forked from mtcontrib/factions
355 lines
10 KiB
Lua
355 lines
10 KiB
Lua
-------------------------------------------------------------------------------
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-- factions Mod by Sapier
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--
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-- License WTFPL
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--
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--! @file factions.lua
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--! @brief factions core file containing datastorage
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--! @copyright Sapier
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--! @author Sapier
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--! @date 2013-05-08
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--
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-- Contact sapier a t gmx net
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-------------------------------------------------------------------------------
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--read some basic information
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local factions_worldid = minetest.get_worldpath()
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--! @class factions
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--! @brief main class for factions
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factions = {}
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--! @brief runtime data
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factions.factions = {}
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factions.chunks = {}
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factions.players = {}
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factions.print = function(text)
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print("factions: " .. dump(text))
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end
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factions.dbg_lvl1 = function() end --factionsmod.print -- errors
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factions.dbg_lvl2 = function() end --factionsmod.print -- non cyclic trace
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factions.dbg_lvl3 = function() end --factionsmod.print -- cyclic trace
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factions.factions = {}
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--- settings
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factions.lower_claimable_height = -512
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---------------------
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--! @brief returns whether a faction can be created or not (allows for implementation of blacklists and the like)
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factions.can_create_faction = function(name)
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if factions.factions[name] then
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return false
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else
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return true
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end,
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end
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---------------------
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--! @brief create a faction object
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factions.new_faction = function(name)
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local faction = {
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name = name,
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power = 0.,
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players = {},
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ranks = {["leader"] = {"disband", "claim", "playerlist", "build", "edit", "ranks"},
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["member"] = {"build"}
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},
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leader = nil,
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default_rank = "member",
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default_leader_rank = "leader",
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description = "Default faction description.",
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invited_players = {},
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land = {},
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allies = {},
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enemies = {},
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join_free = false,
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spawn = nil,
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----------------------
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-- methods
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increase_power = function(self, power)
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self.power = self.power + power
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end,
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decrease_power = function(self, power)
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self.power = self.power - power
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end,
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add_player = function(self, player, rank)
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self.players[player] = rank or self.default_rank
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self:on_player_join(player)
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self.invited_players[player] = nil
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end,
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remove_player = function(self, player)
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self.players[player] = nil
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self:on_player_leave(player)
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end,
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claim_chunk = function(self, chunkpos)
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factions.chunks[chunkpos] = self.name
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self.land[chunkpos] = true
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self:on_claim_chunk(chunkpos)
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end,
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unclaim_chunk = function(self, chunkpos)
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factions.chunks[chunkpos] = nil
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self.land[chunkpos] = nil
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self:on_unclaim_chunks(chunkpos)
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end,
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disband = function(self)
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factions.factions[self.name] = nil
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for i in ipairs(self.players) do -- remove players affiliation
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factions.players[self.players[i]] = nil
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end
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for k, v in self.land do -- remove chunk claims
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factions.chunks[v] = nil
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end
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self:on_disband()
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end,
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set_leader = function(self, player)
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self.leader = player
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self.players[player] = self.default_leader_rank
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self:on_new_leader()
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end,
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has_permission = function(self, player, permission)
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local p = self.players[player]
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if not p then
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return false
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end
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return table.contains(self.groups[p], permission)
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end,
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set_description = function(self, new)
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self.description = new
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self:on_change_description()
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end,
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invite_player = function(self, player)
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self.invited_players[player] = true
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self:on_player_invited(player)
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end,
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revoke_invite = function(self, player)
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self.invited_player[player = nil
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self:on_revoke_invite(player)
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end,
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is_invited = function(self, player)
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return table.contains(self.invited_players, player)
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end,
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toggle_join_free = function(self, bool)
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self.join_free = bool
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self:on_toggle_join_free()
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end,
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can_join = function(self, player)
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return self.join_free or invited_players[player]
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end,
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new_alliance = function(self, faction)
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self.allies[faction] = true
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self:on_new_alliance(faction)
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if self.enemies[faction] then
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self:end_enemy(faction)
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end
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end,
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end_alliance = function(self, faction)
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self.allies[faction] = nil
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self:on_end_alliance(faction)
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end,
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new_enemy = function(self, faction)
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self.enemies[faction] = true
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self:on_new_enemy[faction]
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if self.allies[faction] then
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self:end_alliance(faction)
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end
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end,
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end_enemy = function(self, faction)
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self.enemies[faction] = nil
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self:on_end_enemy(faction)
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end,
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set_spawn = function(self, pos)
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self.spawn = pos
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self:on_set_spawn()
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end,
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add_rank = function(self, rank, perms)
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self.ranks[rank] = perms
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self:on_new_rank(rank)
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end,
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delete_rank = function(self, rank, newrank)
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for player, r in pairs(self.players) do
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if r == rank then
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self.players[player] = newrank
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end
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end
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self.ranks[rank] = nil
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self:on_delete_rank(rank, newrank)
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end,
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-----------------------
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-- callbacks for events
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on_create = function(self) --! @brief called when the faction is added to the global faction list
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--TODO: implement
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end,
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on_player_leave = function(self, player)
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--TODO: implement
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end,
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on_player_join = function(self, player)
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--TODO: implement
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end,
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on_claim_chunk = function(self, pos)
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--TODO: implement
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end,
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on_unclaim_chunk = function(self, pos)
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--TODO: implement
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end,
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on_disband = function(self, pos)
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--TODO: implement
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end,
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on_new_leader = function(self)
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--TODO: implement
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end,
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on_change_description = function(self)
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--TODO: implement
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end,
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on_player_invited = function(self, player)
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--TODO: implement
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end,
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on_toggle_join_free = function(self, player)
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--TODO: implement
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end,
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on_new_alliance = function(self, faction)
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--TODO: implement
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end,
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on_end_alliance = function(self, faction)
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--TODO: implement
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end,
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on_set_spawn = function(self)
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--TODO: implement
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end,
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on_add_rank = function(self, rank)
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--TODO: implement
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end,
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on_delete_rank = function(self, rank, newrank)
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--TODO: implement
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end,
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}
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factions[name] = faction
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return faction
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end
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--??????????????
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function factions.fix_powercap(name)
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factions.data.factionsmod[name].powercap = #factionsmod.dynamic_data.membertable[name] + 10
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end
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--??????????????
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function factions.get_chunk(pos)
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return factions.chunks[factionsmod.get_chunkpos(pos)]
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end
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function factions.get_chunkpos(pos)
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return {math.floor(pos.x / 16.), math.floor(pos.z / 16.)}
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-------------------------------------------------------------------------------
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-- name: add_faction(name)
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--
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--! @brief add a faction
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--! @memberof factions
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--! @public
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--
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--! @param name of faction to add
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--!
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--! @return faction object/false (succesfully added faction or not)
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-------------------------------------------------------------------------------
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function factions.add_faction(name)
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if factions.can_create_faction(name) then
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local fac = factions.new_faction(name)
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fac:on_create()
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return fac
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else
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return nil
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end,
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end
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-------------------------------------------------------------------------------
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-- name: get_faction_list()
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--
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--! @brief get list of factions
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--! @memberof factions
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--! @public
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--!
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--! @return list of factions
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-------------------------------------------------------------------------------
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function factions.get_faction_list()
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local retval = {}
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for key,value in pairs(factions.factions) do
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table.insert(retval,key)
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end
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return retval
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end
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-------------------------------------------------------------------------------
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-- name: save()
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--
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--! @brief save data to file
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--! @memberof factions
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--! @private
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-------------------------------------------------------------------------------
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function factions.save()
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--saving is done much more often than reading data to avoid delay
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--due to figuring out which data to save and which is temporary only
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--all data is saved here
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--this implies data needs to be cleant up on load
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local file,error = io.open(factions_worldid .. "/" .. "factionsmod.conf","w")
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if file ~= nil then
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file:write(minetest.serialize(factions.factions))
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file:close()
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else
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minetest.log("error","MOD factions: unable to save factionsmod world specific data!: " .. error)
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end
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end
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-------------------------------------------------------------------------------
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-- name: load()
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--
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--! @brief load data from file
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--! @memberof factions
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--! @private
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--
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--! @return true/false
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-------------------------------------------------------------------------------
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function factions.load()
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local file,error = io.open(factions_worldid .. "/" .. "factionsmod.conf","r")
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if file ~= nil then
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local raw_data = file:read("*a")
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factions.factions = minetest.deserialize(raw_data)
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for facname, faction in pairs(factions.factions) do
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for i in ipairs(faction.players) do
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factions.players[faction.players[i]] = facname
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end
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for chunkpos, val in pairs(faction.land) do
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factions.chunks[chunkpos] = val
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end
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end
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file:close()
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end
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end
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--autojoin players to faction players
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minetest.register_on_dieplayer(
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function(player)
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end
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)
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minetest.register_globalstep(
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function(dtime)
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end
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)
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minetest.register_on_joinplayer(
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function(player)
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end
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)
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