mg_villages/plotmarker_formspec.lua
2019-03-11 23:58:24 +01:00

546 lines
22 KiB
Lua

-- used for buying plots, restoring buildings, getting information about mobs etc.
mg_villages.plotmarker_formspec = function( pos, formname, fields, player )
-- if( not( mg_villages.ENABLE_PROTECTION )) then
-- return;
-- end
if( not( pos )) 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 )
or not( mg_villages.all_villages[ village_id ].to_add_data.bpos )
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 village = mg_villages.all_villages[ village_id ];
local plot = mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ];
local owner_name = plot.owner;
if( not( owner_name ) or owner_name == "" ) then
if( plot.btype=="road" ) then
owner_name = "- the village community -";
else
owner_name = "- for sale -";
end
end
-- missing data
if( not( plot.btype ) or not( mg_villages.BUILDINGS[ plot.btype ] )
or not( mg_villages.BUILDINGS[ plot.btype ].mts_path )
or not( mg_villages.BUILDINGS[ plot.btype ].scm )) then
minetest.chat_send_player( pname, 'Error. Unknown building. btype: '..tostring( plot.btype ));
return;
end
local building_name = mg_villages.BUILDINGS[ plot.btype ].mts_path..mg_villages.BUILDINGS[ plot.btype ].scm;
-- show coordinates of the village center to the player
local village_pos = minetest.pos_to_string( {x=village.vx, y=village.vh, z=village.vz});
-- distance from village center
local distance = math.floor( math.sqrt( (village.vx - pos.x ) * (village.vx - pos.x )
+ (village.vh - pos.y ) * (village.vh - pos.y )
+ (village.vz - pos.z ) * (village.vz - pos.z ) ));
-- show a list of who lives (or works) here at this plot
if( fields and fields.inhabitants ) then
minetest.show_formspec( pname, "mg_villages:plot_mob_list",
mg_villages.inhabitants.print_house_info( village.to_add_data.bpos, plot_nr, village_id, pname ));
--mg_villages.debug_inhabitants( village, plot_nr);
return;
end
local mirror_str = "";
if( plot.mirror ) then
mirror_str = minetest.formspec_escape(" (mirrored)");
end
-- create the header
local formspec = "size[13,10]"..
"label[3.3,0.0;Plot No.: "..tostring( plot_nr )..", with "..tostring( mg_villages.BUILDINGS[ plot.btype ].scm ).."]"..
"label[0.3,0.4;Located at:]" .."label[3.3,0.4;"..(minetest.pos_to_string( pos ) or '?')..", which is "..tostring( distance ).." m away]"
.."label[7.3,0.4;from the village center]"..
"label[0.3,0.8;Part of village:]" .."label[3.3,0.8;"..(village.name or "- name unknown -").."]"
.."label[7.3,0.8;located at "..(village_pos).."]"..
"label[0.3,1.2;Owned by:]" .."label[3.3,1.2;"..(owner_name).."]"..
"label[3.3,1.6;Click on a menu entry to select it:]"..
"field[20,20;0.1,0.1;pos2str;Pos;"..minetest.pos_to_string( pos ).."]";
build_chest.show_size_data( building_name );
-- deprecated; adds buttons for registered mobf_traders
--formspec = mg_villages.plotmarker_list_traders( plot, formspec );
local replace_row = -1;
-- the player selected a material which ought to be replaced
if( fields.build_chest_replacements ) then
local event = minetest.explode_table_event( fields.build_chest_replacements );
if( event and event.row and event.row > 0 ) then
replace_row = event.row;
fields.show_materials = "show_materials";
end
-- the player provided the name of the material for the replacement of the currently selected
elseif( fields.store_replacement and fields.store_repalcement ~= ""
and fields.replace_row_with and fields.replace_row_with ~= ""
and fields.replace_row_material and fields.replace_row_material ~= "") then
build_chest.replacements_apply( pos, meta, fields.replace_row_material, fields.replace_row_with, village_id );
fields.show_materials = "show_materials";
-- group selections for easily changing several nodes at once
elseif( fields.wood_selection ) then
build_chest.replacements_apply_for_group( pos, meta, 'wood', fields.wood_selection, fields.set_wood, village_id );
fields.set_wood = nil;
fields.show_materials = "show_materials";
elseif( fields.farming_selection ) then
build_chest.replacements_apply_for_group( pos, meta, 'farming', fields.farming_selection, fields.set_farming, village_id );
fields.set_farming = nil;
fields.show_materials = "show_materials";
elseif( fields.roof_selection ) then
build_chest.replacements_apply_for_group( pos, meta, 'roof', fields.roof_selection, fields.set_roof, village_id );
fields.set_roof = nil;
fields.show_materials = "show_materials";
-- actually store the new group replacement
elseif( (fields.set_wood and fields.set_wood ~= "")
or (fields.set_farming and fields.set_farming ~= "" )
or (fields.set_roof and fields.set_roof ~= "" )) then
minetest.show_formspec( pname, "mg_villages:formspec_plotmarker",
handle_schematics.get_formspec_group_replacement( pos, fields, formspec ));
return;
end
-- show which materials (and replacements!) where used for the building
if( (fields.show_materials and fields.show_materials ~= "" )
or (fields.replace_row_with and fields.replace_row_with ~= "")
or (fields.replace_row_material and fields.replace_row_material ~= "")) then
formspec = formspec.."button[9.9,0.4;2,0.5;info;Back]";
if( not( minetest.check_player_privs( pname, {protection_bypass=true}))) then
-- do not allow any changes; just show the materials and their replacements
minetest.show_formspec( pname, "mg_villages:formspec_plotmarker",
formspec..build_chest.replacements_get_list_formspec( pos, nil, 0, meta, village_id, building_name, replace_row ));
else
minetest.show_formspec( pname, "mg_villages:formspec_plotmarker",
formspec..build_chest.replacements_get_list_formspec( pos, nil, 1, nil, village_id, building_name, replace_row ));
end
return;
-- place the building again
elseif( (fields.reset_building and fields.reset_building ~= "")
or (fields.remove_building and fields.remove_building ~= "")) then
formspec = formspec.."button[9.9,0.4;2,0.5;back;Back]";
if( not( minetest.check_player_privs( pname, {protection_bypass=true}))) then
minetest.show_formspec( pname, "mg_villages:formspec_plotmarker", formspec..
"label[3,3;You need the protection_bypass priv in order to use this functin.]" );
return;
end
local selected_building = build_chest.building[ building_name ];
local start_pos = {x=plot.x, y=plot.y, z=plot.z, brotate=plot.brotate};
if( selected_building.yoff ) then
start_pos.y = start_pos.y + selected_building.yoff;
end
local end_pos = {x=plot.x+plot.bsizex-1,
y=plot.y+selected_building.yoff-1+selected_building.ysize,
z=plot.z+plot.bsizez-1};
local replacements = build_chest.replacements_get_current( meta, village_id );
if( fields.remove_building and fields.remove_building ~= "" ) then
-- clear the space above ground, put dirt below ground, but keep the
-- surface intact
handle_schematics.clear_area( start_pos, end_pos, pos.y-1);
-- also clear the meta data to avoid strange effects
handle_schematics.clear_meta( start_pos, end_pos );
formspec = formspec.."label[3,3;The plot has been cleared.]";
else
-- actually place it (disregarding mirroring)
local error_msg = handle_schematics.place_building_from_file(
start_pos,
end_pos,
building_name,
replacements,
plot.o,
build_chest.building[ building_name ].axis, plot.mirror, 1, true );
formspec = formspec.."label[3,3;The building has been reset.]";
if( error_msg ) then
formspec = formspec..'label[4,3;Error: '..tostring( fields.error_msg ).."]";
end
end
minetest.show_formspec( pname, "mg_villages:formspec_plotmarker", formspec );
return;
elseif( fields.info and fields.info ~= "" ) then
local show_material_text = "Change materials used";
if( not( minetest.check_player_privs( pname, {protection_bypass=true}))) then
show_material_text = "Show materials used";
end
minetest.show_formspec( pname, "mg_villages:formspec_plotmarker",
formspec..
"button[9.9,0.4;2,0.5;back;Back]"..
"button[3,3;5,0.5;create_backup;Create backup of current stage]"..
"button[4,4;3,0.5;show_materials;"..show_material_text.."]"..
"button[4,5;3,0.5;reset_building;Reset building]"..
"button[4,6;3,0.5;remove_building;Remove building]");
return;
end
local owner = plot.owner;
local btype = plot.btype;
local original_formspec = "size[8,3]"..
"button[7.0,0.0;1.0,0.5;info;Info]"..
"button[6.0,1.0;2.0,0.5;inhabitants;Who lives here]"..
"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 )..mirror_str.."]"..
"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";
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();
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]";
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 = 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:formspec_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
-- teleport to a plot or mob
if( fields[ 'teleport_to' ]
and fields[ 'pos2str' ]
and player ) then
local pname = player:get_player_name();
if( minetest.check_player_privs( pname, {teleport=true})) then
local pos = minetest.string_to_pos( fields.pos2str );
-- teleport the player to the target position
player:move_to( { x=pos.x, y=(pos.y+1), z=pos.z }, false);
else
minetest.chat_sned_player( pname, "Sorry. You do not have the teleport privilege.");
end
-- do not abort; continue with showing the formspec
end
-- are we supposed to show information about a particular mob?
local mob_selected = nil;
-- show previous mob that lives on the plot
if( formname=="mg_villages:formspec_list_one_mob" and fields["prev"] and fields["bed_nr"]) then
mob_selected = tonumber(fields.bed_nr) - 1;
-- show next mob that lives on the mob
elseif( formname=="mg_villages:formspec_list_one_mob" and fields["next"] and fields["bed_nr"]) then
mob_selected = tonumber(fields.bed_nr) + 1;
-- show informaton about mob selected from list of inhabitants
elseif( not( fields['back_to_houselist'])
and fields['mg_villages:formspec_list_inhabitants']
and fields['mg_villages:formspec_list_inhabitants']~=""
and fields['village_id']
and fields['plot_nr']) then
local selection = minetest.explode_table_event( fields['mg_villages:formspec_list_inhabitants'] );
mob_selected = selection.row;
end
-- this index has to be a number and not a string
fields.plot_nr = tonumber( fields.plot_nr or "0");
local pname = player:get_player_name();
-- provide information about a particular mob
if( mob_selected
and fields.village_id
and fields.plot_nr
and mg_villages.all_villages[ fields.village_id ]
and mg_villages.all_villages[ fields.village_id ].to_add_data
and mg_villages.all_villages[ fields.village_id ].to_add_data.bpos
and mg_villages.all_villages[ fields.village_id ].to_add_data.bpos[ fields.plot_nr ])then
-- and mg_villages.all_villages[ fields.village_id ].to_add_data.bpos[ fields.plot_nr ].beds[mob_selected]) then
if( not( mg_villages.all_villages[ fields.village_id ].to_add_data.bpos[ fields.plot_nr ].beds)
or not( mg_villages.all_villages[ fields.village_id ].to_add_data.bpos[ fields.plot_nr ].beds[ mob_selected] )) then
-- allow to click at the worker
local bpos = mg_villages.all_villages[ fields.village_id ].to_add_data.bpos;
if( bpos[ fields.plot_nr ].worker
and bpos[ fields.plot_nr ].worker.lives_at
and bpos[ bpos[ fields.plot_nr ].worker.lives_at ]
and bpos[ bpos[ fields.plot_nr ].worker.lives_at ].beds
and bpos[ bpos[ fields.plot_nr ].worker.lives_at ].beds[1] ) then
fields.plot_nr = tonumber(bpos[ fields.plot_nr ].worker.lives_at);
mob_selected = 1;
-- allow to click at the owner
elseif( bpos[ fields.plot_nr ].belongs_to
and bpos[ bpos[ fields.plot_nr ].belongs_to ]
and bpos[ bpos[ fields.plot_nr ].belongs_to ].beds
and bpos[ bpos[ fields.plot_nr ].belongs_to ].beds[1] ) then
fields.plot_nr = tonumber(bpos[ fields.plot_nr ].belongs_to);
mob_selected = 1;
-- this is not a mob
else
mob_selected = nil;
end
end
if( mob_selected ) then
local village = mg_villages.all_villages[ fields.village_id ];
minetest.show_formspec( pname, "mg_villages:formspec_list_one_mob",
mg_villages.inhabitants.print_mob_info( village.to_add_data.bpos, fields.plot_nr, fields.village_id, mob_selected, pname ));
return true;
end
end
-- are we supposed to show information about a particular plot?
local plot_selected = nil;
-- show previous plot of that village
if( formname=="mg_villages:formspec_list_inhabitants" and fields["prev"] and fields["plot_nr"]) then
plot_selected = fields.plot_nr - 1;
-- show next plot of that village
elseif( formname=="mg_villages:formspec_list_inhabitants" and fields["next"] and fields["plot_nr"]) then
plot_selected = fields.plot_nr + 1;
-- back from the list of details of a mob to the list of inhabitants of the plot where it lives
elseif( fields['back_to_houselist'] ) then
plot_selected = fields.plot_nr;
-- show informaton about plot selected from list of plots in a village
elseif( not( fields['back_to_plotlist'])
and fields['mg_villages:formspec_list_plots']
and fields['mg_villages:formspec_list_plots']~=""
and fields['village_id']) then
local selection = minetest.explode_table_event( fields['mg_villages:formspec_list_plots'] );
plot_selected = selection.row-1;
end
-- provide information about the inhabitants of a particular plot
if( plot_selected
and fields.village_id
and mg_villages.all_villages[ fields.village_id ]
and mg_villages.all_villages[ fields.village_id ].to_add_data
and mg_villages.all_villages[ fields.village_id ].to_add_data.bpos
and mg_villages.all_villages[ fields.village_id ].to_add_data.bpos[ plot_selected ]) then
local village = mg_villages.all_villages[ fields.village_id ];
minetest.show_formspec( pname, "mg_villages:formspec_list_inhabitants",
mg_villages.inhabitants.print_house_info( village.to_add_data.bpos, plot_selected, fields.village_id, pname ));
return true;
end
-- are we supposed to show the plots contained in a particular village?
local village_selected = nil;
-- where are we currently in the list of villages as shown to that particular player?
local liste = mg_villages.tmp_player_village_list[ pname ];
local curr_list_pos = -1;
if( liste ) then
for i,v in ipairs( liste ) do
if( fields.village_id and v==fields.village_id ) then
curr_list_pos = i;
end
end
end
-- show previous village in list
if( formname=="mg_villages:formspec_list_plots" and fields["prev"] and curr_list_pos>1) then
village_selected = liste[ curr_list_pos - 1 ];
-- show next village
elseif( formname=="mg_villages:formspec_list_plots" and fields["next"] and curr_list_pos<#liste) then
village_selected = liste[ curr_list_pos + 1 ];
-- back from the list of inhabitants to the list of plots of a village
elseif( fields['back_to_plotlist'] and fields.village_id) then
village_selected = fields.village_id;
-- show informaton about all plots in the selected village
elseif( not( fields['back_to_villagelist'])
and fields['mg_villages:formspec_list_villages']
and fields['mg_villages:formspec_list_villages']~="" ) then
local selection = minetest.explode_table_event( fields['mg_villages:formspec_list_villages'] );
-- this is the village the player is intrested in
village_selected = mg_villages.tmp_player_village_list[ pname ][ selection.row-1 ];
end
-- the player has selected a village in the village list
if( village_selected
and mg_villages.all_villages[ village_selected ]
and mg_villages.all_villages[ village_selected ].to_add_data
and mg_villages.all_villages[ village_selected ].to_add_data.bpos ) then
fields.village_id = village_selected;
-- show the player a list of plots of the selected village
mg_villages.list_plots_formspec( player, 'mg_villages:formspec_list_plots', fields );
return true;
end
-- back from plotlist of a village to the list of nearby villages
-- mg_villages.list_villages_formspec can be found in chat_commands.lua
if( fields['back_to_villagelist']) then
mg_villages.list_villages_formspec( player, "mg_villages:formspec_list_villages", {});
return true;
end
if( (formname == "mg_villages:formspec_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
minetest.register_on_player_receive_fields( mg_villages.form_input_handler )