factions/factions.lua

1266 lines
37 KiB
Lua

--! @class factions
--! @brief main class for factions
factions = {}
-- Create cold databases.
factions.factions = colddb.Colddb("factions/factions")
factions.parcels = colddb.Colddb("factions/parcels")
factions.players = colddb.Colddb("factions/players")
factions.player_ips = colddb.Colddb("factions/ips")
-- Memory only storage.
factions.onlineplayers = {}
---------------------
--! @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_config.faction_name_max_length then
return false
elseif factions.factions.get(name) ~= nil then
return false
else
return true
end
end
util = {
coords3D_string = function(coords)
return coords.x..", "..coords.y..", "..coords.z
end
}
starting_ranks = {["leader"] = {"build", "door", "container", "name", "description", "motd", "invite", "kick"
, "player_title", "spawn", "with_draw", "territory", "claim", "access", "disband", "flags", "ranks", "promote"},
["moderator"] = {"claim", "door", "build", "spawn", "invite", "kick", "promote"},
["member"] = {"build", "container", "door"}
}
-- Faction permissions:
--
-- build: dig and place nodes
-- pain_build: dig and place nodes but take damage doing so
-- door: open/close or dig doors
-- container: be able to use containers like chest
-- name: set the faction's name
-- description: Set the faction description
-- motd: set the faction's message of the day
-- invite: (un)invite players to join the faction
-- kick: kick players off the faction
-- player_title: set player titles
-- spawn: set the faction's spawn
-- with_draw: withdraw money from the faction's bank
-- territory: claim or unclaim territory
-- claim: (un)claim parcels of land
-- access: manage access to territory and parcels of land to players or factions
-- disband: disband the faction
-- flags: manage faction's flags
-- 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"
, "player_title", "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"}
-- 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)"}
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")
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()
faction.name = name
factions.factions.set(name, faction)
factions.on_create(name)
minetest.after(1,
function(name)
factions.on_no_parcel(name)
end, name)
factions.onlineplayers[name] = {}
return faction
end
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
if factions_config.faction_diplomacy == true then
factions.new_neutral(name, i)
factions.new_neutral(i, name)
else
factions.new_enemy(name, i)
factions.new_enemy(i, name)
end
end
end
end
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
if v ~= oldname then
local fac = factions.factions.get(v)
if fac.neutral[oldname] then
fac.neutral[oldname] = nil
fac.neutral[name] = true
end
if fac.allies[oldname] then
fac.allies[oldname] = nil
fac.allies[name] = true
end
if fac.enemies[oldname] then
fac.enemies[oldname] = nil
fac.enemies[name] = true
end
if fac.request_inbox[oldname] then
local value = fac.request_inbox[oldname]
fac.request_inbox[oldname] = nil
fac.request_inbox[name] = value
end
factions.factions.set(v, fac)
end
end
for parcel in pairs(faction.land) do
factions.parcels.set(parcel, name)
end
for playername in pairs(faction.players) do
factions.players.set(playername, name)
end
for playername in pairs(factions.onlineplayers[oldname]) do
updateFactionName(playername, name)
end
factions.onlineplayers[name] = factions.onlineplayers[oldname]
factions.onlineplayers[oldname] = nil
factions.factions.remove(oldname)
factions.factions.set(name, faction)
factions.on_set_name(name, oldname)
end
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.
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.
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.count_land(name)
local count = 0.
for k, v in pairs(factions.factions.get(name).land) do
count = count + 1
end
return count
end
minetest.register_on_prejoinplayer(function(name, ip)
factions.player_ips.set(name, ip)
end)
function factions.add_player(name, player, rank)
local faction = factions.factions.get(name)
if factions.onlineplayers[name] == nil then
factions.onlineplayers[name] = {}
end
factions.onlineplayers[name][player] = true
factions.on_player_join(name, player)
if factions_config.enable_power_per_player then
local ip = factions.player_ips.get(player)
local notsame = true
for i, k in pairs(faction.players) do
local other_ip = factions.player_ips.get(i)
if other_ip == ip then
notsame = false
break
end
end
if notsame then
factions.increase_maxpower(name, factions_config.powermax_per_player)
end
end
faction.players[player] = rank or faction.default_rank
factions.players.set(player, name)
faction.invited_players[player] = nil
local pdata = minetest.get_player_by_name(player)
local ipc = pdata:is_player_connected(player)
if ipc then
createHudFactionName(pdata, name)
createHudPower(pdata, faction)
end
factions.factions.set(name, faction)
end
function factions.check_players_in_faction(name)
for i, k in pairs(factions.factions.get(name).players) do
return true
end
factions.disband(name, "Zero players on faction.")
return false
end
function factions.remove_player(name, player)
local faction = factions.factions.get(name)
if factions.onlineplayers[name] == nil then
factions.onlineplayers[name] = {}
end
factions.onlineplayers[name][player] = nil
faction.players[player] = nil
factions.factions.set(name, faction)
factions.players.remove(player)
factions.on_player_leave(name, player)
if factions_config.enable_power_per_player then
local ip = factions.player_ips.get(player)
local notsame = true
for i,k in pairs(faction.players) do
local other_ip = factions.player_ips.get(i)
if other_ip == ip then
notsame = false
break
end
end
if notsame then
factions.decrease_maxpower(name, factions_config.powermax_per_player)
end
end
local pdata = minetest.get_player_by_name(player)
local ipc = pdata:is_player_connected(player)
if ipc then
removeHud(pdata,"factionName")
removeHud(pdata,"powerWatch")
end
factions.check_players_in_faction(name)
end
local parcel_size = factions_config.parcel_size
--! @param parcelpos position of the wanted parcel
--! @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)
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
return false
end
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 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)
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)
factions.parcelless_check(name)
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
count = count + 1
break
end
if count > 0 then
if faction.no_parcel ~= -1 then
factions.broadcast(name, "Faction " .. name .. " will not be disbanded because it now has parcels.")
end
faction.no_parcel = -1
else
faction.no_parcel = os.time()
factions.on_no_parcel(name)
end
factions.factions.set(name, faction)
end
end
--! @brief disband faction, updates global players and parcels table
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
local fac = factions.factions.get(v)
if fac.name ~= name then
if fac.enemies[name] then
factions.end_enemy(fac.name, name)
end
if fac.allies[name] then
factions.end_alliance(fac.name, name)
end
if fac.neutral[name] then
factions.end_neutral(fac.name, name)
end
if fac.request_inbox[name] then
fac.request_inbox[name] = nil
end
end
factions.factions.set(v, fac)
end
for k, _ in pairs(faction.players) do -- remove players affiliation
factions.players.remove(k)
end
for k, v in pairs(faction.land) do -- remove parcel claims
factions.parcels.remove(k)
end
factions.on_disband(name, reason)
for i, l in pairs(factions.onlineplayers[name]) do
removeHud(i, "factionName")
removeHud(i, "powerWatch")
end
factions.onlineplayers[name] = nil
factions.factions.remove(name)
end
end
--! @brief change the faction leader
function factions.set_leader(name, player)
local faction = factions.factions.get(name)
if faction.leader then
faction.players[faction.leader] = faction.default_rank
end
faction.leader = player
faction.players[player] = faction.default_leader_rank
factions.on_new_leader()
factions.factions.set(name, faction)
end
function factions.set_message_of_the_day(name, text)
local faction = factions.factions.get(name)
faction.message_of_the_day = text
factions.factions.set(name, faction)
end
--! @brief check permissions for a given player
--! @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
end
local perms = faction.ranks[p]
if perms then
for i in ipairs(perms) do
if perms[i] == permission then
return true
end
end
else
return false
end
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 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
--! @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
--! @return true if a player can use /f join, false otherwise
function factions.can_join(name, player)
local faction = factions.factions.get(name)
return faction.join_free or faction.invited_players[player]
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
factions.end_enemy(name, faction)
end
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)
end
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
--! @brief faction's member will now spawn in a new place
function factions.set_spawn(name, pos)
local faction = factions.factions.get(name)
faction.spawn = {x = pos.x, y = pos.y, z = pos.z}
factions.on_set_spawn(name)
factions.factions.set(name, faction)
end
function factions.tp_spawn(name, playername)
local faction = factions.factions.get(name)
player = minetest.get_player_by_name(playername)
if player then
player:set_pos(faction.spawn)
end
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.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
--! @brief replace an rank's permissions
--! @param rank the name of the rank to edit
--! @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("The default leader rank has been set to " .. newrank)
end
if oldrank == faction.default_rank then
faction.default_rank = newrank
factions.broadcast("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"
for player, r in pairs(faction.players) do
if not player == leader and (r == nil or not faction.ranks[r]) then
faction.players[player] = faction.default_rank
elseif player == leader then
faction.players[player] = faction.default_leader_rank_rank
end
end
factions.on_reset_ranks(name)
factions.factions.set(name, faction)
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.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
end
end
faction.ranks[rank] = nil
factions.on_delete_rank(name, rank, newrank)
if rank == faction.default_leader_rank then
faction.default_leader_rank = newrank
factions.broadcast("The default leader rank has been set to "..newrank)
end
if rank == faction.default_rank then
faction.default_rank = newrank
factions.broadcast("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
--! @brief send a message to all members
function factions.broadcast(name, msg, sender)
if factions.onlineplayers[name] == nil then
factions.onlineplayers[name] = {}
end
local message = name .. "> ".. msg
if sender then
message = sender .. "@" .. message
end
message = "Faction<" .. message
for k, _ in pairs(factions.onlineplayers[name]) do
minetest.chat_send_player(k, message)
end
end
--! @brief checks whether a faction has at least one connected player
function factions.is_online(name)
if factions.onlineplayers[name] == nil then
factions.onlineplayers[name] = {}
end
for playername, _ in pairs(factions.onlineplayers[name]) do
return true
end
return false
end
--------------------------
-- callbacks for events --
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
msg = msg .. " (" .. 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
factions.broadcast(name, "This faction is now invite-free.")
else
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
function factions.get_parcel_pos(pos)
if factions_config.protection_style == "2d" then
return math.floor(pos.x / parcel_size) * parcel_size .. "," .. math.floor(pos.z / parcel_size) * parcel_size
elseif factions_config.protection_style == "3d" then
return math.floor(pos.x / parcel_size) * parcel_size .. "," .. math.floor(pos.y / parcel_size) * parcel_size .. "," .. math.floor(pos.z / parcel_size) * parcel_size
end
end
function factions.get_player_faction(playername)
local facname = factions.players.get(playername)
if facname then
local faction = factions.factions.get(facname)
return faction, facname
end
return nil
end
function factions.get_parcel_faction(parcelpos)
local facname = factions.parcels.get(parcelpos)
if facname then
local faction = factions.factions.get(facname)
return faction, facname
end
return nil
end
function factions.get_faction(facname)
return factions.factions.get(facname)
end
function factions.get_faction_at(pos)
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 nil
end
local parcelpos = factions.get_parcel_pos(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
minetest.register_on_dieplayer(
function(player)
local faction, name = factions.get_player_faction(player:get_player_name())
if not faction then
return true
end
factions.decrease_power(name, factions_config.power_per_death)
return true
end
)
function factions.faction_tick()
local now = os.time()
for i, facname in pairs(factions.get_faction_list()) do
local faction = factions.factions.get(facname)
if factions.is_online(facname) then
if factions_config.enable_power_per_player then
local count = 0
for _ in pairs(factions.onlineplayers[facname]) do count = count + 1 end
factions.increase_power(facname, factions_config.power_per_player * count)
else
factions.increase_power(facname, factions_config.power_per_tick)
end
end
if now - faction.last_logon > factions_config.maximum_faction_inactivity or (faction.no_parcel ~= -1 and now - faction.no_parcel > factions_config.maximum_parcelless_faction_time) then
local r = ""
if now - faction.last_logon > factions_config.maximum_faction_inactivity then
r = "inactivity"
else
r = "no parcel claims"
end
factions.disband(facname, r)
end
end
end
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)
if faction then
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
minetest.chat_send_player(name, "This faction will disband in " .. l - now .. " seconds, because it has no parcels.")
end
if factions.has_permission(facname, name, "diplomacy") then
for _ in pairs(faction.request_inbox) do minetest.chat_send_player(name, "You have diplomatic requests in the inbox.") break end
end
if faction.message_of_the_day and (faction.message_of_the_day ~= "" or faction.message_of_the_day ~= " ") then
minetest.chat_send_player(name, faction.message_of_the_day)
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
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
end
end
)
minetest.register_on_respawnplayer(
function(player)
local faction, facname = factions.get_player_faction(player:get_player_name())
if not faction then
return false
else
if not faction.spawn then
return false
else
player:set_pos(faction.spawn)
return true
end
end
end
)
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
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)
-- no faction
if not parcel_faction then
return default_is_protected(pos, player)
elseif player_faction then
if parcel_name == player_name then
if factions.has_permission(parcel_fac_name, player, "pain_build") then
local p = minetest.get_player_by_name(player)
p:set_hp(p:get_hp() - 0.5)
end
return not (factions.has_permission(parcel_fac_name, player, "build") or factions.has_permission(parcel_fac_name, player, "pain_build"))
elseif parcel_allies[player_name] then
if factions.has_permission(player_fac_name, player, "pain_build") then
local p = minetest.get_player_by_name(player)
p:set_hp(p:get_hp() - 0.5)
end
return not (factions.has_permission(player_fac_name, player, "build") or factions.has_permission(player_fac_name, player, "pain_build"))
else
return true
end
else
return true
end
end
function factionUpdate()
factions.faction_tick()
minetest.after(factions_config.tick_time, factionUpdate)
end