minetest-game-adventuretest/mods/mg_villages/protection.lua

506 lines
19 KiB
Lua

-- 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
local node = minetest.get_node( pos );
-- leaves can be digged in villages
if( node and node.name ) then
if( minetest.registered_nodes[ node.name ]
and minetest.registered_nodes[ node.name ].groups
and minetest.registered_nodes[ node.name ].groups.leaves ) then
return nil;
elseif( node.name=='default:snow' ) then
return nil;
-- bones can be digged in villages
elseif( node.name == 'bones:bones' ) then
return nil;
else
return id;
end
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
local village_id = mg_villages.get_town_id_at_pos( pos );
if( village_id ) then
local is_houseowner = false;
for nr, p in pairs( mg_villages.all_villages[ village_id ].to_add_data.bpos ) do
trustedusers = p.can_edit
trustedUser = false
if trustedusers ~= nil then
for _,trusted in pairs(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 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
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.");
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( 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 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_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 ) ));
-- 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 );
if( plot and plot.traders ) then
if( #plot.traders > 1 ) then
formspec = formspec.."label[0.3,7.0;Some traders live here. One works as a "..tostring(plot.traders[1].typ)..".]";
for i=2,#plot.traders do
formspec = formspec.."label[0.3,"..(6.0+i)..";Another trader works as a "..tostring(plot.traders[i].typ)..".]";
end
elseif( plot.traders[1] and plot.traders[1].typ) then
formspec = formspec..
"label[0.3,7.0;A trader lives here. He works as a "..tostring( plot.traders[1].typ )..".]";
else
formspec = formspec..
"label[0.3,7.0;No trader currently works at this place.]";
end
-- add buttons for visiting (teleport to trader), calling (teleporting trader to plot) and firing the trader
for i,trader in ipairs(plot.traders) do
local trader_entity = mg_villages.plotmarker_search_trader( trader, village.vh );
formspec = formspec..
"button[6.0,"..(6.0+i)..";1.2,0.5;visit_trader_"..i..";visit]"..
"button[7.4,"..(6.0+i)..";1.2,0.5;call_trader_"..i..";call]"..
"button[8.8,"..(6.0+i)..";1.2,0.5;fire_trader_"..i..";fire]";
if( fields[ "visit_trader_"..i ] ) then
player:moveto( {x=trader.x, y=(village.vh+1), z=trader.z} );
minetest.chat_send_player( pname, "You are visiting the "..tostring( trader.typ )..
" trader, who is supposed to be somewhere here. He might also be on a floor above you.");
return;
end
if( fields[ "visit_call_"..i ] ) then
-- TODO: spawning: mob_basics.spawn_mob( {x=v.x, y=v.y, z=v.z}, v.typ, nil, nil, nil, nil, true );
end
-- TODO: fire mob
end
formspec = formspec.."button[3.75,"..(7.0+math.max(1,#plot.traders))..";3.5,0.5;hire_trader;Hire a new random trader]";
-- TODO: hire mob
end
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: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: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: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: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: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: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]"..
"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 pairs(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 pairs(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: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;
end
minetest.register_on_player_receive_fields( mg_villages.form_input_handler )