-- 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 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 )); --mg_villages.debug_inhabitants( village, plot_nr); return; 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 ).."]".. "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 -- provide information about the inhabitants of a particular plot if( 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'] ); local pname = player:get_player_name(); if( 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[ selection.row-1 ]) then local village = mg_villages.all_villages[ fields.village_id ]; local plot_nr = selection.row-1; minetest.show_formspec( pname, "mg_villages:plot_mob_list", mg_villages.inhabitants.print_house_info( village.to_add_data.bpos, plot_nr, fields.village_id )); return true; end end -- back from the list of inhabitants of a plot to the list of plots of a village if( fields['back_to_plotlist'] and fields.village_id and mg_villages.all_villages[ fields.village_id ]) then -- 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 -- the player has selected a village in the village list if( not( fields['back_to_villagelist']) and fields['mg_villages:formspec_village_list'] and fields['mg_villages:formspec_village_list']~="") then local selection = minetest.explode_table_event( fields['mg_villages:formspec_village_list'] ); local pname = player:get_player_name(); if( selection and selection.row and mg_villages.tmp_player_village_list[ pname ] and mg_villages.tmp_player_village_list[ pname ][ selection.row-1 ]) then -- this is the village the player is intrested in fields.village_id = mg_villages.tmp_player_village_list[ pname ][ selection.row-1 ]; -- 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 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_village_list", {}); 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; elseif( (formname == "mg_villages:formspec_list_plots" ) and fields.village_id and not( fields.abort )) then mg_villages.list_villages_formspec( player, formname, fields ); return true; end return false; end minetest.register_on_player_receive_fields( mg_villages.form_input_handler )