areas/api.lua

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local hudHandlers = {}
areas.registered_protection_conditions = {}
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areas.registered_on_adds = {}
areas.registered_on_removes = {}
areas.registered_on_moves = {}
areas.callback_origins = {}
function areas:registerProtectionCondition(func)
table.insert(areas.registered_protection_conditions, func)
local debug_info = debug.getinfo(func, "S")
areas.callback_origins[func] = {
mod = core.get_current_modname() or "??",
source = debug_info.short_src or "??",
line = debug_info.linedefined or "??"
}
end
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function areas:registerOnAdd(func)
table.insert(areas.registered_on_adds, func)
end
function areas:registerOnRemove(func)
table.insert(areas.registered_on_removes, func)
end
function areas:registerOnMove(func)
table.insert(areas.registered_on_moves, func)
end
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--- Adds a function as a HUD handler, it will be able to add items to the Areas HUD element.
function areas:registerHudHandler(handler)
table.insert(hudHandlers, handler)
end
function areas:getExternalHudEntries(pos)
local areas = {}
for _, func in pairs(hudHandlers) do
func(pos, areas)
end
return areas
end
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--- Returns a list of areas that include the provided position.
function areas:getAreasAtPos(pos)
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local res = {}
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if self.store then
local a = self.store:get_areas_for_pos(pos, false, true)
for store_id, store_area in pairs(a) do
local id = tonumber(store_area.data)
res[id] = self.areas[id]
end
else
local px, py, pz = pos.x, pos.y, pos.z
for id, area in pairs(self.areas) do
local ap1, ap2 = area.pos1, area.pos2
if
(px >= ap1.x and px <= ap2.x) and
(py >= ap1.y and py <= ap2.y) and
(pz >= ap1.z and pz <= ap2.z) then
res[id] = area
end
end
end
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return res
end
--- Returns areas that intersect with the passed area.
function areas:getAreasIntersectingArea(pos1, pos2)
local res = {}
if self.store then
local a = self.store:get_areas_in_area(pos1, pos2,
true, false, true)
for store_id, store_area in pairs(a) do
local id = tonumber(store_area.data)
res[id] = self.areas[id]
end
else
self:sortPos(pos1, pos2)
local p1x, p1y, p1z = pos1.x, pos1.y, pos1.z
local p2x, p2y, p2z = pos2.x, pos2.y, pos2.z
for id, area in pairs(self.areas) do
local ap1, ap2 = area.pos1, area.pos2
if
(ap1.x <= p2x and ap2.x >= p1x) and
(ap1.y <= p2y and ap2.y >= p1y) and
(ap1.z <= p2z and ap2.z >= p1z) then
-- Found an intersecting area.
res[id] = area
end
end
end
return res
end
-- Returns smallest area at position and its id or nil.
-- If multiple areas have the same volume, larger id takes precedence.
function areas:getSmallestAreaAtPos(pos)
local smallest_area, smallest_id, volume
local smallest_volume = math.huge
for id, area in pairs(self:getAreasAtPos(pos)) do
volume = (area.pos2.x - area.pos1.x + 1)
* (area.pos2.y - area.pos1.y + 1)
* (area.pos2.z - area.pos1.z + 1)
if smallest_volume >= volume then
smallest_area = area
smallest_id = id
smallest_volume = volume
end
end
return smallest_area, smallest_id
end
-- Checks if the area is unprotected, open, owned by player
-- or player is part of faction of smallest area at position.
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function areas:canInteract(pos, name)
if minetest.check_player_privs(name, self.adminPrivs) then
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return true
end
local area = self:getSmallestAreaAtPos(pos)
-- No area, player owns it or area is open
if not area
or area.owner == name
or area.open
then
return true
elseif areas.factions_available and area.faction_open then
if (factions.version or 0) < 2 then
local faction_name = factions.get_player_faction(name)
if faction_name then
for _, fname in ipairs(area.faction_open or {}) do
if faction_name == fname then
return true
end
end
end
else
for _, fname in ipairs(area.faction_open or {}) do
if factions.player_is_in_faction(fname, name) then
return true
end
end
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end
end
return false
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end
-- Returns a table (list) of all players that own an area
function areas:getNodeOwners(pos)
local owners = {}
for _, area in pairs(self:getAreasAtPos(pos)) do
table.insert(owners, area.owner)
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end
return owners
end
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--- Checks if the area intersects with an area that the player can't interact in.
-- Note that this fails and returns false when the specified area is fully
-- owned by the player, but with multiple protection zones, none of which
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-- cover the entire checked area.
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-- @param name (optional) Player name. If not specified checks for any intersecting areas.
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-- @param allow_open Whether open areas should be counted as if they didn't exist.
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-- @return Boolean indicating whether the player can interact in that area.
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-- @return Un-owned intersecting area ID, if found.
function areas:canInteractInArea(pos1, pos2, name, allow_open)
if name and minetest.check_player_privs(name, self.adminPrivs) then
return true
end
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self:sortPos(pos1, pos2)
-- Intersecting non-owned area ID, if found.
local blocking_area = nil
local areas = self:getAreasIntersectingArea(pos1, pos2)
for id, area in pairs(areas) do
-- First check for a fully enclosing owned area.
-- A little optimization: isAreaOwner isn't necessary
-- here since we're iterating over all relevant areas.
if area.owner == name and
self:isSubarea(pos1, pos2, id) then
return true
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end
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-- Then check for intersecting non-owned (blocking) areas.
-- We don't bother with this check if we've already found a
-- blocking area, as the check is somewhat expensive.
-- The area blocks if the area is closed or open areas aren't
-- acceptable to the caller, and the area isn't owned.
-- Note: We can't return directly here, because there might be
-- an exclosing owned area that we haven't gotten to yet.
if not blocking_area and
(not allow_open or not area.open) and
(not name or not self:isAreaOwner(id, name)) then
blocking_area = id
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end
end
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if blocking_area then
return false, blocking_area
end
-- There are no intersecting areas or they are only partially
-- intersecting areas and they are all owned by the player.
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return true
end