eggwars/extender.lua

526 lines
15 KiB
Lua
Executable File

----------------------------------------------------------------------
-- Eggwars by wilkgr --
-- with additional code by shivajiva101@hotmail.com --
-- Licensed under the AGPL v3 --
-- You MUST make any changes you make open source --
-- even if you just run it on your server without publishing it --
-- Supports a maximum of 8 players per instance and 8 concurrent --
-- instances for a max of 64 players --
----------------------------------------------------------------------
-- Parts of the code in this file are modified or copied
-- from worldedit by Uberi https://github.com/Uberi/Minetest-WorldEdit
local HEADER = 5 .. ":"
local jit_available = jit ~= nil
--- Copies and modifies positions `pos1` and `pos2` so that each component of
-- `pos1` is less than or equal to the corresponding component of `pos2`.
-- @return the new positions.
local function sort_pos(pos1, pos2)
pos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
pos2 = {x = pos2.x, y = pos2.y, z = pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
--- Keeps a region of map chunks loaded
local function keep_loaded(pos1, pos2)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
end
--- Reads the header of serialized data.
-- @param value Serialized data.
-- @return The version as a positive natural number, or 0 for unknown versions.
-- @return Extra header fields as a list of strings, or nil if not supported.
-- @return Content (data after header).
local function read_header(value)
if value:find("^[0-9]+[%-:]") then
local header_end = value:find(":", 1, true)
local header = value:sub(1, header_end - 1):split(",")
local version = tonumber(header[1])
table.remove(header, 1)
local content = value:sub(header_end + 1)
return version, header, content
end
return nil
end
--- Loads the schematic in `value` into a node list in the latest format.
-- Contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile)
-- by ChillCode, available under the MIT license.
-- @return A node list in the latest format, or nil on failure.
local function load_schematic(value)
local version, _, content = read_header(value)
local nodes = {}
if version == 5 then -- correct format
if not jit_available then
-- This is broken for larger tables in the current version of LuaJIT
nodes = minetest.deserialize(content)
else
-- XXX: This is a filthy hack that works surprisingly well - in LuaJIT,
-- `minetest.deserialize` will fail due to the register limit
content = content:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) -- remove the starting and ending values to leave only the node data
local escaped = content:gsub("\\\\", "@@"):gsub(
"\\\"", "@@"):gsub("(\"[^\"] * \")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
while true do -- go through each individual node entry (except the last)
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = content:sub(startpos1, startpos)
local entry = minetest.deserialize("return " .. current)
table.insert(nodes, entry)
startpos, startpos1 = endpos, endpos
end
local entry = minetest.deserialize("return " .. content:sub(startpos1)) -- process the last entry
table.insert(nodes, entry)
end
else
return nil
end
return nodes
end
local function allocate_with_nodes(origin_pos, nodes)
local huge = math.huge
local pos1x, pos1y, pos1z = huge, huge, huge
local pos2x, pos2y, pos2z = -huge, - huge, - huge
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
for i, entry in ipairs(nodes) do
local x, y, z = origin_x + entry.x, origin_y + entry.y, origin_z + entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
local pos1 = {x = pos1x, y = pos1y, z = pos1z}
local pos2 = {x = pos2x, y = pos2y, z = pos2z}
return pos1, pos2, #nodes
end
--- Return volume in nodes of a region
-- @param pos1 - starting point vector table
-- @param pos2 - ending point vector table
-- @return number of nodes as an integer?
local function volume(pos1, pos2)
local p1, p2 = sort_pos(pos1, pos2)
return (p2.x - p1.x + 1) *
(p2.y - p1.y + 1) *
(p2.z - p1.z + 1)
end
--- Slice a region along the midpoint of an axis
-- @param pos1 - vector passed as a table
-- @param pos2 - vector passed as a table
-- @param axis - axis passed as a string
-- @return ipair table containing 2 regions
local function region_slicer(pos1, pos2, axis)
local len = vector.subtract(pos2, pos1)
local mid = vector.new(
pos2.x + (len.x / 2),
pos1.y + (len.y / 2),
pos1.z + (len.z / 2)
)
local r = {}
if axis == 'y' then
r = {
{
p1 = pos1,
p2 = vector.new(pos2.x, mid.y, pos2.z)
},
{
p1 = vector.new(pos1.x, mid.y + 1, pos1.z),
p2 = pos2
}
}
elseif axis == 'x' then
r = {
{
p1 = pos1,
p2 = vector.new(mid.x, pos2.y, pos2.z)
},
{
p1 = vector.new(mid.x - 1, pos1.y, pos1.z),
p2 = pos2
}
}
elseif axis == 'z' then
r = {
{
p1 = pos1,
p2 = vector.new(pos2.x, pos2.y, mid.z)
},
{
p1 = vector.new(pos1.x, pos1.y, mid.z + 1),
p2 = pos2
}
}
end
return r
end
--- Create a table of ignore for the volume of the area
-- @param area pair table
-- @return ipair table
local function get_empty_data(area)
local data = {}
local c_ignore = minetest.get_content_id("ignore")
for i = 1, volume(area.MinEdge, area.MaxEdge) do
data[i] = c_ignore
end
return data
end
--- Create and return a voxel manip and it's area
-- @param pos1 - starting point vector table
-- @param pos2 - ending point vector table
-- @return voxel manip
-- @return area vector table
local function init(pos1, pos2)
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge = emerged_pos1, MaxEdge = emerged_pos2})
return manip, area
end
-- Adds a hollow cube of playerclip double lined with kill
-- designed for games created in the air
-- @param pos: base vector of cube (x=,y=,z=)
-- @param vol: volume (x=,y=,z=)
-- @param remove: replace shield with air (bool)
-- @return number of nodes added
local function shield(pos, vol, remove)
local manip, area = init(pos, vector.add(pos, vol))
local data = get_empty_data(area)
local node_1, node_2, msg
if remove == true then
node_1 = minetest.get_content_id("air")
node_2 = node_1
msg = "Warning: Area unprotected!"
else
node_1 = minetest.get_content_id("eggwars:playerclip")
node_2 = minetest.get_content_id("eggwars:kill")
msg = "Warning: Area now shielded"
end
local stride = {x = 1, y = area.ystride, z = area.zstride}
local offset = vector.subtract(pos, area.MinEdge)
local count = 0
-- add the nodes
for z = 0, vol.z - 1 do
local index_z = (offset.z + z) * stride.z + 1
for y = 0, vol.y - 1 do
local index_y = index_z + (offset.y + y) * stride.y
for x = 0, vol.x - 1 do
local is_clip = z == 0 or z == vol.z - 1
or y == 0 or y == vol.y - 1
or x == 0 or x == vol.x - 1
local is_kill = z == 1 or z == vol.z - 2 or z == vol.z - 3
or y == 1 or y == 2 or y == vol.y - 2 or y == vol.y - 3
or x == 1 or x == 2 or x == vol.x - 2 or x == vol.x - 3
if is_clip then
local i = index_y + (offset.x + x)
data[i] = node_1
count = count + 1
elseif is_kill then
local i = index_y + (offset.x + x)
data[i] = node_2
count = count + 1
end
end
end
end
manip:set_data(data)
manip:write_to_map()
return count, msg
end
function eggwars.metasave(pos1, pos2, filename)
local file, err = io.open(filename, "wb")
if err then return 0 end
local data, count = eggwars.serialize_meta(pos1, pos2)
file:write(data)
file:close()
return count
end
function eggwars.metaload(originpos, filename)
filename = minetest.get_worldpath() .. "/schems/" .. filename .. ".ewm"
local file, err = io.open(filename, "wb")
if err then return 0 end
local data = file:read("*a")
file:close()
return eggwars.deserialize_meta(originpos, data)
end
--- Fixes lighting within a region
-- @param pos1 start vector
-- @param pos2 end vector
-- @return nothing
function eggwars.fixlight(pos1, pos2)
local vmanip = minetest.get_voxel_manip(pos1, pos2)
vmanip:write_to_map()
end
--- Clears all objects in a region.
-- @return The number of objects cleared.
function eggwars.clear_objects(pos1, pos2)
pos1, pos2 = sort_pos(pos1, pos2)
keep_loaded(pos1, pos2)
-- Offset positions to include full nodes (positions are in the center of nodes)
local pos1x, pos1y, pos1z = pos1.x - 0.5, pos1.y - 0.5, pos1.z - 0.5
local pos2x, pos2y, pos2z = pos2.x + 0.5, pos2.y + 0.5, pos2.z + 0.5
-- Center of region
local center = {
x = pos1x + ((pos2x - pos1x) / 2),
y = pos1y + ((pos2y - pos1y) / 2),
z = pos1z + ((pos2z - pos1z) / 2)
}
-- Bounding sphere radius
local radius = math.sqrt(
(center.x - pos1x) ^ 2 +
(center.y - pos1y) ^ 2 +
(center.z - pos1z) ^ 2)
local count = 0
for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do
-- Avoid players
if not obj:is_player() then
local pos = obj:getpos()
if pos.x >= pos1x and pos.x <= pos2x and
pos.y >= pos1y and pos.y <= pos2y and
pos.z >= pos1z and pos.z <= pos2z then
-- Inside region
obj:remove()
count = count + 1
end
end
end
return count
end
--- Clears specific nodes in a region.
-- @return The number of nodes cleared.
function eggwars.clear_nodes(pos1, pos2)
pos1, pos2 = sort_pos(pos1, pos2)
keep_loaded(pos1, pos2)
-- Offset positions to include full nodes (positions are in the center of nodes)
local p1 = vector.new(pos1.x - 0.5, pos1.y - 0.5, pos1.z - 0.5)
local p2 = vector.new(pos2.x + 0.5, pos2.y + 0.5, pos2.z + 0.5)
local nodenames = {
"group:choppy",
"group:cracky",
"group:crumbly",
"group:oddly_breakable_by_hand"
}
local slices = region_slicer(p1, p2, 'y')
local n = 0
for _, slice in ipairs(slices) do
local found = minetest.find_nodes_in_area(slice.p1, slice.p2, nodenames)
for _, v in ipairs(found) do
minetest.set_node(v, {name = "air"})
end
n = n + #found
end
return n
end
--- Sets a region to `air`.
-- @param pos1
-- @param pos2
-- @return The number of nodes set.
function eggwars.delete_area(pos1, pos2)
pos1, pos2 = sort_pos(pos1, pos2)
local manip, area = init(pos1, pos2)
local data = get_empty_data(area)
local node_id = minetest.get_content_id('air')
-- Fill area with node
for i in area:iterp(pos1, pos2) do
data[i] = node_id
end
manip:set_data(data)
manip:write_to_map()
return volume(pos1, pos2)
end
--- Loads the nodes represented by string `value` at position `origin_pos`.
-- @return The number of nodes deserialized.
function eggwars.deserialize_meta(origin_pos, value)
local nodes = load_schematic(value)
if not nodes then return nil end
local pos1, pos2 = allocate_with_nodes(origin_pos, nodes)
keep_loaded(pos1, pos2)
local origin_x, origin_y, origin_z = origin_pos.x, origin_pos.y, origin_pos.z
local add_node, get_meta = minetest.add_node, minetest.get_meta
for i, entry in ipairs(nodes) do
entry.x, entry.y, entry.z = origin_x + entry.x, origin_y + entry.y, origin_z + entry.z
-- Entry acts as both position and node
add_node(entry, entry)
if entry.meta then
get_meta(entry):from_table(entry.meta)
end
end
return #nodes
end
-- Serialise any meta nodes within a volume
-- @param pos1: first vector
-- @param pos2: second vector
-- @return serialised string, node count
function eggwars.serialize_meta(pos1, pos2)
pos1, pos2 = sort_pos(pos1, pos2)
keep_loaded(pos1, pos2)
local pos = {x = pos1.x, y = 0, z = 0}
local count = 0
local result = {}
local get_node, get_meta = minetest.get_node, minetest.get_meta
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos)
if node.name ~= "air" and node.name ~= "ignore" then
local meta = get_meta(pos):to_table()
local meta_content
-- Convert metadata item stacks to item strings
for name, inventory in pairs(meta.inventory) do
for index, stack in ipairs(inventory) do
meta_content = true
inventory[index] = stack.to_string and stack:to_string() or stack
end
end
for name, field in pairs(meta.fields) do
meta_content = true
end
for k in pairs(meta) do
if k ~= "inventory" and k ~= "fields" then
meta_content = true
break
end
end
if meta_content then
count = count + 1
result[count] = {
x = pos.x - pos1.x,
y = pos.y - pos1.y,
z = pos.z - pos1.z,
name = node.name,
param1 = node.param1 ~= 0 and node.param1 or nil,
param2 = node.param2 ~= 0 and node.param2 or nil,
meta = meta_content and meta or nil,
}
end
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
-- Serialise entries
return HEADER .. minetest.serialize(result), count
end
-- Adds a protective shield to a volume
-- @param vol: position vectors
-- @param remover: replace shield with air (bool)
-- @return number of nodes added
eggwars.protect = function(pos1, pos2, remove)
local p1, p2, dims
-- using vectors
p1 = pos1
p2 = pos2
-- sort if reqd
if p1.y > p2.y then
p2, p1 = p1, p2
end
-- volume vect
dims = {
x = p2.x - p1.x,
y = p2.y - p1.y,
z = p2.z - p1.z
}
-- unsign if reqd
for k, v in pairs(dims) do
if v < 0 then
dims[k] = (v * v)^0.5
end
end
-- execute, returning node count
return shield(p1, dims, remove)
end
-- Clear a players inventory
-- @param player; minetest player object
-- @return nothing
eggwars.clear_inventory = function(player)
local player_inv = player:get_inventory()
player_inv:set_list("main", {}) -- clear
player_inv:set_list("craft", {}) -- clear
end
if eggwars.armor then
-- Clear a players armour
-- @param player; minetest player object
-- @return nothing
eggwars.clear_armor = function(player)
local name, armor_inv = armor:get_valid_player(player, "[clear_armor]")
if not name then
return
end
for i = 1, armor_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
armor:run_callbacks("on_unequip", player, i, stack)
armor_inv:set_stack("armor", i, nil)
end
end
armor:save_armor_inventory(player)
armor:set_player_armor(player)
end
end