Keys: Allow easy sharing of access without commands

This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.

The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.

A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".

Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.

This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.

They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.

If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.

Keys can be smelted back in gold ingots if they are no longer useful.

The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.

The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.

Textures are from PixelBOX, thanks to Gambit.
This commit is contained in:
Auke Kok
2015-12-26 11:16:49 -08:00
committed by paramat
parent b0ae488277
commit e4b1c93512
8 changed files with 274 additions and 6 deletions

View File

@ -140,8 +140,17 @@ function _doors.door_toggle(pos, node, clicker)
end
if clicker and not minetest.check_player_privs(clicker, "protection_bypass") then
-- is player wielding the right key?
local item = clicker:get_wielded_item()
local owner = meta:get_string("doors_owner")
if owner ~= "" then
if item:get_name() == "default:key" then
local key_meta = minetest.parse_json(item:get_metadata())
local secret = meta:get_string("key_lock_secret")
if secret ~= key_meta.secret then
return false
end
elseif owner ~= "" then
if clicker:get_player_name() ~= owner then
return false
end
@ -371,6 +380,30 @@ function doors.register(name, def)
if def.protected then
def.can_dig = can_dig_door
def.on_blast = function() end
def.on_key_use = function(pos, player)
local door = doors.get(pos)
door:toggle(player)
end
def.on_skeleton_key_use = function(pos, player, newsecret)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("doors_owner")
local pname = player:get_player_name()
-- verify placer is owner of lockable door
if owner ~= pname then
minetest.record_protection_violation(pos, pname)
minetest.chat_send_player(pname, "You do not own this locked door.")
return nil
end
local secret = meta:get_string("key_lock_secret")
if secret == "" then
secret = newsecret
meta:set_string("key_lock_secret", secret)
end
return secret, "a locked door", owner
end
else
def.on_blast = function(pos, intensity)
minetest.remove_node(pos)
@ -491,9 +524,18 @@ end
function _doors.trapdoor_toggle(pos, node, clicker)
node = node or minetest.get_node(pos)
if clicker and not minetest.check_player_privs(clicker, "protection_bypass") then
-- is player wielding the right key?
local item = clicker:get_wielded_item()
local meta = minetest.get_meta(pos)
local owner = meta:get_string("doors_owner")
if owner ~= "" then
if item:get_name() == "default:key" then
local key_meta = minetest.parse_json(item:get_metadata())
local secret = meta:get_string("key_lock_secret")
if secret ~= key_meta.secret then
return false
end
elseif owner ~= "" then
if clicker:get_player_name() ~= owner then
return false
end
@ -546,6 +588,30 @@ function doors.register_trapdoor(name, def)
end
def.on_blast = function() end
def.on_key_use = function(pos, player)
local door = doors.get(pos)
door:toggle(player)
end
def.on_skeleton_key_use = function(pos, player, newsecret)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("doors_owner")
local pname = player:get_player_name()
-- verify placer is owner of lockable door
if owner ~= pname then
minetest.record_protection_violation(pos, pname)
minetest.chat_send_player(pname, "You do not own this trapdoor.")
return nil
end
local secret = meta:get_string("key_lock_secret")
if secret == "" then
secret = newsecret
meta:set_string("key_lock_secret", secret)
end
return secret, "a locked trapdoor", owner
end
else
def.on_blast = function(pos, intensity)
minetest.remove_node(pos)