factions/factions.lua
2016-08-07 19:36:56 +02:00

356 lines
10 KiB
Lua

-------------------------------------------------------------------------------
-- 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.print = function(text)
print("factions: " .. dump(text))
end
factions.dbg_lvl1 = function() end --factionsmod.print -- errors
factions.dbg_lvl2 = function() end --factionsmod.print -- non cyclic trace
factions.dbg_lvl3 = function() end --factionsmod.print -- cyclic trace
factions.factions = {}
--- settings
factions.lower_claimable_height = -512
---------------------
--! @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
---------------------
--! @brief create a faction object
factions.new_faction = function(name)
local faction = {
name = name,
power = 0.,
players = {},
ranks = {["leader"] = {"disband", "claim", "playerlist", "build", "edit", "ranks"},
["member"] = {"build"}
},
leader = nil,
default_rank = "member",
default_leader_rank = "leader",
description = "Default faction description.",
invited_players = {},
land = {},
allies = {},
enemies = {},
join_free = false,
spawn = nil,
----------------------
-- methods
increase_power = function(self, power)
self.power = self.power + power
end,
decrease_power = function(self, power)
self.power = self.power - power
end,
add_player = function(self, player, rank)
self.players[player] = rank or self.default_rank
self:on_player_join(player)
self.invited_players[player] = nil
end,
remove_player = function(self, player)
self.players[player] = nil
self:on_player_leave(player)
end,
claim_chunk = function(self, chunkpos)
factions.chunks[chunkpos] = self.name
self.land[chunkpos] = true
self:on_claim_chunk(chunkpos)
end,
unclaim_chunk = function(self, chunkpos)
factions.chunks[chunkpos] = nil
self.land[chunkpos] = nil
self:on_unclaim_chunks(chunkpos)
end,
disband = function(self)
factions.factions[self.name] = nil
for i in ipairs(self.players) do -- remove players affiliation
factions.players[self.players[i]] = nil
end
for k, v in self.land do -- remove chunk claims
factions.chunks[v] = nil
end
self:on_disband()
end,
set_leader = function(self, player)
self.leader = player
self.players[player] = self.default_leader_rank
self:on_new_leader()
end,
has_permission = function(self, player, permission)
local p = self.players[player]
if not p then
return false
end
return table.contains(self.groups[p], permission)
end,
set_description = function(self, new)
self.description = new
self:on_change_description()
end,
invite_player = function(self, player)
self.invited_players[player] = true
self:on_player_invited(player)
end,
revoke_invite = function(self, player)
self.invited_player[player] = nil
self:on_revoke_invite(player)
end,
is_invited = function(self, player)
return table.contains(self.invited_players, player)
end,
toggle_join_free = function(self, bool)
self.join_free = bool
self:on_toggle_join_free()
end,
can_join = function(self, player)
return self.join_free or invited_players[player]
end,
new_alliance = function(self, faction)
self.allies[faction] = true
self:on_new_alliance(faction)
if self.enemies[faction] then
self:end_enemy(faction)
end
end,
end_alliance = function(self, faction)
self.allies[faction] = nil
self:on_end_alliance(faction)
end,
new_enemy = function(self, faction)
self.enemies[faction] = true
self:on_new_enemy(faction)
if self.allies[faction] then
self:end_alliance(faction)
end
end,
end_enemy = function(self, faction)
self.enemies[faction] = nil
self:on_end_enemy(faction)
end,
set_spawn = function(self, pos)
self.spawn = pos
self:on_set_spawn()
end,
add_rank = function(self, rank, perms)
self.ranks[rank] = perms
self:on_new_rank(rank)
end,
delete_rank = function(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)
end,
-----------------------
-- callbacks for events
on_create = function(self) --! @brief called when the faction is added to the global faction list
--TODO: implement
end,
on_player_leave = function(self, player)
--TODO: implement
end,
on_player_join = function(self, player)
--TODO: implement
end,
on_claim_chunk = function(self, pos)
--TODO: implement
end,
on_unclaim_chunk = function(self, pos)
--TODO: implement
end,
on_disband = function(self, pos)
--TODO: implement
end,
on_new_leader = function(self)
--TODO: implement
end,
on_change_description = function(self)
--TODO: implement
end,
on_player_invited = function(self, player)
--TODO: implement
end,
on_toggle_join_free = function(self, player)
--TODO: implement
end,
on_new_alliance = function(self, faction)
--TODO: implement
end,
on_end_alliance = function(self, faction)
--TODO: implement
end,
on_set_spawn = function(self)
--TODO: implement
end,
on_add_rank = function(self, rank)
--TODO: implement
end,
on_delete_rank = function(self, rank, newrank)
--TODO: implement
end,
}
factions.factions[name] = faction
return faction
end
--??????????????
function factions.fix_powercap(name)
factions.data.factionsmod[name].powercap = #factionsmod.dynamic_data.membertable[name] + 10
end
--??????????????
function factions.get_chunk(pos)
return factions.chunks[factionsmod.get_chunkpos(pos)]
end
function factions.get_chunkpos(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 .. "/" .. "factionsmod.conf","w")
if file ~= nil then
file:write(minetest.serialize(factions.factions))
file:close()
else
minetest.log("error","MOD factions: unable to save factionsmod 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 .. "/" .. "factionsmod.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
for i in ipairs(faction.players) do
factions.players[faction.players[i]] = facname
end
for chunkpos, val in pairs(faction.land) do
factions.chunks[chunkpos] = val
end
end
file:close()
end
end
--autojoin players to faction players
minetest.register_on_dieplayer(
function(player)
end
)
minetest.register_globalstep(
function(dtime)
end
)
minetest.register_on_joinplayer(
function(player)
end
)