370 lines
15 KiB
Lua
370 lines
15 KiB
Lua
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-- used for buying plots, restoring buildings, getting information about mobs etc.
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mg_villages.plotmarker_formspec = function( pos, formname, fields, player )
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-- if( not( mg_villages.ENABLE_PROTECTION )) then
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-- return;
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-- end
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if( not( pos )) then
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return;
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end
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local meta = minetest.get_meta( pos );
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if( not( meta )) then
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return;
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end
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local village_id = meta:get_string('village_id');
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local plot_nr = meta:get_int( 'plot_nr');
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local pname = player:get_player_name();
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if( not( village_id )
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or not( mg_villages.all_villages )
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or not( mg_villages.all_villages[ village_id ] )
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or not( plot_nr )
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or not( mg_villages.all_villages[ village_id ].to_add_data )
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or not( mg_villages.all_villages[ village_id ].to_add_data.bpos )
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or not( mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ] )) then
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minetest.chat_send_player( pname, 'Error. This plot marker is not configured correctly.'..minetest.serialize({village_id,plot_nr }));
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return;
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end
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local village = mg_villages.all_villages[ village_id ];
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local plot = mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ];
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local owner_name = plot.owner;
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if( not( owner_name ) or owner_name == "" ) then
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if( plot.btype=="road" ) then
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owner_name = "- the village community -";
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else
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owner_name = "- for sale -";
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end
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end
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local building_name = mg_villages.BUILDINGS[ plot.btype ].mts_path..mg_villages.BUILDINGS[ plot.btype ].scm;
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-- show coordinates of the village center to the player
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local village_pos = minetest.pos_to_string( {x=village.vx, y=village.vh, z=village.vz});
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-- distance from village center
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local distance = math.floor( math.sqrt( (village.vx - pos.x ) * (village.vx - pos.x )
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+ (village.vh - pos.y ) * (village.vh - pos.y )
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+ (village.vz - pos.z ) * (village.vz - pos.z ) ));
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-- show a list of who lives (or works) here at this plot
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if( fields and fields.inhabitants ) then
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minetest.show_formspec( pname, "mg_villages:plot_mob_list",
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mg_villages.inhabitants.print_house_info( village.to_add_data.bpos, plot_nr ));
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--mg_villages.debug_inhabitants( village, plot_nr);
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return;
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end
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-- create the header
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local formspec = "size[13,10]"..
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"label[3.3,0.0;Plot No.: "..tostring( plot_nr )..", with "..tostring( mg_villages.BUILDINGS[ plot.btype ].scm ).."]"..
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"label[0.3,0.4;Located at:]" .."label[3.3,0.4;"..(minetest.pos_to_string( pos ) or '?')..", which is "..tostring( distance ).." m away]"
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.."label[7.3,0.4;from the village center]"..
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"label[0.3,0.8;Part of village:]" .."label[3.3,0.8;"..(village.name or "- name unknown -").."]"
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.."label[7.3,0.8;located at "..(village_pos).."]"..
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"label[0.3,1.2;Owned by:]" .."label[3.3,1.2;"..(owner_name).."]"..
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"label[3.3,1.6;Click on a menu entry to select it:]"..
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"field[20,20;0.1,0.1;pos2str;Pos;"..minetest.pos_to_string( pos ).."]";
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build_chest.show_size_data( building_name );
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-- deprecated; adds buttons for registered mobf_traders
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--formspec = mg_villages.plotmarker_list_traders( plot, formspec );
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local replace_row = -1;
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-- the player selected a material which ought to be replaced
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if( fields.build_chest_replacements ) then
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local event = minetest.explode_table_event( fields.build_chest_replacements );
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if( event and event.row and event.row > 0 ) then
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replace_row = event.row;
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fields.show_materials = "show_materials";
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end
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-- the player provided the name of the material for the replacement of the currently selected
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elseif( fields.store_replacement and fields.store_repalcement ~= ""
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and fields.replace_row_with and fields.replace_row_with ~= ""
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and fields.replace_row_material and fields.replace_row_material ~= "") then
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build_chest.replacements_apply( pos, meta, fields.replace_row_material, fields.replace_row_with, village_id );
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fields.show_materials = "show_materials";
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-- group selections for easily changing several nodes at once
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elseif( fields.wood_selection ) then
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build_chest.replacements_apply_for_group( pos, meta, 'wood', fields.wood_selection, fields.set_wood, village_id );
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fields.set_wood = nil;
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fields.show_materials = "show_materials";
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elseif( fields.farming_selection ) then
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build_chest.replacements_apply_for_group( pos, meta, 'farming', fields.farming_selection, fields.set_farming, village_id );
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fields.set_farming = nil;
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fields.show_materials = "show_materials";
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elseif( fields.roof_selection ) then
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build_chest.replacements_apply_for_group( pos, meta, 'roof', fields.roof_selection, fields.set_roof, village_id );
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fields.set_roof = nil;
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fields.show_materials = "show_materials";
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-- actually store the new group replacement
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elseif( (fields.set_wood and fields.set_wood ~= "")
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or (fields.set_farming and fields.set_farming ~= "" )
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or (fields.set_roof and fields.set_roof ~= "" )) then
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minetest.show_formspec( pname, "mg_villages:plotmarker",
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handle_schematics.get_formspec_group_replacement( pos, fields, formspec ));
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return;
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end
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-- show which materials (and replacements!) where used for the building
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if( (fields.show_materials and fields.show_materials ~= "" )
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or (fields.replace_row_with and fields.replace_row_with ~= "")
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or (fields.replace_row_material and fields.replace_row_material ~= "")) then
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formspec = formspec.."button[9.9,0.4;2,0.5;info;Back]";
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if( not( minetest.check_player_privs( pname, {protection_bypass=true}))) then
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-- do not allow any changes; just show the materials and their replacements
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minetest.show_formspec( pname, "mg_villages:plotmarker",
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formspec..build_chest.replacements_get_list_formspec( pos, nil, 0, meta, village_id, building_name, replace_row ));
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else
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minetest.show_formspec( pname, "mg_villages:plotmarker",
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formspec..build_chest.replacements_get_list_formspec( pos, nil, 1, nil, village_id, building_name, replace_row ));
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end
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return;
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-- place the building again
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elseif( (fields.reset_building and fields.reset_building ~= "")
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or (fields.remove_building and fields.remove_building ~= "")) then
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formspec = formspec.."button[9.9,0.4;2,0.5;back;Back]";
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if( not( minetest.check_player_privs( pname, {protection_bypass=true}))) then
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minetest.show_formspec( pname, "mg_villages:plotmarker", formspec..
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"label[3,3;You need the protection_bypass priv in order to use this functin.]" );
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return;
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end
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local selected_building = build_chest.building[ building_name ];
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local start_pos = {x=plot.x, y=plot.y, z=plot.z, brotate=plot.brotate};
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if( selected_building.yoff ) then
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start_pos.y = start_pos.y + selected_building.yoff;
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end
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local end_pos = {x=plot.x+plot.bsizex-1,
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y=plot.y+selected_building.yoff-1+selected_building.ysize,
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z=plot.z+plot.bsizez-1};
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local replacements = build_chest.replacements_get_current( meta, village_id );
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if( fields.remove_building and fields.remove_building ~= "" ) then
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-- clear the space above ground, put dirt below ground, but keep the
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-- surface intact
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handle_schematics.clear_area( start_pos, end_pos, pos.y-1);
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-- also clear the meta data to avoid strange effects
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handle_schematics.clear_meta( start_pos, end_pos );
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formspec = formspec.."label[3,3;The plot has been cleared.]";
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else
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-- actually place it (disregarding mirroring)
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local error_msg = handle_schematics.place_building_from_file(
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start_pos,
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end_pos,
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building_name,
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replacements,
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plot.o,
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build_chest.building[ building_name ].axis, plot.mirror, 1, true );
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formspec = formspec.."label[3,3;The building has been reset.]";
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if( error_msg ) then
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formspec = formspec..'label[4,3;Error: '..tostring( fields.error_msg ).."]";
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end
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end
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minetest.show_formspec( pname, "mg_villages:plotmarker", formspec );
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return;
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elseif( fields.info and fields.info ~= "" ) then
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local show_material_text = "Change materials used";
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if( not( minetest.check_player_privs( pname, {protection_bypass=true}))) then
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show_material_text = "Show materials used";
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end
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minetest.show_formspec( pname, "mg_villages:plotmarker",
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formspec..
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"button[9.9,0.4;2,0.5;back;Back]"..
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"button[3,3;5,0.5;create_backup;Create backup of current stage]"..
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"button[4,4;3,0.5;show_materials;"..show_material_text.."]"..
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"button[4,5;3,0.5;reset_building;Reset building]"..
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"button[4,6;3,0.5;remove_building;Remove building]");
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return;
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end
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local owner = plot.owner;
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local btype = plot.btype;
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local original_formspec = "size[8,3]"..
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"button[7.0,0.0;1.0,0.5;info;Info]"..
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"button[6.0,1.0;2.0,0.5;inhabitants;Who lives here]"..
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"label[1.0,0.5;Plot No.: "..tostring( plot_nr ).."]"..
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"label[2.5,0.5;Building:]"..
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"label[3.5,0.5;"..tostring( mg_villages.BUILDINGS[btype].scm ).."]"..
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"field[20,20;0.1,0.1;pos2str;Pos;"..minetest.pos_to_string( pos ).."]";
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local formspec = "";
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local ifinhabit = "";
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-- Get Price
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local price = "default:gold_ingot 2";
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if (btype ~= 'road' and mg_villages.BUILDINGS[btype]) then
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local plot_descr = 'Plot No. '..tostring( plot_nr ).. ' with '..tostring( mg_villages.BUILDINGS[btype].scm)
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if (mg_villages.BUILDINGS[btype].price) then
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price = mg_villages.BUILDINGS[btype].price;
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elseif (mg_villages.BUILDINGS[btype].typ and mg_villages.prices[ mg_villages.BUILDINGS[btype].typ ]) then
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price = mg_villages.prices[ mg_villages.BUILDINGS[btype].typ ];
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end
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-- Get if is inhabitant house
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if (mg_villages.BUILDINGS[btype].inh and mg_villages.BUILDINGS[btype].inh > 0 ) then
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ifinhabit = "label[1,1.5;Owners of this plot count as village inhabitants.]";
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end
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end
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-- Determine price depending on building type
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local price_stack= ItemStack( price );
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-- If nobody owns the plot
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if (not(owner) or owner=='') then
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formspec = original_formspec ..
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"label[1,1;You can buy this plot for]"..
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"label[3.8,1;"..tostring( price_stack:get_count() ).." x ]"..
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"item_image[4.3,0.8;1,1;"..( price_stack:get_name() ).."]"..
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ifinhabit..
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"button[2,2.5;1.5,0.5;buy;Buy plot]"..
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"button_exit[4,2.5;1.5,0.5;abort;Exit]";
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-- On Press buy button
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if (fields['buy']) then
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local inv = player:get_inventory();
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if not mg_villages.all_villages[village_id].ownerlist then
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mg_villages.all_villages[village_id].ownerlist = {}
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end
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-- Check if player already has a house in the village
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if mg_villages.all_villages[village_id].ownerlist[pname] then
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formspec = formspec.."label[1,1.9;Sorry. You already have a plot in this village.]";
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-- Check if the price can be paid
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elseif( inv and inv:contains_item( 'main', price_stack )) then
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formspec = original_formspec..
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"label[1,1;Congratulations! You have bought this plot.]"..
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"button_exit[5.75,2.5;1.5,0.5;abort;Exit]";
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mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].owner = pname;
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if mg_villages.all_villages[village_id].ownerlist then
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mg_villages.all_villages[village_id].ownerlist[pname] = true;
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else
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mg_villages.all_villages[village_id].ownerlist[pname] = true;
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end
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meta:set_string('infotext', 'Plot No. '..tostring( plot_nr ).. ' with '..tostring( mg_villages.BUILDINGS[btype].scm)..' (owned by '..tostring( pname )..')');
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-- save the data so that it survives server restart
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mg_villages.save_data();
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-- substract the price from the players inventory
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inv:remove_item( 'main', price_stack );
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else
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formspec = formspec.."label[1,1.9;Sorry. You are not able to pay the price.]";
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end
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end
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-- If player is the owner of the plot
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elseif (owner==pname) then
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-- Check if inhabitant house
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if(btype ~= 'road'
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and mg_villages.BUILDINGS[btype]
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and mg_villages.BUILDINGS[btype].inh
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and mg_villages.BUILDINGS[btype].inh > 0 ) then
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ifinhabit = "label[1,1.5;You are allowed to modify the common village area.]";
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end
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formspec = original_formspec.."size[8,3]"..
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"label[1,1;This is your plot. You have bought it.]"..
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"button[0.75,2.5;3,0.5;add_remove;Add/Remove Players]"..
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ifinhabit..
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"button_exit[3.75,2.5;2.0,0.5;abandon;Abandon plot]"..
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"button_exit[5.75,2.5;1.5,0.5;abort;Exit]";
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-- If Player wants to abandon plot
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if(fields['abandon'] ) then
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formspec = original_formspec..
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"label[1,1;You have abandoned this plot.]"..
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"button_exit[5.75,2.5;1.5,0.5;abort;Exit]";
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mg_villages.all_villages[village_id].ownerlist[pname] = nil;
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mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit = {}
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mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].owner = nil;
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-- Return price to player
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local inv = player:get_inventory();
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inv:add_item( 'main', price_stack );
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meta:set_string('infotext', 'Plot No. '..tostring( plot_nr ).. ' with '..tostring( mg_villages.BUILDINGS[btype].scm) );
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mg_villages.save_data();
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end
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-- If Player wants to add/remove trusted players
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if (fields['add_remove']) then
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local previousTrustees = mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit
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local output = "";
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if previousTrustees == nil then
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previousTrustees = {}
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else
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for _, player in ipairs(previousTrustees) do
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output = output..player.."\n"
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end
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end
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formspec = "size[8,3]"..
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"field[20,20;0.1,0.1;pos2str;Pos;"..minetest.pos_to_string( pos ).."]"..
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"textarea[0.3,0.2;8,2.5;ownerplayers;Trusted Players;"..output.."]"..
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"button[3.25,2.5;1.5,0.5;savetrustees;Save]";
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mg_villages.save_data()
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end
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-- Save trusted players
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if (fields["savetrustees"] == "Save") then
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if not mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit then
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mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit = {}
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end
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local x = 1;
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for _, player in ipairs(fields.ownerplayers:split("\n")) do
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mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit[x] = player
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x = x + 1
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end
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mg_villages.save_data();
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end
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-- If A different Player owns plot
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else
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formspec = original_formspec.."label[1,1;"..tostring( owner ).." owns this plot.]"..
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"button_exit[3,2.5;1.5,0.5;abort;Exit]";
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end
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minetest.show_formspec( pname, "mg_villages:plotmarker", formspec );
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end
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mg_villages.form_input_handler = function( player, formname, fields)
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-- mg_villages.print(mg_villages.DEBUG_LEVEL_NORMAL,minetest.serialize(fields));
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if( not( mg_villages.ENABLE_PROTECTION )) then
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return false;
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end
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if( (formname == "mg_villages:plotmarker") and fields.pos2str and not( fields.abort )) then
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local pos = minetest.string_to_pos( fields.pos2str );
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mg_villages.plotmarker_formspec( pos, formname, fields, player );
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return true;
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end
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return false;
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end
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minetest.register_on_player_receive_fields( mg_villages.form_input_handler )
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