2017-03-13 23:14:48 -07:00

1024 lines
28 KiB
Lua

boxes = {}
local modpath = minetest.get_modpath(minetest.get_current_modname())
-- Box allocation
dofile(modpath .. "/valloc.lua")
-- Handling the data that encodes boxes
dofile(modpath .. "/data.lua")
-- Import/export boxes to files
dofile(modpath .. "/io.lua")
-- Handle inventory-related callbacks (i.e. whether the itemstacks
-- should be decreased when placing nodes)
dofile(modpath .. "/inv.lua")
-- Nodes that have a box-related effect
dofile(modpath .. "/nodes.lua")
-- Set the region from minp to maxp to air
function boxes.cleanup(minp, maxp)
-- Clear any leftover entities
local center = vector.divide(vector.add(minp, maxp), 2)
local radius = vector.length(vector.subtract(vector.add(maxp, 1), minp)) / 2
for _, obj in ipairs(minetest.get_objects_inside_radius(center, radius)) do
if not obj:is_player() then
local pos = obj:get_pos()
if minp.x - 0.5 <= pos.x and pos.x <= maxp.x + 0.5 and
minp.y - 0.5 <= pos.y and pos.y <= maxp.y + 0.5 and
minp.z - 0.5 <= pos.z and pos.z <= maxp.z + 0.5
then
obj:remove()
end
end
end
local vm = minetest.get_voxel_manip(minp, maxp)
local emin, emax = vm:get_emerged_area()
local va = VoxelArea:new{MinEdge=emin,MaxEdge=emax}
local vmdata = vm:get_data()
local param2 = vm:get_param2_data()
local cid = minetest.get_content_id("air")
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
local index = va:index(minp.x, y, z)
for x = minp.x, maxp.x do
vmdata[index] = cid
param2[index] = 0
index = index + 1
end
end
end
vm:set_data(vmdata)
vm:set_param2_data(param2)
vm:update_liquids()
vm:write_to_map()
vm:update_map()
end
function vector.min(a, b)
return {
x = math.min(a.x, b.x),
y = math.min(a.y, b.y),
z = math.min(a.z, b.z),
}
end
function vector.max(a, b)
return {
x = math.max(a.x, b.x),
y = math.max(a.y, b.y),
z = math.max(a.z, b.z),
}
end
boxes.players_in_boxes = {}
local function open_door(player, pos1, pos2, bminp, bmaxp)
local minp = vector.min(pos1, pos2)
local maxp = vector.max(pos1, pos2)
local drs = {}
local i = 1
for x = minp.x, maxp.x do
for y = minp.y, maxp.y do
for z = minp.z, maxp.z do
local door = doors.get({x = x, y = y, z = z})
if door then
door:open()
drs[i] = {x = x, y = y, z = z}
i = i + 1
end
end
end
end
local od = boxes.players_in_boxes[player:get_player_name()].open_doors
od[#od + 1] = {minp = bminp, maxp = bmaxp, doors = drs, respawn = {x = maxp.x + 1, y = minp.y, z = (minp.z + maxp.z) / 2}}
end
local function handle_stats(stat, name, new_score, num_total)
if stat.player_best[name] then
local old = stat.player_best[name]
if new_score < old then
stat.average_best = stat.average_best + (new_score - old) / num_total
stat.player_best[name] = new_score
stat.overall_best = math.min(stat.overall_best, new_score)
end
else
stat.player_best[name] = new_score
stat.average_first = (num_total * stat.average_first + new_score) / (num_total + 1)
stat.average_best = (num_total * stat.average_best + new_score) / (num_total + 1)
stat.ovarall_best = math.min(stat.overall_best, new_score)
end
end
function boxes.player_success(player)
local name = player:get_player_name()
local box = boxes.players_in_boxes[name]
local id = box.box_id
local time_taken = minetest.get_gametime() - box.start_time
local deaths = box.deaths
local damage = box.damage
local bmeta = db.box_get_meta(id)
local k = bmeta.meta.num_completed_players
handle_stats(bmeta.meta.time, name, time_taken, k)
handle_stats(bmeta.meta.deaths, name, deaths, k)
handle_stats(bmeta.meta.damage, name, damage, k)
if not bmeta.meta.completed_players[name] then
bmeta.meta.completed_players[name] = true
bmeta.meta.num_completed_players = k + 1
end
db.box_set_meta(id, bmeta)
local sid = box.in_series
if sid then
local pmeta = db.player_get_meta(name)
local index = pmeta.series_progress[sid] or 1
pmeta.series_progress[sid] = index + 1
db.player_set_meta(name, pmeta)
end
end
function boxes.open_exit(player)
local name = player:get_player_name()
local box = boxes.players_in_boxes[name]
local exds = box.exit_doors
local n = #exds
if n == 0 then return end
local ex = exds[n]
exds[n] = nil
open_door(player, ex.door_pos, vector.add(ex.door_pos, {x = -1, y = 0, z = 1}), ex.box_minp, ex.box_maxp)
if n == 1 then
-- We opened the last door: the player got out!
assert (box.start_time)
boxes.player_success(player)
minetest.chat_send_all(name .. " completed box " .. box.box_id .. "!")
end
end
function boxes.increase_items(player)
local name = player:get_player_name()
if not boxes.players_in_boxes[name] then
return
end
local exds = boxes.players_in_boxes[name].exit_doors
local n = #exds
if n == 0 then return end
local ex = exds[n]
ex.door_items = ex.door_items - 1
if ex.door_items == 0 then
boxes.open_exit(player)
end
end
-- Close doors behind players
minetest.register_globalstep(function(dtime)
for playername, info in pairs(boxes.players_in_boxes) do
local i = 1
local player = minetest.get_player_by_name(playername)
local pos = player:get_pos()
local odoors = info.open_doors
local n = #odoors
while odoors[i] do
local off = 0.7
if odoors[i].minp.x + off <= pos.x and pos.x <= odoors[i].maxp.x - off and
odoors[i].minp.y <= pos.y and pos.y <= odoors[i].maxp.y and
odoors[i].minp.z + off <= pos.z and pos.z <= odoors[i].maxp.z - off
then
for _, dpos in ipairs(odoors[i].doors) do
local door = doors.get(dpos)
if door then
door:close()
end
end
info.respawn = odoors[i].respawn
odoors[i] = odoors[n]
odoors[n] = nil
n = n - 1
if not info.start_time then
info.start_time = minetest.get_gametime()
info.deaths = 0
info.damage = 0
music.start(player, info, "box")
else
music.start(player, info, "exit")
end
else
i = i + 1
end
end
end
end)
-- Although this functions takes a list as an argument,
-- several parts of the code rely on it having length exactly
-- 3 and being entry lobby, box, exit
function boxes.open_box(player, box_id_list)
local name = player:get_player_name()
if boxes.players_in_boxes[name] ~= nil or boxes.players_editing_boxes[name] ~= nil then
return
end
local offset = {x = 0, y = 0, z = 0}
local pmin = {x = 0, y = 0, z = 0}
local pmax = {x = 0, y = 0, z = 0}
local metas = {}
local offsets = {}
for i, box in ipairs(box_id_list) do
local meta = db.box_get_meta(box).meta
metas[i] = meta
offset = vector.subtract(offset, meta.entry)
pmin = vector.min(pmin, offset)
pmax = vector.max(pmax, vector.add(offset, meta.size))
offsets[i] = offset
offset = vector.add(offset, meta.exit)
end
for i, off in ipairs(offsets) do
offsets[i] = vector.subtract(off, pmin)
end
pmax = vector.subtract(pmax, pmin)
local size = math.max(pmax.x, pmax.z)
local minp = boxes.valloc(size)
local maxp = vector.add(minp, vector.subtract(pmax, 1))
local exit_doors = {}
local n = #box_id_list
for i = 1, n - 1 do
local exd = vector.add(minp, vector.add(metas[n - i].exit, offsets[n - i]))
exit_doors[i] = {
door_items = metas[n - i].num_items,
door_pos = exd,
box_minp = vector.add(minp, offsets[n - i + 1]),
box_maxp = vector.add(minp, vector.add(offsets[n - i + 1], vector.subtract(metas[n - i + 1].size, 1))),
}
end
local spawn_pos = vector.add(minp, vector.add(metas[1].entry, offsets[1]))
boxes.players_in_boxes[name] = {
box_id = box_id_list[2],
minp = minp,
maxp = maxp,
exit_doors = exit_doors,
exit = vector.add(minp, vector.add(metas[n].exit, offsets[n])),
open_doors = {},
respawn = spawn_pos,
}
for i, box in ipairs(box_id_list) do
boxes.load(vector.add(minp, offsets[i]), box, player)
end
player:set_pos(spawn_pos)
player:set_look_horizontal(3 * math.pi / 2)
player:set_look_vertical(0)
players.give_box_inventory(player)
boxes.open_exit(player)
end
function boxes.close_box(player)
local name = player:get_player_name()
if boxes.players_in_boxes[name] == nil then
return
end
local bx = boxes.players_in_boxes[name]
boxes.cleanup(bx.minp, bx.maxp)
boxes.vfree(bx.minp)
boxes.players_in_boxes[name] = nil
end
function boxes.next_series(player, sid)
local name = player:get_player_name()
local pmeta = db.player_get_meta(name)
local index = pmeta.series_progress[sid] or 1
local bxs = db.series_get_boxes(sid)
if not bxs[index] then
players.return_to_lobby(player)
return false
else
boxes.open_box(player, {0, bxs[index], 1})
boxes.players_in_boxes[name].in_series = sid
return true
end
end
boxes.players_editing_boxes = {}
minetest.register_chatcommand("enter", {
params = "<boxid>",
description = "Enter box with this id",
privs = {server = true},
func = function(name, param)
local player = minetest.get_player_by_name(name)
if boxes.players_in_boxes[name] or boxes.players_editing_boxes[name] then
minetest.chat_send_player(name, "You are already in a box!")
return
end
local id = tonumber(param)
if not id or id ~= math.floor(id) or id < 0 then
minetest.chat_send_player(name, "The id you supplied is not a nonnegative interger.")
return
end
local meta = db.box_get_meta(id)
if not meta or meta.type ~= db.BOX_TYPE then
minetest.chat_send_player(name, "The id you supplied does not correspond to any box.")
return
end
boxes.open_box(player, {0, id, 1})
end,
})
minetest.register_chatcommand("series_create", {
params = "<name>",
description = "Create a new series",
privs = {server = true},
func = function(name, param)
if param == "" then
minetest.chat_send_player(name, "Please privide a name for the series")
return
end
local id = db.series_create(param)
if id then
minetest.chat_send_player(name, "Series successfully created with id " .. id)
else
minetest.chat_send_player(name, "Series failed to create")
end
end
})
minetest.register_chatcommand("series_destroy", {
params = "<series_id>",
description = "Destroy a series",
privs = {server = true},
func = function(name, param)
if param == "" then
minetest.chat_send_player(name, "Please privide a series id to destroy")
return
end
local id = tonumber(param)
if not db.series_destroy(id) then
minetest.chat_send_player(name, "Failed to destroy series " .. id)
else
minetest.chat_send_player(name, "Destroyed series " .. id)
end
end
})
minetest.register_chatcommand("series_add", {
params = "<series_id> <box_id>",
description = "Add a box a series",
privs = {server = true},
func = function(name, param)
local sid, bid = string.match(param, "^([^ ]+) +(.+)$")
sid = tonumber(sid)
bid = tonumber(bid)
if not sid or not bid or not db.series_get_meta(sid) or not db.box_get_meta(bid) then
minetest.chat_send_player(name, "Box or series doesn't exist.")
return
end
db.series_insert_box(sid, bid, #db.series_get_boxes(sid))
minetest.chat_send_player(name, "Done")
end
})
minetest.register_chatcommand("series_list", {
params = "",
description = "List defined series",
privs = {server = true},
func = function(name, param)
if param ~= "" then
-- list boxes in this series.
local sid = tonumber(param)
if not sid or not db.series_get_meta(sid) then
minetest.chat_send_player(name, "Box or series doesn't exist.")
return
end
for _, v in ipairs(db.series_get_boxes(sid)) do
minetest.chat_send_player(name, v)
end
else
-- list all series
for k, v in ipairs(db.series_get_series()) do
minetest.chat_send_player(name, v.id .. " - " .. v.name)
end
end
end
})
minetest.register_chatcommand("leave", {
params = "",
description = "Leave the current box",
privs = {server = true},
func = function(name, param)
if not boxes.players_in_boxes[name] then
minetest.chat_send_player(name, "You are not in a box!")
return
end
local player = minetest.get_player_by_name(name)
boxes.close_box(player)
players.return_to_lobby(player)
end,
})
minetest.register_chatcommand("open", {
params = "",
description = "Open the current exit.",
privs = {server = true},
func = function(name, param)
local box = boxes.players_in_boxes[name]
if not box then
minetest.chat_send_player(name, "You are not in a box!")
return
end
if box.exit_doors[1] == nil then
minetest.chat_send_player(name, "There are no more exits to open!")
return
end
if box.open_doors[1] ~= nil then
minetest.chat_send_player(name, "This box already has an open door!")
return
end
local player = minetest.get_player_by_name(name)
boxes.open_exit(player)
end,
})
-- This is only still needed if we want to change the size, the entry, or the
-- exit of the lobbies; changing the contents can be done by /edite.
local lobby_updates = {}
minetest.register_chatcommand("update_lobby", {
params = "entry|exit",
description = "Set corresponding lobby. Use without parameter to start \
updating a lobby, then punch both corners of the lobby and the bottom node \
of the exit. In the case of the entry lobby, stand at its spawnpoint to run \
the command.",
privs = {server = true},
func = function(name, param)
if param ~= "entry" and param ~= "exit" and param ~= "" then
return
end
if param == "" then
lobby_updates[name] = {}
elseif not lobby_updates[name] then
minetest.chat_send_player(name, "Not all positions have been set.")
return
else
local pos1 = lobby_updates[name].pos1
local pos2 = lobby_updates[name].pos2
local pos3 = lobby_updates[name].pos3
if not pos1 or not pos2 or not pos3 then
minetest.chat_send_player(name, "Not all positions have been set.")
return
end
local minp = vector.min(pos1, pos2)
local maxp = vector.max(pos1, pos2)
local data = boxes.save(minp, maxp)
local p3 = vector.subtract(pos3, minp)
if param == "exit" then
local player = minetest.get_player_by_name(name)
local exit = vector.subtract(vector.round(player:get_pos()), minp)
-- Exit lobby is hardcoded as id 1 for now
db.box_set_data(1, data)
db.box_set_meta(1, {
type = db.EXIT_TYPE,
meta = {
size = vector.add(vector.subtract(maxp, minp), 1),
entry = p3,
exit = exit,
}
})
else
local player = minetest.get_player_by_name(name)
local entry = vector.subtract(vector.round(player:get_pos()), minp)
p3.x = p3.x + 1
-- Entry lobby is hardcoded as id 0 for now
db.box_set_data(0, data)
db.box_set_meta(0, {
type = db.ENTRY_TYPE,
meta = {
size = vector.add(vector.subtract(maxp, minp), 1),
entry = entry,
exit = p3,
}
})
end
minetest.chat_send_player(name, "Updated.")
lobby_updates[name] = nil
end
end,
})
minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
if not puncher then return end
local name = puncher:get_player_name()
if not lobby_updates[name] then return end
if not lobby_updates[name].pos1 then
lobby_updates[name].pos1 = pos
minetest.chat_send_player(name, "Position 1 set to " .. dump(pos) .. ".")
elseif not lobby_updates[name].pos2 then
lobby_updates[name].pos2 = pos
minetest.chat_send_player(name, "Position 2 set to " .. dump(pos) .. ".")
elseif not lobby_updates[name].pos3 then
lobby_updates[name].pos3 = pos
minetest.chat_send_player(name, "Position 3 set to " .. dump(pos) .. ".")
end
end)
local digits = {[0] =
{ true, true, true,
true, false, true,
true, false, true,
true, false, true,
true, true, true,
},
{false, false, true,
false, false, true,
false, false, true,
false, false, true,
false, false, true,
},
{ true, true, true,
false, false, true,
true, true, true,
true, false, false,
true, true, true,
},
{ true, true, true,
false, false, true,
true, true, true,
false, false, true,
true, true, true,
},
{ true, false, true,
true, false, true,
true, true, true,
false, false, true,
false, false, true,
},
{ true, true, true,
true, false, false,
true, true, true,
false, false, true,
true, true, true,
},
{ true, true, true,
true, false, false,
true, true, true,
true, false, true,
true, true, true,
},
{ true, true, true,
false, false, true,
false, false, true,
false, false, true,
false, false, true,
},
{ true, true, true,
true, false, true,
true, true, true,
true, false, true,
true, true, true,
},
{ true, true, true,
true, false, true,
true, true, true,
false, false, true,
true, true, true,
},
}
function boxes.make_new(player, size)
local minp = boxes.valloc(size + 2)
local maxp = vector.add(minp, size + 1)
-- Create the box
local cid_air = minetest.get_content_id("air")
local cid_wall = minetest.get_content_id("nodes:marble")
local cid_digit = minetest.get_content_id("nodes:bronze")
local cid_barrier = minetest.get_content_id("nodes:barrier")
local vm = minetest.get_voxel_manip(minp, maxp)
local emin, emax = vm:get_emerged_area()
local va = VoxelArea:new{MinEdge=emin,MaxEdge=emax}
local vmdata = vm:get_data()
local param2 = vm:get_param2_data()
-- Set to air
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
local index = va:index(minp.x, y, z)
for x = minp.x, maxp.x do
vmdata[index] = cid_air
param2[index] = 0
index = index + 1
end
end
end
-- Add stone for walls and barrier at the top
for z = minp.z, maxp.z do
local index = va:index(minp.x, minp.y, z)
local index2 = va:index(minp.x, maxp.y, z)
for x = minp.x, maxp.x do
vmdata[index] = cid_wall
vmdata[index2] = cid_barrier
index = index + 1
index2 = index2 + 1
end
end
for y = minp.y, maxp.y do
local index = va:index(minp.x, y, minp.z)
local index2 = va:index(minp.x, y, maxp.z)
for x = minp.x, maxp.x do
vmdata[index] = cid_wall
vmdata[index2] = cid_wall
index = index + 1
index2 = index2 + 1
end
end
local ystride = emax.x - emin.x + 1
for z = minp.z, maxp.z do
local index = va:index(minp.x, minp.y, z)
local index2 = va:index(maxp.x, minp.y, z)
for y = minp.y, maxp.y do
vmdata[index] = cid_wall
vmdata[index2] = cid_wall
index = index + ystride
index2 = index2 + ystride
end
end
local box_id = db.get_last_box_id() + 1
-- Write the box id
local id_string = tostring(box_id)
local id_sz = 4 * string.len(id_string) - 1
if size < 6 or size < id_sz + 2 then
minetest.log("error", "boxes.make_new(" .. size .. "): box size too small")
else
local xoff = minp.x + math.floor((size + 2 - id_sz) / 2)
local yoff = minp.y + math.floor((size + 2 - 5 + 1) / 2)
local n = string.len(id_string)
for i = 1, string.len(id_string) do
for dx = 0, 2 do
for dy = 0, 4 do
if digits[string.byte(id_string, n - i + 1) - 48][3-dx+3*(4-dy)] then
local index = va:index(xoff + dx, yoff + dy, minp.z)
vmdata[index] = cid_digit
end
end
end
xoff = xoff + 4
end
end
vm:set_data(vmdata)
vm:set_param2_data(param2)
vm:update_liquids()
vm:write_to_map()
vm:update_map()
local s2 = math.floor(size / 2)
local entry = {x = 0, y = 1, z = s2 + 1}
local exit = {x = size + 2, y = 1, z = s2 + 1}
local sz = {x = size + 2, y = size + 2, z = size + 2}
local meta = {
type = db.BOX_TYPE,
meta = {
entry = entry,
exit = exit,
size = sz,
num_items = 0,
box_name = "(No name)",
builder = player:get_player_name(),
build_time = 0,
}
}
player:set_pos(vector.add(minp, {x = 1, y = 1, z = s2 + 1}))
players.give_edit_inventory(player)
db.box_set_meta(box_id, meta)
db.box_set_data(box_id, boxes.save(minp, maxp))
boxes.players_editing_boxes[player:get_player_name()] = {
box_id = box_id,
minp = minp,
maxp = maxp,
num_items = 0,
entry = vector.add(minp, entry),
exit = vector.add(minp, exit),
start_edit_time = minetest.get_gametime(),
box_name = "",
}
end
minetest.register_chatcommand("create", {
params = "<box_size>",
description = "Start editing a new box.",
privs = {server = true},
func = function(name, param)
if boxes.players_editing_boxes[name] or boxes.players_in_boxes[name] then
minetest.chat_send_player(name, "You are already editing a box!")
return
end
local size = tonumber(param)
if not size or size ~= math.floor(size) or size <= 0 then
minetest.chat_send_player(name, "Please specify a size.")
return
end
boxes.make_new(minetest.get_player_by_name(name), size)
end,
})
minetest.register_chatcommand("edit", {
params = "",
description = "DEPRECATED",
privs = {server = true},
func = function(name, param)
minetest.chat_send_player(name, "Did you mean /create or /edite?")
end,
})
minetest.register_chatcommand("edite", {
params = "<box_id>",
description = "Edit an existing box.",
privs = {server = true},
func = function(name, param)
if boxes.players_editing_boxes[name] or boxes.players_in_boxes[name] then
minetest.chat_send_player(name, "You are already editing a box!")
return
end
local id = tonumber(param)
if not id or id ~= math.floor(id) or id < 0 then
minetest.chat_send_player(name, "The id you supplied is not a nonnegative integer.")
return
end
local meta = db.box_get_meta(id)
if not meta then
minetest.chat_send_player(name, "The id you supplied is not in the database.")
return
end
if meta.meta.builder ~= name and not minetest.check_player_privs(name, "server") then
minetest.chat_send_player(name, "You are not allowed to edit this box.")
return
end
local player = minetest.get_player_by_name(name)
local minp = boxes.valloc(math.max(meta.meta.size.x, meta.meta.size.z))
local maxp = vector.add(minp, vector.subtract(meta.meta.size, 1))
boxes.players_editing_boxes[name] = {
box_id = id,
minp = minp,
maxp = maxp,
num_items = meta.meta.num_items,
entry = vector.add(minp, meta.meta.entry),
exit = vector.add(minp, meta.meta.exit),
start_edit_time = minetest.get_gametime(),
box_name = meta.meta.box_name,
}
boxes.load(minp, id, player)
local spawnpoint = vector.add({x = 1, y = 0, z = 0}, vector.add(minp, meta.meta.entry))
player:set_pos(spawnpoint)
players.give_edit_inventory(player)
end,
})
function boxes.save_edit(player, id)
local name = player:get_player_name()
local box = boxes.players_editing_boxes[name]
if not box then return end
local bmeta = db.box_get_meta(box.box_id)
if id == nil then
id = box.box_id
end
db.box_set_data(id, boxes.save(box.minp, box.maxp))
bmeta.meta.num_items = box.num_items
bmeta.meta.entry = vector.subtract(box.entry, box.minp)
bmeta.meta.exit = vector.subtract(box.exit, box.minp)
bmeta.meta.box_name = box.box_name
if box.box_name == "" then
bmeta.meta.box_name = "(No name)"
end
local t = minetest.get_gametime()
if name == bmeta.meta.builder then -- Do not count admin edit times
bmeta.meta.build_time = bmeta.meta.build_time + t - box.start_edit_time
box.start_edit_time = t
end
db.box_set_meta(id, bmeta)
minetest.log("action", name .. " saved box " .. id)
minetest.chat_send_player(name, "Box " .. id .. " saved successfully")
end
function boxes.stop_edit(player)
local name = player:get_player_name()
local box = boxes.players_editing_boxes[name]
if not box then return end
boxes.cleanup(box.minp, box.maxp)
boxes.vfree(box.minp)
boxes.players_editing_boxes[name] = nil
end
minetest.register_chatcommand("setbuilder", {
params = "<id> <name>",
description = "Set the builder of the box <id> to <name>.",
privs = {server = true},
func = function(name, param)
local box_id, nname = string.match(param, "^([^ ]+) +(.+)$")
box_id = tonumber(box_id)
local bmeta = db.box_get_meta(box_id)
if not bmeta then
minetest.chat_send_player(name, "Supplied box id does not exist!")
return
end
if bmeta.type ~= db.BOX_TYPE then
minetest.chat_send_player(name, "This id does not correspond to a box.")
return
end
bmeta.meta.builder = nname
db.box_set_meta(box_id, bmeta)
minetest.chat_send_player(name, "Done.")
end,
})
minetest.register_chatcommand("save", {
params = "[<id>]",
description = "Save the box you are currently editing. If id is supplied, a copy is instead saved to the box numbered id.",
privs = {server = true},
func = function(name, param)
if not boxes.players_editing_boxes[name] then
minetest.chat_send_player(name, "You are not currently editing a box!")
return
end
local box_id = nil
if param ~= "" then
local id = tonumber(param)
if not id or id ~= math.floor(id) or id < 0 then
minetest.chat_send_player(name, "The id you supplied is not a non-negative number.")
return
end
box_id = id
end
boxes.save_edit(minetest.get_player_by_name(name), box_id)
end,
})
minetest.register_chatcommand("stopedit", {
params = "",
description = "Stop editing a box.",
privs = {server = true},
func = function(name, param)
if not boxes.players_editing_boxes[name] then
minetest.chat_send_player(name, "You are not currently editing a box!")
return
end
local player = minetest.get_player_by_name(name)
boxes.save_edit(player)
boxes.stop_edit(player)
players.return_to_lobby(player)
end,
})
local function on_leaveplayer(player)
minetest.log("action", player:get_player_name() .. " left the game")
boxes.close_box(player)
boxes.save_edit(player)
boxes.stop_edit(player)
end
minetest.register_on_leaveplayer(on_leaveplayer)
minetest.register_on_shutdown(function()
for _, player in ipairs(minetest.get_connected_players()) do
on_leaveplayer(player)
end
db.shutdown()
end)
minetest.register_on_respawnplayer(function(player)
local name = player:get_player_name()
if boxes.players_in_boxes[name] then
local box = boxes.players_in_boxes[name]
player:setpos(box.respawn)
elseif boxes.players_editing_boxes[name] then
local box = boxes.players_editing_boxes[name]
player:setpos(vector.add(box.entry, {x = 1, y = 0, z = 0}))
else
players.return_to_lobby(player)
end
return true
end)
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local box = boxes.players_in_boxes[name]
if box and box.deaths then
box.deaths = box.deaths + 1
end
end)
minetest.register_on_player_hpchange(function(player, hp_change)
local name = player:get_player_name()
local box = boxes.players_in_boxes[name]
if box and box.damage and hp_change < 0 then
box.damage = box.damage - hp_change
end
end, false)
function boxes.can_edit(player)
local name = player:get_player_name()
if boxes.players_editing_boxes[name] then
return true
end
if boxes.players_in_boxes[name] then
return false
end
return minetest.check_player_privs(name, "server")
end
--[[
-- Handle box expositions
-- These are boxes whose inside can be seen by the players before entering them
-- Proof of concept for now, so only one such box.
local box_expo_minp = {x = 5, y = 0, z = 5}
local box_expo_size = {x = 22, y = 22, z = 22}
minetest.register_chatcommand("expo", {
params = "<box_id>",
description = "Select the chosen box for exposition",
privs = {server = true},
func = function(name, param)
local id = tonumber(param)
if not id or id ~= math.floor(id) or id < 0 then
minetest.chat_send_player(name, "The id you supplied is not a nonnegative integer.")
return
end
local meta = db.box_get_meta(id)
if not meta then
minetest.chat_send_player(name, "The id you supplied is not in the database.")
return
end
if meta.type ~= db.BOX_TYPE then
minetest.chat_send_player(name, "The id you supplied does not correspond to a box.")
return
end
local size = meta.meta.size
if not vector.equals(size, box_expo_size) then
minetest.chat_send_player(name, "The box you chose does not have the correct size.")
return
end
boxes.load(box_expo_minp, id, nil)
-- Open up a side
local minp = vector.add(box_expo_minp, {x = 1, y = 1, z = size.z - 1})
local maxp = vector.add(box_expo_minp, {x = size.x - 2, y = size.y - 1, z = size.z - 1})
local cid_barrier = minetest.get_content_id("nodes:barrier")
local vm = minetest.get_voxel_manip(minp, maxp)
local emin, emax = vm:get_emerged_area()
local va = VoxelArea:new{MinEdge=emin,MaxEdge=emax}
local vmdata = vm:get_data()
for y = minp.y, maxp.y do
local index = va:index(minp.x, y, maxp.z)
for x = minp.x, maxp.x do
vmdata[index] = cid_barrier
index = index + 1
end
end
vm:set_data(vmdata)
vm:write_to_map()
vm:update_map()
end,
})
]]