forked from mtcontrib/factions
481 lines
13 KiB
Lua
481 lines
13 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.factions = {}
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--- settings
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factions.lower_laimable_height = -512
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factions.power_per_chunk = 0.
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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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factions.Faction = {
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}
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factions.Faction.__index = factions.Faction
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function factions.Faction:new(faction)
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faction = {
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power = 0.,
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players = {},
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ranks = {["leader"] = {"disband", "claim", "playerslist", "build", "description", "ranks", "spawn"},
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["moderator"] = {"claim", "playerslist", "build", "spawn"},
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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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} or faction
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setmetatable(faction, self)
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return faction
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end
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factions.new_faction = function(name)
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local faction = factions.Faction:new(nil)
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faction.name = name
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factions.factions[name] = faction
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factions.save()
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return faction
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end
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function factions.Faction.increase_power(self, power)
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self.power = self.power + power
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factions.save()
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end
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function factions.Faction.decrease_power(self, power)
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self.power = self.power - power
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factions.save()
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end
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function factions.Faction.add_player(self, player, rank)
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self.players[player] = rank or self.default_rank
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factions.players[player] = self.name
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self:on_player_join(player)
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self.invited_players[player] = nil
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factions.save()
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end
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function factions.Faction.remove_player(self, player)
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self.players[player] = nil
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factions.players[player] = nil
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self:on_player_leave(player)
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factions.save()
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end
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function factions.Faction.can_claim_chunk(self, chunkpos)
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if factions.chunks[chunkpos] or self.power < factions.power_per_chunk then
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return false
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end
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return true
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end
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function factions.Faction.claim_chunk(self, chunkpos)
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factions.chunks[chunkpos] = self.name
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self.land[chunkpos] = true
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self:decrease_power(factions.power_per_chunk)
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self:on_claim_chunk(chunkpos)
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factions.save()
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end
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function factions.Faction.unclaim_chunk(self, chunkpos)
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factions.chunks[chunkpos] = nil
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self.land[chunkpos] = nil
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self:increase_power(factions.power_per_chunk)
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self:on_unclaim_chunk(chunkpos)
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factions.save()
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end
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function factions.Faction.disband(self)
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for k, _ in pairs(self.players) do -- remove players affiliation
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factions.players[k] = nil
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end
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for k, v in pairs(self.land) do -- remove chunk claims
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factions.chunks[k] = nil
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end
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self:on_disband()
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factions.factions[self.name] = nil
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factions.save()
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end
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function factions.Faction.set_leader(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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factions.save()
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end
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function factions.Faction.has_permission(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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local perms = self.ranks[p]
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for i in ipairs(perms) do
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if perms[i] == permission then
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return true
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end
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end
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return false
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end
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function factions.Faction.set_description(self, new)
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self.description = new
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self:on_change_description()
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factions.save()
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end
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function factions.Faction.invite_player(self, player)
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self.invited_players[player] = true
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self:on_player_invited(player)
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factions.save()
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end
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function factions.Faction.revoke_invite(self, player)
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self.invited_players[player] = nil
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self:on_revoke_invite(player)
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factions.save()
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end
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function factions.Faction.is_invited(self, player)
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return table.contains(self.invited_players, player)
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end
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function factions.Faction.toggle_join_free(self, bool)
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self.join_free = bool
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self:on_toggle_join_free()
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factions.save()
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end
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function factions.Faction.can_join(self, player)
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return self.join_free or self.invited_players[player]
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end
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function factions.Faction.new_alliance(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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factions.save()
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end
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function factions.Faction.end_alliance(self, faction)
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self.allies[faction] = nil
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self:on_end_alliance(faction)
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factions.save()
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end
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function factions.Faction.new_enemy(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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factions.save()
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end
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function factions.Faction.end_enemy(self, faction)
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self.enemies[faction] = nil
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self:on_end_enemy(faction)
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factions.save()
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end
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function factions.Faction.set_spawn(self, pos)
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self.spawn = {x=pos.x, y=pos.y, z=pos.z}
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self:on_set_spawn()
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factions.save()
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end
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function factions.Faction.add_rank(self, rank, perms)
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self.ranks[rank] = perms
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self:on_add_rank(rank)
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factions.save()
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end
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function factions.Faction.delete_rank(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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factions.save()
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end
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--------------------------
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-- callbacks for events --
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function factions.Faction.on_create(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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function factions.Faction.on_player_leave(self, player)
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--TODO: implement
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end
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function factions.Faction.on_player_join(self, player)
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--TODO: implement
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end
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function factions.Faction.on_claim_chunk(self, pos)
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--TODO: implement
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end
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function factions.Faction.on_unclaim_chunk(self, pos)
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--TODO: implement
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end
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function factions.Faction.on_disband(self, pos)
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--TODO: implement
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end
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function factions.Faction.on_new_leader(self)
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--TODO: implement
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end
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function factions.Faction.on_change_description(self)
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--TODO: implement
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end
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function factions.Faction.on_player_invited(self, player)
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--TODO: implement
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end
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function factions.Faction.on_toggle_join_free(self, player)
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--TODO: implement
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end
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function factions.Faction.on_new_alliance(self, faction)
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--TODO: implement
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end
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function factions.Faction.on_end_alliance(self, faction)
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--TODO: implement
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end
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function factions.Faction.on_set_spawn(self)
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--TODO: implement
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end
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function factions.Faction.on_add_rank(self, rank)
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--TODO: implement
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end
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function factions.Faction.on_delete_rank(self, rank, newrank)
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--TODO: implement
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end
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--??????????????
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function factions.get_chunk_pos(pos)
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return math.floor(pos.x / 16.)..","..math.floor(pos.z / 16.)
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end
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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 .. "/" .. "factions.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 factions 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 .. "/" .. "factions.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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minetest.log("action", facname..","..faction.name)
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for player, rank in pairs(faction.players) do
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minetest.log("action", player..","..rank)
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factions.players[player] = 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] = facname
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end
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setmetatable(faction, factions.Faction)
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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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function factions.convert(filename)
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local file, error = io.open(factions_worldid .. "/" .. filename, "r")
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if not file then
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minetest.chat_send_all("Cannot load file "..filename..". "..error)
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return false
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end
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local raw_data = file:read("*a")
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local data = minetest.deserialize(raw_data)
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local factionsmod = data.factionsmod
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local objects = data.objects
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for faction, attrs in pairs(factionsmod) do
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local newfac = factions.new_faction(faction)
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newfac:add_player(attrs.owner, "leader")
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for player, _ in pairs(attrs.adminlist) do
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if not newfac.players[player] then
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newfac:add_player(player, "moderator")
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end
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end
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for player, _ in pairs(attrs.invitations) do
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newfac:invite_player(player)
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end
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for i in ipairs(attrs.chunk) do
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local chunkpos = table.concat(attrs.chunk[i],",")
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newfac:claim_chunk(chunkpos)
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end
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end
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for player, attrs in pairs(objects) do
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local facname = attrs.factionsmod
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local faction = factions.factions[facname]
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if faction then
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faction:add_player(player)
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end
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end
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return true
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end
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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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local lastUpdate = 0.
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minetest.register_globalstep(
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function(dtime)
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lastUpdate = lastUpdate + dtime
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if lastUpdate > .5 then
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local playerslist = minetest.get_connected_players()
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for i in pairs(playerslist) do
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local player = playerslist[i]
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local chunkpos = factions.get_chunk_pos(player:getpos())
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local faction = factions.chunks[chunkpos]
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player:hud_remove("factionLand")
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player:hud_add({
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hud_elem_type = "text",
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name = "factionLand",
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number = 0xFFFFFF,
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position = {x=0.1, y = .98},
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text = faction or "Wilderness",
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scale = {x=1, y=1},
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alignment = {x=0, y=0},
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})
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end
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end
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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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minetest.register_on_respawnplayer(
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function(player)
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local playername = player:get_player_name()
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local faction = factions.players[playername]
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if not faction then
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return false
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else
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faction = factions.factions[faction]
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if not faction.spawn then
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return false
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else
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player:setpos(faction.spawn)
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return true
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end
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end
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end
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)
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local default_is_protected = minetest.is_protected
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minetest.is_protected = function(pos, player)
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local chunkpos = factions.get_chunk_pos(pos)
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local faction = factions.chunks[chunkpos]
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if not faction then
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return default_is_protected(pos, player)
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else
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faction = factions.factions[faction]
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return not faction:has_permission(player, "build")
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end
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end
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