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citadella.lua
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local stone_limit = tonumber(minetest.settings:get("stone_limit")) or 25
local iron_limit = tonumber(minetest.settings:get("iron_limit")) or 250
local diamond_limit = tonumber(minetest.settings:get("diamond_limit")) or 1800
ct.resource_limits = {
["default:stone"] = stone_limit,
["default:steel_ingot"] = iron_limit,
["default:diamond"] = diamond_limit
}
ct.PLAYER_MODE_NORMAL = "normal"
ct.PLAYER_MODE_REINFORCE = "reinforce"
ct.PLAYER_MODE_BYPASS = "bypass"
ct.PLAYER_MODE_FORTIFY = "fortify"
ct.PLAYER_MODE_INFO = "info"
-- Mapping of Player -> Citadel mode
-- XXX: couldn't get player:set_properties working so this could be nicer
ct.player_modes = {}
ct.player_current_reinf_group = {}
ct.player_fortify_material = {}
-- Implementation of a Citadella placement border.
local zerozero = vector.new(0, 0, 0)
local citadella_border_radius = 950
function ct.position_in_citadella_border(pos)
local pos_no_y = vector.new(pos.x, 0, pos.z)
return vector.distance(pos_no_y, zerozero) < citadella_border_radius
end
function ct.has_locked_container_privilege(pos, player)
local pname = player:get_player_name()
local reinf = ct.get_reinforcement(pos)
if not reinf then
return true
end
local player_id = pm.get_player_by_name(pname).id
local reinf_ctgroup_id = reinf.ctgroup_id
local player_in_group = pm.get_player_group(player_id, reinf_ctgroup_id)
if not player_in_group then
return false
end
local group = pm.get_group_by_id(reinf_ctgroup_id)
return true, reinf, group
end
local function set_parameterized_mode(name, param, mode)
local player = minetest.get_player_by_name(name)
if not player then
return false
end
local pname = player:get_player_name()
local current_pmode = ct.player_modes[pname]
if current_pmode == nil or current_pmode ~= mode then
local player = pm.get_player_by_name(pname)
local ctgroup = pm.get_group_by_name(param)
if not ctgroup then
minetest.chat_send_player(
pname,
"Group '" .. param .. "' does not exist."
)
return false
end
local player_group = pm.get_player_group(player.id, ctgroup.id)
if not player_group then
minetest.chat_send_player(
pname,
"You are not on group '" .. param .. "'."
)
return false
end
ct.player_modes[pname] = mode
ct.player_current_reinf_group[pname] = ctgroup
minetest.chat_send_player(
pname,
"Citadella mode: " .. ct.player_modes[pname] ..
" (group: '" .. ctgroup.name .. "')"
)
else
ct.player_modes[pname] = ct.PLAYER_MODE_NORMAL
minetest.chat_send_player(
pname,
"Citadella mode: " .. ct.player_modes[pname]
)
end
return true
end
minetest.register_chatcommand("ctr", {
params = "<group>",
description = "Citadella reinforce with material",
func = function(name, param)
set_parameterized_mode(name, param, ct.PLAYER_MODE_REINFORCE)
end
})
minetest.register_chatcommand("ctf", {
params = "",
description = "Citadella fortify mode",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return false
end
local pname = player:get_player_name()
local item = player:get_wielded_item()
local item_name = item:get_name()
local resource_limit = ct.resource_limits[item_name]
if resource_limit then
ct.player_fortify_material[pname] = item_name
set_parameterized_mode(pname, param, ct.PLAYER_MODE_FORTIFY)
return true
else
local valid_materials = pmutils.table_keyvals(ct.resource_limits)
minetest.chat_send_player(
pname,
"Error: " .. item_name .. " is not a valid reinforcement material ("
.. table.concat(valid_materials, ", ") .. ")."
)
return false
end
end
})
local function set_simple_mode(name, mode)
local player = minetest.get_player_by_name(name)
if not player then
return false
end
local pname = player:get_player_name()
local current_pmode = ct.player_modes[pname]
if mode == ct.PLAYER_MODE_NORMAL then
ct.player_modes[pname] = mode
elseif current_pmode == nil or current_pmode ~= mode then
ct.player_modes[pname] = mode
else -- Toggle
ct.player_modes[pname] = ct.PLAYER_MODE_NORMAL
end
minetest.chat_send_player(pname, "Citadella mode: " .. ct.player_modes[pname])
end
minetest.register_chatcommand("ctb", {
params = "",
description = "Citadella bypass owned reinforcements",
func = function(name, param)
if param ~= "" then
minetest.chat_send_player(name, "Error: Usage: /ctb")
else
set_simple_mode(name, ct.PLAYER_MODE_BYPASS)
end
end
})
minetest.register_chatcommand("cto", {
params = "",
description = "Citadella reset player mode",
func = function(name, param)
if param ~= "" then
minetest.chat_send_player(name, "Error: Usage: /cto")
else
set_simple_mode(name, ct.PLAYER_MODE_NORMAL)
end
end
})
minetest.register_chatcommand("cti", {
params = "",
description = "Citadella information mode",
func = function(name, param)
if param ~= "" then
minetest.chat_send_player(name, "Error: Usage: /cti")
else
set_simple_mode(name, ct.PLAYER_MODE_INFO)
end
end
})
minetest.register_chatcommand("test", {
params = "",
description = "R3's test command",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return false
end
local pname = player:get_player_name()
pm.register_player(param)
return true
end
})
-- XXX: documents say this isn't recommended, use node definition callbacks instead
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
local pname = placer:get_player_name()
-- If we're in /ctf mode
if ct.player_modes[pname] == ct.PLAYER_MODE_FORTIFY then
if not ct.position_in_citadella_border(pos) then
minetest.chat_send_player(pname, "You can't fortify blocks here!")
return
end
local current_reinf_group = ct.player_current_reinf_group[pname]
local current_reinf_material = ct.player_fortify_material[pname]
local required_item = ItemStack({
name = current_reinf_material,
count = 1
});
local inv = placer:get_inventory()
-- Ensure player has the required item to create the reinforcemnt
if inv:contains_item("main", required_item) then
local resource_limit = ct.resource_limits[current_reinf_material]
ct.register_reinforcement(pos, current_reinf_group.id,
current_reinf_material, resource_limit)
minetest.chat_send_player(
pname,
"Reinforced placed block (" .. vtos(pos) .. ") with "
.. current_reinf_material .. " (" .. tostring(resource_limit)
.. ") (group: '" .. current_reinf_group.name .. "')."
)
inv:remove_item("main", required_item)
else
minetest.chat_send_player(
pname,
"Inventory has no more " .. current_reinf_material .. "."
)
set_simple_mode(pname, ct.PLAYER_MODE_NORMAL)
end
end
end)
minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
local pname = puncher:get_player_name()
-- If we're in /ctr mode
if ct.player_modes[pname] == ct.PLAYER_MODE_REINFORCE then
if not ct.position_in_citadella_border(pos) then
minetest.chat_send_player(pname, "You can't reinforce blocks here!")
return
end
local current_reinf_group = ct.player_current_reinf_group[pname]
local item = puncher:get_wielded_item()
-- If we punch something with a reinforcement item
local item_name = item:get_name()
local resource_limit = ct.resource_limits[item_name]
if resource_limit then
local reinf = ct.get_reinforcement(pos)
if not reinf then
-- Remove item from player's wielded stack
item:take_item()
puncher:set_wielded_item(item)
-- Set node's reinforcement value to the default for this material
ct.register_reinforcement(
pos, current_reinf_group.id, item_name, resource_limit
)
minetest.chat_send_player(
pname,
"Reinforced block ("..vtos(pos)..") with " .. item_name ..
" (" .. tostring(resource_limit) .. ") (group: '" ..
current_reinf_group.name .. "')."
)
else
minetest.chat_send_player(pname, "Block is already reinforced: " .. reinf.material ..
" (" .. tostring(reinf.value) .. ")")
end
end
elseif ct.player_modes[pname] == ct.PLAYER_MODE_INFO then
local reinf = ct.get_reinforcement(pos)
if reinf then
-- TODO: this code keeps getting duplicated...
local player_id = pm.get_player_by_name(pname).id
local player_groups = pm.get_groups_for_player(player_id)
local reinf_ctgroup_id = reinf.ctgroup_id
local group_name = nil
for _, group in ipairs(player_groups) do
if reinf_ctgroup_id == group.id then
group_name = group.name
break
end
end
local group_string = ""
if group_name then
group_string = " on group '" .. group_name .. "'"
end
minetest.chat_send_player(
pname,
"Block (" .. vtos(pos) ..") is reinforced" .. group_string
.. " with " .. reinf.material
.. " (" .. tostring(reinf.value) .. "/"
.. tostring(ct.resource_limits[reinf.material]) .. ")."
)
end
end
end)
-- Don't completely clobber other plugin's protections
local is_protected_fn = minetest.is_protected
-- BLOCK-BREAKING, /ctb
function minetest.is_protected(pos, pname, action)
if action ~= minetest.DIG_ACTION then
return is_protected_fn(pos, pname, action)
end
local reinf = ct.get_reinforcement(pos)
if not reinf then
return is_protected_fn(pos, pname, action)
end
-- Handle people with protection_bypass privilege
local privs = minetest.get_player_privs(pname)
if privs and privs.protection_bypass then
local c = minetest.colorize
minetest.chat_send_player(
pname,
c("#e00",
"WARNING: you have privilege: protection_bypass. "
.. "Block's reinforcement was bypassed!")
)
ct.modify_reinforcement(pos, 0)
return is_protected_fn(pos, pname, action)
end
if ct.player_modes[pname] == ct.PLAYER_MODE_BYPASS then
-- Figure out if player is in the block's reinf group
-- TODO: this code keeps getting duplicated...
local player_id = pm.get_player_by_name(pname).id
local player_groups = pm.get_groups_for_player(player_id)
local reinf_ctgroup_id = reinf.ctgroup_id
local reinf_id_in_group_ids = false
for _, group in ipairs(player_groups) do
if reinf_ctgroup_id == group.id then
reinf_id_in_group_ids = true
break
end
end
if reinf_id_in_group_ids then
local refund_item_name = reinf.material
local refund_item = ItemStack({
name = refund_item_name,
count = 1
})
-- set reinforcement value to zero
ct.modify_reinforcement(pos, 0)
local player = minetest.get_player_by_name(pname)
local inv = player:get_inventory()
if inv:room_for_item("main", refund_item) then
inv:add_item("main", refund_item)
minetest.chat_send_player(
pname,
refund_item_name .. " refunded from bypassed reinforcement."
)
else
minetest.chat_send_player(
pname,
"Warning: no inventory space for refunded reinforcement "
.. "material" .. refund_item_name
)
end
return is_protected_fn(pos, pname, action)
else
minetest.chat_send_player(pname, "You can't bypass this!")
return true
end
else
-- Decrement reinforcement
local remaining = ct.modify_reinforcement(pos, reinf.value - 1)
if remaining > 0 then
minetest.chat_send_player(
pname,
"Block reinforcement remaining: " .. tostring(remaining)
)
return true
else
return is_protected_fn(pos, pname, action)
end
end
end