction.check_players_in_faction(self)
local players = #self.players
if players < 1 then
self:disband("Zero players on faction.")
end
end
function factions.Faction.remove_player(self, player)
self.players[player] = nil
factions.players[player] = nil
self:on_player_leave(player)
self:check_players_in_faction(self)
local playerslist = minetest.get_connected_players()
for i in pairs(playerslist) do
local realplayer = playerslist[i]
if realplayer:get_player_name() == player then
removeHud(realplayer,"1")
removeHud(realplayer,"2")
end
end
factions.save()
end
--! @param parcelpos position of the wanted parcel
--! @return whether this faction can claim a parcelpos
function factions.Faction.can_claim_parcel(self, parcelpos)
local fac = factions.parcels[parcelpos]
if fac then
if factions.factions[fac].power < 0. and self.power >= factions.power_per_parcel then
return true
else
return false
end
elseif self.power < factions.power_per_parcel then
return false
end
return true
end
--! @brief claim a parcel, update power and update global parcels table
function factions.Faction.claim_parcel(self, parcelpos)
-- check if claiming over other faction's territory
local otherfac = factions.parcels[parcelpos]
if otherfac then
local faction = factions.factions[otherfac]
faction:unclaim_parcel(parcelpos)
end
factions.parcels[parcelpos] = self.name
self.land[parcelpos] = true
self:decrease_power(factions.power_per_parcel)
self:increase_usedpower(factions.power_per_parcel)
self:on_claim_parcel(parcelpos)
factions.save()
end
--! @brief claim a parcel, update power and update global parcels table
function factions.Faction.unclaim_parcel(self, parcelpos)
factions.parcels[parcelpos] = nil
self.land[parcelpos] = nil
self:increase_power(factions.power_per_parcel)
self:decrease_usedpower(factions.power_per_parcel)
self:on_unclaim_parcel(parcelpos)
factions.save()
end
--! @brief disband faction, updates global players and parcels table
function factions.Faction.disband(self, reason)
local playerslist = minetest.get_connected_players()
for k, _ in pairs(factions.players) do -- remove players affiliation
factions.players[k] = nil
end
for k, v in pairs(self.land) do -- remove parcel claims
factions.parcels[k] = nil
end
self:on_disband(reason)
factions.factions[self.name] = nil
for i in pairs(playerslist) do
local realplayer = playerslist[i]
local faction = factions.get_player_faction(realplayer:get_player_name())
if not faction then
removeHud(realplayer,"1")
removeHud(realplayer,"2")
end
end
factions.save()
end
--! @brief change the faction leader
function factions.Faction.set_leader(self, player)
if self.leader then
self.players[self.leader] = self.default_rank
end
self.leader = player
self.players[player] = self.default_leader_rank
self:on_new_leader()
factions.save()
end
--! @brief check permissions for a given player
--! @return boolean indicating permissions. Players not in faction always receive false
function factions.Faction.has_permission(self, player, permission)
local p = self.players[player]
if not p then
return false
end
local perms = self.ranks[p]
for i in ipairs(perms) do
if perms[i] == permission then
return true
end
end
return false
end
function factions.Faction.set_description(self, new)
self.description = new
self:on_change_description()
factions.save()
end
--! @brief places player in invite list
function factions.Faction.invite_player(self, player)
self.invited_players[player] = true
self:on_player_invited(player)
factions.save()
end
--! @brief removes player from invite list (can no longer join via /f join)
function factions.Faction.revoke_invite(self, player)
self.invited_players[player] = nil
self:on_revoke_invite(player)
factions.save()
end
--! @brief set faction openness
function factions.Faction.toggle_join_free(self, bool)
self.join_free = bool
self:on_toggle_join_free()
factions.save()
end
--! @return true if a player can use /f join, false otherwise
function factions.Faction.can_join(self, player)
return self.join_free or self.invited_players[player]
end
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
--! @brief faction's member will now spawn in a new place
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
--! @brief create a new rank with permissions
--! @param rank the name of the new rank
--! @param rank a list with the permissions of the new rank
function factions.Faction.add_rank(self, rank, perms)
self.ranks[rank] = perms
self:on_add_rank(rank)
factions.save()
end
--! @brief delete a rank and replace it
--! @param rank the name of the rank to be deleted
--! @param newrank the rank given to players who were previously "rank"
function factions.Faction.delete_rank(self, rank, newrank)
for player, r in pairs(self.players) do
if r == rank then
self.players[player] = newrank
end
end
self.ranks[rank] = nil
self:on_delete_rank(rank, newrank)
factions.save()
end
--! @param newbanner texture string of the new banner
function factions.Faction.set_banner(self, newbanner)
self.banner = newbanner
self:on_new_banner()
end
--! @brief set a player's rank
function factions.Faction.promote(self, member, rank)
self.players[member] = rank
self:on_promote(member)
end
--! @brief send a message to all members
function factions.Faction.broadcast(self, msg, sender)
local message = self.name.."> "..msg
if sender then
message = sender.."@"..message
end
message = "Faction<"..message
for k, _ in pairs(self.players) do
minetest.chat_send_player(k, message)
end
end
--! @brief checks whether a faction has at least one connected player
function factions.Faction.is_online(self)
for playername, _ in pairs(self.players) do
if minetest.get_player_by_name(playername) then
return true
end
end
return false
end
function factions.Faction.attack_parcel(self, parcelpos)
if config.attack_parcel then
local attacked_faction = factions.get_parcel_faction(parcelpos)
if attacked_faction then
self.power = self.power - factions.power_per_attack
if attacked_faction.attacked_parcels[parcelpos] then
attacked_faction.attacked_parcels[parcelpos][self.name] = true
else
attacked_faction.attacked_parcels[parcelpos] = {[self.name] = true}
end
attacked_faction:broadcast("Parcel ("..parcelpos..") is being attacked by "..self.name.."!!")
if self.power < 0. then -- punish memers
minetest.chat_send_all("Faction "..self.name.." has attacked too much and has now negative power!")
end
factions.save()
end
end
end
function factions.Faction.stop_attack(self, parcelpos)
local attacked_faction = factions.parcels[parcelpos]
if attacked_faction then
attacked_faction = factions.factions[attacked_faction]
if attacked_faction.attacked_parcels[parcelpos] then
attacked_faction.attacked_parcels[parcelpos][self.name] = nil
attacked_faction:broadcast("Parcel ("..parcelpos..") is no longer under attack from "..self.name..".")
self:broadcast("Parcel ("..parcelpos..") has been reconquered by "..attacked_faction.name..".")
end
factions.save()
end
end
function factions.Faction.parcel_is_attacked_by(self, parcelpos, faction)
if self.attacked_parcels[parcelpos] then
return self.attacked_parcels[parcelpos][faction.name]
else
return false
end
end
--------------------------
-- callbacks for events --
function factions.Faction.on_create(self) --! @brief called when the faction is added to the global faction list
minetest.chat_send_all("Faction "..self.name.." has been created.")
end
function factions.Faction.on_player_leave(self, player)
self:broadcast(player.." has left this faction.")
end
function factions.Faction.on_player_join(self, player)
self:broadcast(player.." has joined this faction.")
end
function factions.Faction.on_claim_parcel(self, pos)
self:broadcast("Parcel ("..pos..") has been claimed.")
end
function factions.Faction.on_unclaim_parcel(self, pos)
self:broadcast("Parcel ("..pos..") has been unclaimed.")
end
function factions.Faction.on_disband(self, reason)
local msg = "Faction "..self.name.." has been disbanded."
if reason then
msg = msg.." ("..reason..")"
end
minetest.chat_send_all(msg)
end
function factions.Faction.on_new_leader(self)
self:broadcast(self.leader.." is now the leader of this faction.")
end
function factions.Faction.on_change_description(self)
self:broadcast("Faction description has been modified to: "..self.description)
end
function factions.Faction.on_player_invited(self, player)
minetest.chat_send_player(player, "You have been invited to faction "..self.name)
end
function factions.Faction.on_toggle_join_free(self, player)
if self.join_free then
self:broadcast("This faction is now invite-free.")
else
self:broadcast("This faction is no longer invite-free.")
end
end
function factions.Faction.on_new_alliance(self, faction)
self:broadcast("This faction is now allied with "..faction)
end
function factions.Faction.on_end_alliance(self, faction)
self:broadcast("This faction is no longer allied with "..faction.."!")
end
function factions.Faction.on_set_spawn(self)
self:broadcast("The faction spawn has been set to ("..util.coords3D_string(self.spawn)..").")
end
function factions.Faction.on_add_rank(self, rank)
self:broadcast("The rank "..rank.." has been created with privileges: "..table.concat(self.ranks[rank], ", "))
end
function factions.Faction.on_delete_rank(self, rank, newrank)
self:broadcast("The rank "..rank.." has been deleted and replaced by "..newrank)
end
function factions.Faction.on_new_banner(self)
self:broadcast("A new banner has been set.")
end
function factions.Faction.on_promote(self, member)
minetest.chat_send_player(member, "You have been promoted to "..self.players[member])
end
function factions.Faction.on_revoke_invite(self, player)
minetest.chat_send_player(player, "You are no longer invited to faction "..self.name)
end
--??????????????
function factions.get_parcel_pos(pos)
return math.floor(pos.x / 16.)..","..math.floor(pos.z / 16.)
end
function factions.get_player_faction(playername)
local facname = factions.players[playername]
if facname then
local faction = factions.factions[facname]
return faction
end
return nil
end
function factions.get_parcel_faction(parcelpos)
local facname = factions.parcels[parcelpos]
if facname then
local faction = factions.factions[facname]
return faction
end
return nil
end
function factions.get_faction(facname)
return factions.factions[facname]
end
function factions.get_faction_at(pos)
local parcelpos = factions.get_parcel_pos(pos)
return factions.get_parcel_faction(parcelpos)
end
-------------------------------------------------------------------------------
-- 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 parcelpos, val in pairs(faction.land) do
factions.parcels[parcelpos] = facname
end
setmetatable(faction, factions.Faction)
-- compatiblity and later additions
if not faction.maxpower or faction.maxpower <= 0. then
faction.maxpower = faction.power
if faction.power < 0. then
faction.maxpower = 0.
end
end
if not faction.attacked_parcels then
faction.attacked_parcels = {}
end
if not faction.usedpower then
faction.usedpower = faction:count_land() * factions.power_per_parcel
end
if #faction.name > factions.faction_name_max_length then
faction:disband()
end
if not faction.last_logon then
faction.last_logon = os.time()
end
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.parcel) do
local parcelpos = table.concat(attrs.parcel[i],",")
newfac:claim_parcel(parcelpos)
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)
local faction = factions.get_player_faction(player:get_player_name())
if not faction then
return true
end
faction:decrease_power(factions.power_per_death)
return true
end
)
factions.faction_tick = function()
local now = os.time()
for facname, faction in pairs(factions.factions) do
if faction:is_online() then
faction:increase_power(factions.power_per_tick)
end
if now - faction.last_logon > factions.maximum_faction_inactivity then
faction:disband()
end
end
end
--[[
local hudUpdate = 0.
local factionUpdate = 0.
minetest.register_globalstep(
function(dtime)
hudUpdate = hudUpdate + dtime
factionUpdate = factionUpdate + dtime
if hudUpdate > .5 then
local playerslist = minetest.get_connected_players()
for i in pairs(playerslist) do
local player = playerslist[i]
local faction = factions.get_faction_at(player:getpos())
player:hud_remove("factionLand")
player:hud_add({
hud_elem_type = "text",
name = "factionLand",
number = 0xFFFFFF,
position = {x=0.1, y = .98},
text = (faction and faction.name) or "Wilderness",
scale = {x=1, y=1},
alignment = {x=0, y=0},
})
end
hudUpdate = 0.
end
if factionUpdate > factions.tick_time then
factions.faction_tick()
factionUpdate = 0.
end
end
)
--]]
hud_ids = {}
createHudFactionName = function(player,factionname)
local name = player:get_player_name()
local id_name = name .. "1"
if not hud_ids[id_name] then
hud_ids[id_name] = player:hud_add({
hud_elem_type = "text",
name = "factionName",
number = 0xFFFFFF,
position = {x=1, y = 0},
text = "Faction "..factionname,
scale = {x=1, y=1},
alignment = {x=-1, y=0},
offset = {x = -20, y = 20}
})
end
end
createHudPower = function(player,faction)
local name = player:get_player_name()
local id_name = name .. "2"
if not hud_ids[id_name] then
hud_ids[id_name] = player:hud_add({
hud_elem_type = "text",
name = "powerWatch",
number = 0xFFFFFF,
position = {x=0.9, y = .98},
text = "Power "..faction.power.."/"..faction.maxpower - faction.usedpower.."/"..faction.maxpower,
scale = {x=1, y=1},
alignment = {x=-1, y=0},
offset = {x = 0, y = 0}
})
end
end
updateHudPower = function(player,faction)
local name = player:get_player_name()
local id_name = name .. "2"
if hud_ids[id_name] then
player:hud_change(hud_ids[id_name],"text","Power "..faction.power.."/"..faction.maxpower - faction.usedpower.."/"..faction.maxpower)
end
end
removeHud = function(player,numberString)
local name = player:get_player_name()
local id_name = name .. numberString
if hud_ids[id_name] then
player:hud_remove(hud_ids[id_name])
hud_ids[id_name] = nil
end
end
hudUpdate = function()
minetest.after(.5,
function()
local playerslist = minetest.get_connected_players()
for i in pairs(playerslist) do
local player = playerslist[i]
local name = player:get_player_name()
local faction = factions.get_faction_at(player:getpos())
local id_name = name .. "0"
if hud_ids[id_name] then
player:hud_change(hud_ids[id_name],"text",(faction and faction.name) or "Wilderness")
end
end
hudUpdate()
end)
end
factionUpdate = function()
minetest.after(factions.tick_time,
function()
factions.faction_tick()
factionUpdate()
end)
end
minetest.register_on_joinplayer(
function(player)
local name = player:get_player_name()
hud_ids[name .. "0"] = player:hud_add({
hud_elem_type = "text",
name = "factionLand",
number = 0xFFFFFF,
position = {x=0.1, y = .98},
text = "Wilderness",
scale = {x=1, y=1},
alignment = {x=0, y=0},
})
local faction = factions.get_player_faction(name)
if faction then
faction.last_logon = os.time()
createHudFactionName(player,faction.name)
createHudPower(player,faction)
end
end
)
minetest.register_on_leaveplayer(
function(player)
local name = player:get_player_name()
local id_name = name .. "0"
if hud_ids[id_name] then
player:hud_remove(hud_ids[id_name])
hud_ids[id_name] = nil
end
removeHud(player,"1")
removeHud(player,"2")
end
)
minetest.register_on_respawnplayer(
function(player)
local faction = factions.get_player_faction(player:get_player_name())
if not faction then
return false
else
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)
if pos.y < factions.protection_max_depth then
return false
end
if factions.disallow_edit_nofac and not player_faction then
return true
end
local parcelpos = factions.get_parcel_pos(pos)
local parcel_faction = factions.get_parcel_faction(parcelpos)
local player_faction = factions.get_player_faction(player)
-- check if wielding death banner
local player_info = minetest.get_player_by_name(player)
if not player_info then
if parcel_faction then
return true
else
return false
end
end
local player_wield = player_info:get_wielded_item()
if player_wield:get_name() == "banners:death_banner" and player_faction then --todo: check for allies, maybe for permissions
return not player_faction:has_permission(player, "claim") and player_faction.power > 0. and not parcel_faction.is_admin
end
-- no faction
if not parcel_faction then
return default_is_protected(pos, player)
elseif player_faction then
if parcel_faction.name == player_faction.name then
return not parcel_faction:has_permission(player, "build")
else
return not parcel_faction:parcel_is_attacked_by(parcelpos, player_faction)
end
else
return true
end
end
hudUpdate()
factionUpdate()