Merge branch 'yamanq-master'

This commit is contained in:
Sokomine 2015-08-07 18:13:08 +02:00
commit 27db0f4429

View File

@ -1,4 +1,3 @@
-- get the id of the village pos lies in (or nil if outside of villages)
mg_villages.get_town_id_at_pos = function( pos )
for id, v in pairs( mg_villages.all_villages ) do
@ -42,10 +41,26 @@ minetest.is_protected = function(pos, name)
if( village_id ) then
local is_houseowner = false;
for nr, p in ipairs( mg_villages.all_villages[ village_id ].to_add_data.bpos ) do
trustedusers = p.can_edit
trustedUser = false
if trustedusers ~= nil then
for _,trusted in ipairs(trustedusers) do
if trusted == name then
trustedUser = true
end
end
end
-- we have located the right plot; the player can build here if he owns this particular plot
if( p.x <= pos.x and (p.x + p.bsizex) >= pos.x
and p.z <= pos.z and (p.z + p.bsizez) >= pos.z) then
if( p.owner and p.owner == name ) then
-- If player has been trusted by owner, can build
if (trustedUser) then
return false;
-- If player is owner, can build
elseif( p.owner and p.owner == name ) then
return false;
-- the allmende can be used by all
elseif( mg_villages.BUILDINGS[p.btype] and mg_villages.BUILDINGS[p.btype].typ=="allmende" ) then
@ -55,7 +70,7 @@ minetest.is_protected = function(pos, name)
return true;
end
-- if the player just owns another plot in the village, check if it's one where villagers may live
elseif( p.owner and p.owner == name ) then
elseif( p.owner and p.owner == name or trustedUser) then
local btype = mg_villages.all_villages[ village_id ].to_add_data.bpos[ nr ].btype;
if( btype ~= 'road'
and mg_villages.BUILDINGS[btype]
@ -73,7 +88,7 @@ minetest.is_protected = function(pos, name)
return true;
end
return old_is_protected(pos, name);
end
end
minetest.register_on_protection_violation( function(pos, name)
@ -100,96 +115,172 @@ mg_villages.plotmarker_formspec = function( pos, formname, fields, player )
-- if( not( mg_villages.ENABLE_PROTECTION )) then
-- return;
-- end
local meta = minetest.get_meta( pos );
if( not( meta )) then
return;
end
local village_id = meta:get_string('village_id');
local plot_nr = meta:get_int( 'plot_nr');
local pname = player:get_player_name();
if( not( village_id ) or not( mg_villages.all_villages ) or not( mg_villages.all_villages[ village_id ] )
or not( plot_nr ) or not( mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ] )) then
if( not( village_id )
or not( mg_villages.all_villages )
or not( mg_villages.all_villages[ village_id ] )
or not( plot_nr )
or not( mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ] )) then
minetest.chat_send_player( pname, 'Error. This plot marker is not configured correctly.'..minetest.serialize({village_id,plot_nr }));
return;
end
local owner = mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].owner;
local btype = mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].btype;
local price = "default:gold_ingot 2";
if( btype ~= 'road'
and mg_villages.BUILDINGS[btype]
and mg_villages.BUILDINGS[btype].price ) then
price = mg_villages.BUILDINGS[btype].price;
elseif( btype ~= 'road'
and mg_villages.BUILDINGS[btype]
and mg_villages.BUILDINGS[btype].typ
and mg_villages.prices[ mg_villages.BUILDINGS[btype].typ ] )then
price = mg_villages.prices[ mg_villages.BUILDINGS[btype].typ ];
end
--determine prcie depending on building type
local price_stack= ItemStack( price );
local plot_descr = 'Plot No. '..tostring( plot_nr ).. ' with '..tostring( mg_villages.BUILDINGS[btype].scm);
--minetest.chat_send_player( player:get_player_name(),'DATA FOR '..tostring(plot_nr)..': '..minetest.serialize( mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ] ));
local formspec = "size[8,3]"..
"label[1.0,0.5;Plot No.: "..tostring( plot_nr ).."]"..
"label[2.5,0.5;Building:]"..
"label[3.5,0.5;"..tostring( mg_villages.BUILDINGS[btype].scm ).."]"..
"field[20,20;0.1,0.1;pos2str;Pos;"..minetest.pos_to_string( pos ).."]";
if( owner == pname and fields['abandom'] ) then
formspec = formspec.."label[0,2;You have abandomed this plot.]";
mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].owner = nil;
meta:set_string('infotext', plot_descr );
mg_villages.save_data();
local original_formspec = "size[8,3]"..
"label[1.0,0.5;Plot No.: "..tostring( plot_nr ).."]"..
"label[2.5,0.5;Building:]"..
"label[3.5,0.5;"..tostring( mg_villages.BUILDINGS[btype].scm ).."]"..
"field[20,20;0.1,0.1;pos2str;Pos;"..minetest.pos_to_string( pos ).."]";
local formspec = "";
local ifinhabit = "";
elseif( (not(owner) or owner=='') and fields['buy'] ) then
-- Get Price
local price = "default:gold_ingot 2";
-- check if the price can be paid
local inv = player:get_inventory();
if( inv and inv:contains_item( 'main', price_stack )) then
formspec = formspec.."label[0,0;Congratulations! You have bought this plot.]";
mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].owner = pname;
meta:set_string('infotext', plot_descr..' (owned by '..tostring( pname )..')');
-- save the data so that it survives server restart
if (btype ~= 'road' and mg_villages.BUILDINGS[btype]) then
local plot_descr = 'Plot No. '..tostring( plot_nr ).. ' with '..tostring( mg_villages.BUILDINGS[btype].scm)
if (mg_villages.BUILDINGS[btype].price) then
price = mg_villages.BUILDINGS[btype].price;
elseif (mg_villages.BUILDINGS[btype].typ and mg_villages.prices[ mg_villages.BUILDINGS[btype].typ ]) then
price = mg_villages.prices[ mg_villages.BUILDINGS[btype].typ ];
end
-- Get if is inhabitant house
if (mg_villages.BUILDINGS[btype].inh and mg_villages.BUILDINGS[btype].inh > 0 ) then
ifinhabit = "label[1,1.5;Owners of this plot count as village inhabitants.]";
end
end
-- Determine price depending on building type
local price_stack= ItemStack( price );
-- If nobody owns the plot
if (not(owner) or owner=='') then
formspec = original_formspec ..
"label[1,1;You can buy this plot for]"..
"label[3.8,1;"..tostring( price_stack:get_count() ).." x ]"..
"item_image[4.3,0.8;1,1;"..( price_stack:get_name() ).."]"..
ifinhabit..
"button[2,2.5;1.5,0.5;buy;Buy plot]"..
"button_exit[4,2.5;1.5,0.5;abort;Exit]";
-- On Press buy button
if (fields['buy']) then
local inv = player:get_inventory();
if not mg_villages.all_villages[village_id].ownerlist then
mg_villages.all_villages[village_id].ownerlist = {}
end
-- Check if player already has a house in the village
if mg_villages.all_villages[village_id].ownerlist[pname] then
formspec = formspec.."label[1,1.9;Sorry. You already have a plot in this village.]";
-- Check if the price can be paid
elseif( inv and inv:contains_item( 'main', price_stack )) then
formspec = original_formspec..
"label[1,1;Congratulations! You have bought this plot.]"..
"button_exit[5.75,2.5;1.5,0.5;abort;Exit]";
mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].owner = pname;
if mg_villages.all_villages[village_id].ownerlist then
mg_villages.all_villages[village_id].ownerlist[pname] = true;
else
mg_villages.all_villages[village_id].ownerlist[pname] = true;
end
meta:set_string('infotext', 'Plot No. '..tostring( plot_nr ).. ' with '..tostring( mg_villages.BUILDINGS[btype].scm)..' (owned by '..tostring( pname )..')');
-- save the data so that it survives server restart
mg_villages.save_data();
-- substract the price from the players inventory
inv:remove_item( 'main', price_stack );
else
formspec = formspec.."label[1,1.9;Sorry. You are not able to pay the price.]";
end
end
-- If player is the owner of the plot
elseif (owner==pname) then
-- Check if inhabitant house
if(btype ~= 'road'
and mg_villages.BUILDINGS[btype]
and mg_villages.BUILDINGS[btype].inh
and mg_villages.BUILDINGS[btype].inh > 0 ) then
ifinhabit = "label[1,1.5;You are allowed to modify the common village area.]";
end
formspec = original_formspec.."size[8,3]"..
"label[1,1;This is your plot. You have bought it.]"..
"button[0.75,2.5;3,0.5;add_remove;Add/Remove Players]"..
ifinhabit..
"button_exit[3.75,2.5;2.0,0.5;abandon;Abandon plot]"..
"button_exit[5.75,2.5;1.5,0.5;abort;Exit]";
-- If Player wants to abandon plot
if(fields['abandon'] ) then
formspec = original_formspec..
"label[1,1;You have abandoned this plot.]"..
"button_exit[5.75,2.5;1.5,0.5;abort;Exit]";
mg_villages.all_villages[village_id].ownerlist[pname] = nil;
mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit = {}
mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].owner = nil;
-- Return price to player
local inv = player:get_inventory();
inv:add_item( 'main', price_stack );
meta:set_string('infotext', 'Plot No. '..tostring( plot_nr ).. ' with '..tostring( mg_villages.BUILDINGS[btype].scm) );
mg_villages.save_data();
-- substract the price from the players inventory
inv:remove_item( 'main', price_stack );
else
formspec = formspec.."label[0,0;Sorry. You are not able to pay the price.]";
end
end
-- update the owner information
owner = mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].owner;
-- If Player wants to add/remove trusted players
if (fields['add_remove']) then
local previousTrustees = mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit
local output = "";
if previousTrustees == nil then
previousTrustees = {}
else
for _, player in ipairs(previousTrustees) do
output = output..player.."\n"
end
end
formspec = "size[8,3]"..
"field[20,20;0.1,0.1;pos2str;Pos;"..minetest.pos_to_string( pos ).."]"..
"textarea[0.3,0.2;8,2.5;ownerplayers;Trusted Players;"..output.."]"..
"button[3.25,2.5;1.5,0.5;savetrustees;Save]";
if( owner == pname ) then
formspec = formspec.."label[1,1;This is your plot. You have bought it.]"..
"button_exit[2,2.5;2.0,0.5;abandom;Abandom plot]"..
"button_exit[4,2.5;1.5,0.5;abort;Exit]";
elseif( not( owner ) or owner=="" ) then
formspec = formspec.."label[1,1;You can buy this plot for]"..
"label[3.8,1;"..tostring( price_stack:get_count() ).." x ]"..
"item_image[4.3,0.8;1,1;"..( price_stack:get_name() ).."]"..
"button_exit[2,2.5;1.5,0.5;buy;Buy plot]"..
"button_exit[4,2.5;1.5,0.5;abort;Exit]";
mg_villages.save_data()
end
-- Save trusted players
if (fields["savetrustees"] == "Save") then
if not mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit then
mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit = {}
end
local x = 1;
for _, player in ipairs(fields.ownerplayers:split("\n")) do
mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit[x] = player
x = x + 1
end
mg_villages.save_data();
end
-- If A different Player owns plot
else
formspec = formspec.."label[1,1;"..tostring( owner ).." owns this plot.]"..
"button_exit[3,2.5;1.5,0.5;abort;Exit]";
end
if( btype ~= 'road'
and mg_villages.BUILDINGS[btype]
and mg_villages.BUILDINGS[btype].inh
and mg_villages.BUILDINGS[btype].inh > 0 ) then
if( owner==pname ) then
formspec = formspec.."label[1,1.5;You are allowed to modify the common village area.]";
else
formspec = formspec.."label[1,1.5;Owners of this plot count as village inhabitants.]";
end
formspec = original_formspec.."label[1,1;"..tostring( owner ).." owns this plot.]"..
"button_exit[3,2.5;1.5,0.5;abort;Exit]";
end
minetest.show_formspec( pname, "mg_villages:plotmarker", formspec );
@ -198,6 +289,7 @@ end
mg_villages.form_input_handler = function( player, formname, fields)
mg_villages.print(mg_villages.DEBUG_LEVEL_NORMAL,minetest.serialize(fields));
if( not( mg_villages.ENABLE_PROTECTION )) then
return false;
end