fixed formatting problems of this branch

This commit is contained in:
Sokomine 2015-08-07 18:11:16 +02:00
parent 5fa9d56f35
commit a1541d23c3

View File

@ -1,304 +1,304 @@
-- 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
local size = v.vs * 3;
if( ( math.abs( pos.x - v.vx ) < size )
and ( math.abs( pos.z - v.vz ) < size )
and ( pos.y - v.vh < 40 and v.vh - pos.y < 10 )) then
local village_noise = minetest.get_perlin(7635, 3, 0.5, 16);
if( mg_villages.inside_village_area( pos.x, pos.z, v, village_noise)) then
for id, v in pairs( mg_villages.all_villages ) do
local size = v.vs * 3;
if( ( math.abs( pos.x - v.vx ) < size )
and ( math.abs( pos.z - v.vz ) < size )
and ( pos.y - v.vh < 40 and v.vh - pos.y < 10 )) then
local village_noise = minetest.get_perlin(7635, 3, 0.5, 16);
if( mg_villages.inside_village_area( pos.x, pos.z, v, village_noise)) then
local node = minetest.get_node( pos );
-- leaves can be digged in villages
if( node
and node.name
and minetest.registered_nodes[ node.name ]
and minetest.registered_nodes[ node.name ].groups
and minetest.registered_nodes[ node.name ].groups.leaves ) then
return nil;
-- bones can be digged in villages
elseif( node
and node.name
and node.name == 'bones:bones' ) then
return nil;
else
return id;
end
end
end
end
return nil;
local node = minetest.get_node( pos );
-- leaves can be digged in villages
if( node
and node.name
and minetest.registered_nodes[ node.name ]
and minetest.registered_nodes[ node.name ].groups
and minetest.registered_nodes[ node.name ].groups.leaves ) then
return nil;
-- bones can be digged in villages
elseif( node
and node.name
and node.name == 'bones:bones' ) then
return nil;
else
return id;
end
end
end
end
return nil;
end
local old_is_protected = minetest.is_protected
minetest.is_protected = function(pos, name)
if( not( mg_villages.ENABLE_PROTECTION )) then
return old_is_protected( pos, name );
end
if( not( mg_villages.ENABLE_PROTECTION )) then
return old_is_protected( pos, name );
end
local village_id = mg_villages.get_town_id_at_pos( pos );
if( village_id ) then
local is_houseowner = false;
for nr, p in ipairs( mg_villages.all_villages[ village_id ].to_add_data.bpos ) do
local village_id = mg_villages.get_town_id_at_pos( pos );
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
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
-- 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 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
return false;
-- the player cannot modify other plots, even though he may be house owner of another house and be allowed to modify common ground
else
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 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]
and mg_villages.BUILDINGS[btype].inh
and mg_villages.BUILDINGS[btype].inh > 0 ) then
is_houseowner = true;
end
end
end
-- players who own a house in town where villagers may live (not only work!)
-- are allowed to modify common ground
if( is_houseowner ) then
return false;
end
return true;
end
return old_is_protected(pos, name);
end
-- 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
return false;
-- the player cannot modify other plots, even though he may be house owner of another house and be allowed to modify common ground
else
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 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]
and mg_villages.BUILDINGS[btype].inh
and mg_villages.BUILDINGS[btype].inh > 0 ) then
is_houseowner = true;
end
end
end
-- players who own a house in town where villagers may live (not only work!)
-- are allowed to modify common ground
if( is_houseowner ) then
return false;
end
return true;
end
return old_is_protected(pos, name);
end
minetest.register_on_protection_violation( function(pos, name)
if( not( mg_villages.ENABLE_PROTECTION )) then
return;
end
if( not( mg_villages.ENABLE_PROTECTION )) then
return;
end
local found = mg_villages.get_town_id_at_pos( pos );
if( not( found ) or not( mg_villages.all_villages[ found ])) then
minetest.chat_send_player( name, 'Error: This area does not belong to a village.');
return;
end
local found = mg_villages.get_town_id_at_pos( pos );
if( not( found ) or not( mg_villages.all_villages[ found ])) then
minetest.chat_send_player( name, 'Error: This area does not belong to a village.');
return;
end
minetest.chat_send_player( name, "You are inside of the area of the village "..
tostring( mg_villages.all_villages[ found ].name )..
". The inhabitants do not allow you any modifications.");
minetest.chat_send_player( name, "You are inside of the area of the village "..
tostring( mg_villages.all_villages[ found ].name )..
". The inhabitants do not allow you any modifications.");
end );
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( 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
minetest.chat_send_player( pname, 'Error. This plot marker is not configured correctly.'..minetest.serialize({village_id,plot_nr }));
return;
end
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 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;
--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 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 = "";
--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 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 = "";
-- Get Price
local price = "default:gold_ingot 2";
-- Get Price
local price = "default:gold_ingot 2";
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 (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 (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
-- 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]";
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();
-- 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
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 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
-- 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
-- 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
-- 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
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]";
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();
end
-- 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();
end
-- 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 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]";
mg_villages.save_data()
end
mg_villages.save_data()
end
-- Save trusted players
if (fields["savetrustees"] == "Save") then
-- 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
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
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
mg_villages.save_data();
end
-- If A different Player owns plot
else
formspec = original_formspec.."label[1,1;"..tostring( owner ).." owns this plot.]"..
"button_exit[3,2.5;1.5,0.5;abort;Exit]";
end
-- If A different Player owns plot
else
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 );
minetest.show_formspec( pname, "mg_villages:plotmarker", formspec );
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
if( (formname == "mg_villages:plotmarker") and fields.pos2str and not( fields.abort )) then
local pos = minetest.string_to_pos( fields.pos2str );
mg_villages.plotmarker_formspec( pos, formname, fields, player );
return true;
end
return false;
mg_villages.print(mg_villages.DEBUG_LEVEL_NORMAL,minetest.serialize(fields));
if( not( mg_villages.ENABLE_PROTECTION )) then
return false;
end
if( (formname == "mg_villages:plotmarker") and fields.pos2str and not( fields.abort )) then
local pos = minetest.string_to_pos( fields.pos2str );
mg_villages.plotmarker_formspec( pos, formname, fields, player );
return true;
end
return false;
end