factions/factions.lua
2018-10-17 11:47:53 -05:00

1017 lines
31 KiB
Lua

--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 = factions_config.protection_max_depth
factions.protection_max_height = factions_config.protection_max_height
factions.power_per_parcel = factions_config.power_per_parcel
factions.power_per_death = factions_config.power_per_death
factions.power_per_tick = factions_config.power_per_tick
factions.tick_time = factions_config.tick_time
factions.power_per_attack = factions_config.power_per_attack
factions.faction_name_max_length = factions_config.faction_name_max_length
factions.rank_name_max_length = factions_config.rank_name_max_length
factions.maximum_faction_inactivity = factions_config.maximum_faction_inactivity
factions.maximum_parcelless_faction_time = factions_config.maximum_parcelless_faction_time
factions.attack_parcel = factions_config.attack_parcel
factions.faction_diplomacy = factions_config.faction_diplomacy
factions.power_per_player = factions_config.power_per_player
factions.powermax_per_player = factions_config.powermax_per_player
factions.protection_depth_height_limit = factions_config.protection_depth_height_limit
factions.enable_power_per_player = factions_config.enable_power_per_player
factions.power = factions_config.power
factions.maxpower = factions_config.maxpower
factions.attack_parcel = factions_config.attack_parcel
factions.parcel_size = factions_config.parcel_size
factions.protection_style = factions_config.protection_style
-- clear mem.
factions_config = nil
---------------------
--! @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
-- promote: set a player's rank
-- diplomacy: make war, or an alliance with other teams.
factions.permissions = {"disband", "claim", "playerslist", "build", "description", "ranks", "spawn", "promote"}
if factions.faction_diplomacy then
table.insert(factions.permissions,"diplomacy")
end
function factions.Faction:new(faction)
faction = {
--! @brief power of a faction (needed for parcel claiming)
power = factions.power,
--! @brief maximum power of a faction
maxpower = factions.maxpower,
--! @brief power currently in use
usedpower = 0.,
--! @brief list of player names
players = {},
--! @brief list of player names online
onlineplayers = {},
--! @brief list of player names offline
offlineplayers = {},
--! @brief table of ranks/permissions
ranks = {["leader"] = factions.permissions,
["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 = {},
--
request_inbox = {},
--! @brief table of enemies
enemies = {},
--!
at_peace_with = {},
--! @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(),
} 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
for i in pairs(self.onlineplayers) do
updateHudPower(minetest.get_player_by_name(i),self)
end
factions.save()
end
function factions.Faction.decrease_power(self, power)
self.power = self.power - power
for i in pairs(self.onlineplayers) do
updateHudPower(minetest.get_player_by_name(i),self)
end
factions.save()
end
function factions.Faction.increase_maxpower(self, power)
self.maxpower = self.maxpower + power
for i in pairs(self.onlineplayers) do
updateHudPower(minetest.get_player_by_name(i),self)
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
for i in pairs(self.onlineplayers) do
updateHudPower(minetest.get_player_by_name(i),self)
end
end
function factions.Faction.increase_usedpower(self, power)
self.usedpower = self.usedpower + power
for i in pairs(self.onlineplayers) do
updateHudPower(minetest.get_player_by_name(i),self)
end
end
function factions.Faction.decrease_usedpower(self, power)
self.usedpower = self.usedpower - power
if self.usedpower < 0. then
self.usedpower = 0.
end
for i in pairs(self.onlineplayers) do
updateHudPower(minetest.get_player_by_name(i),self)
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
minetest.register_on_prejoinplayer(function(name, ip)
factions_ip.player_ips[name] = ip
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
if factions.enable_power_per_player then
local ip = factions_ip.player_ips[player]
local notsame = true
for i,k in pairs(self.players) do
local other_ip = factions_ip.player_ips[k]
if other_ip == ip then
notsame = false
break
end
end
if notsame then
self:increase_power(factions.power_per_player)
self:increase_maxpower(factions.powermax_per_player)
self:decrease_usedpower(factions.power_per_player)
end
end
local pdata = minetest.get_player_by_name(player)
local ipc = pdata:is_player_connected(player)
if ipc then
createHudFactionName(pdata,self.name)
createHudPower(pdata,self)
self.offlineplayers[player] = nil
self.onlineplayers[player] = 1
else
self.offlineplayers[player] = 1
self.onlineplayers[player] = nil
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)
if factions.enable_power_per_player then
local ip = factions_ip.player_ips[player]
local notsame = true
for i,k in pairs(self.players) do
local other_ip = factions_ip.player_ips[k]
if other_ip == ip then
notsame = false
break
end
end
if notsame then
self:decrease_maxpower(factions.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
self.offlineplayers[player] = nil
self.onlineplayers[player] = nil
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 and not self.allies[factions.factions[fac].name] and not self.at_peace_with[factions.factions[fac].name] 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)
faction:parcelless_check()
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)
self:parcelless_check()
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)
self:parcelless_check()
factions.save()
end
function factions.Faction.parcelless_check(self)
if self.land then
local count = 0
for index, value in pairs(self.land) do
count = count + 1
end
if count > 0 then
if self.no_parcel ~= -1 then
self:broadcast("Faction " .. self.name .. " will not be disbanded because it now has parcels.")
end
self.no_parcel = -1
else
self.no_parcel = os.time()
self:broadcast("Faction " .. self.name .. " will disband in " .. factions.maximum_parcelless_faction_time .. " seconds because it has no parcels.")
end
end
end
--! @brief disband faction, updates global players and parcels table
function factions.Faction.disband(self, reason)
local playerslist = minetest.get_connected_players()
for i,v in pairs(factions.factions) do
if v.name ~= self.name then
if v.enemies[self.name] then
v:end_enemy(self.name)
end
if v.allies[self.name] then
v:end_alliance(self.name)
end
if v.at_peace_with[self.name] then
v:end_peace(self.name)
end
end
end
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,"factionName")
removeHud(realplayer,"powerWatch")
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
if self.at_peace_with[faction] then
self:end_peace(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_peace(self, faction)
self.at_peace_with[faction] = true
self:on_new_peace(faction)
if self.allies[faction] then
self:end_alliance(faction)
end
if self.enemies[faction] then
self:end_enemy(faction)
end
factions.save()
end
function factions.Faction.end_peace(self, faction)
self.at_peace_with[faction] = nil
self:on_end_peace(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
if self.at_peace_with[faction] then
self:end_peace(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
--! @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 factions.attack_parcel then
local attacked_faction = factions.get_parcel_faction(parcelpos)
if attacked_faction then
if not self.allies[attacked_faction.name] 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()
else
self:broadcast("You can not attack that parcel because it belongs to an ally.")
end
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_new_peace(self, faction)
self:broadcast("This faction is now at peace with "..faction)
end
function factions.Faction.on_end_peace(self, faction)
self:broadcast("This faction is no longer at peace with "..faction.."!")
end
function factions.Faction.on_new_enemy(self, faction)
self:broadcast("This faction is now at war with "..faction)
end
function factions.Faction.on_end_enemy(self, faction)
self:broadcast("This faction is no longer at war 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_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)
if factions.protection_style == "classic" then
return math.floor(pos.x / factions.parcel_size)..","..math.floor(pos.z / factions.parcel_size)
elseif factions.protection_style == "pb-style" then
return math.floor(pos.x / factions.parcel_size)..","..math.floor(pos.y / factions.parcel_size)..","..math.floor(pos.z / factions.parcel_size)
end
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 y = pos.y
if factions.protection_depth_height_limit and (pos.y < factions.protection_max_depth or pos.y > factions.protection_max_height) then
return nil
end
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
factions_ip.save()
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
if not faction.no_parcel then
faction.no_parcel = os.time()
end
for i, _ in pairs(faction.onlineplayers) do
faction.offlineplayers[i] = _
end
faction.onlineplayers = {}
end
file:close()
end
factions_ip.load()
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
)
function factions.faction_tick()
local now = os.time()
for facname, faction in pairs(factions.factions) do
if faction:is_online() then
if factions.enable_power_per_player then
local t = faction.onlineplayers
local count = 0
for _ in pairs(t) do count = count + 1 end
faction:increase_power(factions.power_per_player*count)
else
faction:increase_power(factions.power_per_tick)
end
end
if now - faction.last_logon > factions.maximum_faction_inactivity or (faction.no_parcel ~= -1 and now - faction.no_parcel > factions.maximum_parcelless_faction_time) then
faction:disband()
end
end
end
minetest.register_on_joinplayer(
function(player)
local name = player:get_player_name()
createHudfactionLand(player)
local faction = factions.get_player_faction(name)
if faction then
faction.last_logon = os.time()
createHudFactionName(player,faction.name)
createHudPower(player,faction)
faction.offlineplayers[name] = nil
faction.onlineplayers[name] = 1
end
end
)
minetest.register_on_leaveplayer(
function(player)
removeHud(player,"factionLand")
local name = player:get_player_name()
local faction = factions.get_player_faction(name)
if faction then
removeHud(player,"factionName")
removeHud(player,"powerWatch")
faction.offlineplayers[name] = 1
faction.onlineplayers[name] = nil
end
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)
local y = pos.y
if factions.protection_depth_height_limit and (pos.y < factions.protection_max_depth or pos.y > factions.protection_max_height) 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")
elseif parcel_faction.allies[player_faction.name] then
return not player_faction:has_permission(player, "build")
else
return not parcel_faction:parcel_is_attacked_by(parcelpos, player_faction)
end
else
return true
end
end
function factionUpdate()
minetest.after(factions.tick_time,
function()
factions.faction_tick()
factionUpdate()
end)
end
hudUpdateClaimInfo()
factionUpdate()