mirror of
https://github.com/minetest-mods/areas.git
synced 2024-12-22 04:42:23 +01:00
c9f1cf2fac
This may add lag, but stops saving entities (which lua_api.md discourages). This also eliminates areas.markPos{1,2} (which seemed to be internal) and integrates areas:setPos{1,2} with such function.
297 lines
8.4 KiB
Lua
297 lines
8.4 KiB
Lua
local S = minetest.get_translator("areas")
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-- I could depend on WorldEdit for this, but you need to have the 'worldedit'
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-- permission to use those commands and you don't have
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-- /area_pos{1,2} [X Y Z|X,Y,Z].
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-- Since this is mostly copied from WorldEdit it is mostly
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-- licensed under the AGPL. (select_area is an exception)
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areas.set_pos = {}
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areas.pos1 = {}
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areas.pos2 = {}
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local LIMIT = 30992 -- this is due to MAPBLOCK_SIZE=16!
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local function posLimit(pos)
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return {
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x = math.max(math.min(pos.x, LIMIT), -LIMIT),
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y = math.max(math.min(pos.y, LIMIT), -LIMIT),
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z = math.max(math.min(pos.z, LIMIT), -LIMIT)
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}
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end
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local parse_relative_pos
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if minetest.parse_relative_number then
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parse_relative_pos = function(x_str, y_str, z_str, pos)
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local x = pos and minetest.parse_relative_number(x_str, pos.x)
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or tonumber(x_str)
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local y = pos and minetest.parse_relative_number(y_str, pos.y)
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or tonumber(y_str)
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local z = pos and minetest.parse_relative_number(z_str, pos.z)
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or tonumber(z_str)
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if x and y and z then
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return vector.new(x, y, z)
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end
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end
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else
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parse_relative_pos = function(x_str, y_str, z_str, pos)
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local x = tonumber(x_str)
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local y = tonumber(y_str)
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local z = tonumber(z_str)
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if x and y and z then
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return vector.new(x, y, z)
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elseif string.sub(x_str, 1, 1) == "~"
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or string.sub(y_str, 1, 1) == "~"
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or string.sub(z_str, 1, 1) == "~" then
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return nil, S("Relative coordinates is not supported on this server. " ..
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"Please upgrade Minetest to 5.7.0 or newer versions.")
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end
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end
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end
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minetest.register_chatcommand("select_area", {
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params = S("<ID>"),
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description = S("Select an area by ID."),
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func = function(name, param)
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local id = tonumber(param)
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if not id then
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return false, S("Invalid usage, see /help @1.", "select_area")
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end
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if not areas.areas[id] then
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return false, S("The area @1 does not exist.", id)
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end
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areas:setPos1(name, areas.areas[id].pos1)
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areas:setPos2(name, areas.areas[id].pos2)
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return true, S("Area @1 selected.", id)
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end,
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})
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minetest.register_chatcommand("area_pos1", {
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params = "[X Y Z|X,Y,Z]",
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description = S("Set area protection region position @1 to your"
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.." location or the one specified", "1"),
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privs = {},
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func = function(name, param)
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local pos
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local player = minetest.get_player_by_name(name)
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if player then
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pos = vector.round(player:get_pos())
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end
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local found, _, x_str, y_str, z_str = param:find(
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"^(~?-?%d*)[, ](~?-?%d*)[, ](~?-?%d*)$")
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if found then
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local get_pos, reason = parse_relative_pos(x_str, y_str, z_str, pos)
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if get_pos then
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pos = get_pos
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elseif not get_pos and reason then
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return false, reason
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end
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elseif param ~= "" then
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return false, S("Invalid usage, see /help @1.", "area_pos1")
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end
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if not pos then
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return false, S("Unable to get position.")
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end
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pos = posLimit(vector.round(pos))
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areas:setPos1(name, pos)
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return true, S("Area position @1 set to @2", "1",
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minetest.pos_to_string(pos))
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end,
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})
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minetest.register_chatcommand("area_pos2", {
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params = "[X Y Z|X,Y,Z]",
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description = S("Set area protection region position @1 to your"
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.." location or the one specified", "2"),
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func = function(name, param)
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local pos
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local player = minetest.get_player_by_name(name)
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if player then
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pos = vector.round(player:get_pos())
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end
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local found, _, x_str, y_str, z_str = param:find(
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"^(~?-?%d*)[, ](~?-?%d*)[, ](~?-?%d*)$")
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if found then
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local get_pos, reason = parse_relative_pos(x_str, y_str, z_str, pos)
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if get_pos then
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pos = get_pos
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elseif not get_pos and reason then
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return false, reason
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end
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elseif param ~= "" then
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return false, S("Invalid usage, see /help @1.", "area_pos2")
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end
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if not pos then
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return false, S("Unable to get position.")
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end
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pos = posLimit(vector.round(pos))
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areas:setPos2(name, pos)
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return true, S("Area position @1 set to @2", "2",
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minetest.pos_to_string(pos))
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end,
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})
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minetest.register_chatcommand("area_pos", {
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params = "set/set1/set2/get",
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description = S("Set area protection region, position 1, or position 2"
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.." by punching nodes, or display the region"),
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func = function(name, param)
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if param == "set" then -- Set both area positions
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areas.set_pos[name] = "pos1"
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return true, S("Select positions by punching two nodes.")
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elseif param == "set1" then -- Set area position 1
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areas.set_pos[name] = "pos1only"
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return true, S("Select position @1 by punching a node.", "1")
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elseif param == "set2" then -- Set area position 2
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areas.set_pos[name] = "pos2"
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return true, S("Select position @1 by punching a node.", "2")
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elseif param == "get" then -- Display current area positions
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local pos1str, pos2str = S("Position @1:", " 1"), S("Position @1:", " 2")
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if areas.pos1[name] then
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pos1str = pos1str..minetest.pos_to_string(areas.pos1[name])
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else
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pos1str = pos1str..S("<not set>")
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end
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if areas.pos2[name] then
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pos2str = pos2str..minetest.pos_to_string(areas.pos2[name])
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else
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pos2str = pos2str..S("<not set>")
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end
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return true, pos1str.."\n"..pos2str
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else
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return false, S("Unknown subcommand: @1", param)
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end
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end,
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})
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function areas:getPos(playerName)
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local pos1, pos2 = areas.pos1[playerName], areas.pos2[playerName]
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if not (pos1 and pos2) then
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return nil
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end
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-- Copy positions so that the area table doesn't contain multiple
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-- references to the same position.
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pos1, pos2 = vector.new(pos1), vector.new(pos2)
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return areas:sortPos(pos1, pos2)
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end
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function areas:setPos1(name, pos)
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local old_pos = areas.pos1[name]
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pos = posLimit(pos)
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areas.pos1[name] = pos
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local entity = minetest.add_entity(pos, "areas:pos1")
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if entity then
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local luaentity = entity:get_luaentity()
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if luaentity then
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luaentity.player = name
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end
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end
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if old_pos then
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for object in core.objects_inside_radius(old_pos, 0.01) do
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local luaentity = object:get_luaentity()
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if luaentity and luaentity.name == "areas:pos1" and luaentity.player == name then
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object:remove()
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end
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end
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end
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end
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function areas:setPos2(name, pos)
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local old_pos = areas.pos2[name]
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pos = posLimit(pos)
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areas.pos2[name] = pos
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local entity = minetest.add_entity(pos, "areas:pos2")
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if entity then
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local luaentity = entity:get_luaentity()
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if luaentity then
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luaentity.player = name
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end
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end
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if old_pos then
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for object in core.objects_inside_radius(old_pos, 0.01) do
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local luaentity = object:get_luaentity()
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if luaentity and luaentity.name == "areas:pos2" and luaentity.player == name then
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object:remove()
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end
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end
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end
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end
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minetest.register_on_punchnode(function(pos, node, puncher)
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local name = puncher:get_player_name()
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-- Currently setting position
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if name ~= "" and areas.set_pos[name] then
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if areas.set_pos[name] == "pos1" then
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areas:setPos1(name, pos)
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areas.set_pos[name] = "pos2"
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minetest.chat_send_player(name,
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S("Position @1 set to @2", "1",
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minetest.pos_to_string(pos)))
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elseif areas.set_pos[name] == "pos1only" then
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areas:setPos1(name, pos)
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areas.set_pos[name] = nil
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minetest.chat_send_player(name,
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S("Position @1 set to @2", "1",
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minetest.pos_to_string(pos)))
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elseif areas.set_pos[name] == "pos2" then
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areas:setPos2(name, pos)
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areas.set_pos[name] = nil
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minetest.chat_send_player(name,
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S("Position @1 set to @2", "2",
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minetest.pos_to_string(pos)))
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end
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end
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end)
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-- Modifies positions `pos1` and `pos2` so that each component of `pos1`
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-- is less than or equal to its corresponding component of `pos2`,
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-- returning the two positions.
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function areas:sortPos(pos1, pos2)
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if pos1.x > pos2.x then
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pos2.x, pos1.x = pos1.x, pos2.x
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end
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if pos1.y > pos2.y then
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pos2.y, pos1.y = pos1.y, pos2.y
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end
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if pos1.z > pos2.z then
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pos2.z, pos1.z = pos1.z, pos2.z
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end
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return pos1, pos2
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end
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minetest.register_entity("areas:pos1", {
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initial_properties = {
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visual = "cube",
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visual_size = {x=1.1, y=1.1},
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textures = {"areas_pos1.png", "areas_pos1.png",
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"areas_pos1.png", "areas_pos1.png",
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"areas_pos1.png", "areas_pos1.png"},
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collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
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hp_max = 1,
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armor_groups = {fleshy=100},
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static_save = false,
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},
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})
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minetest.register_entity("areas:pos2", {
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initial_properties = {
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visual = "cube",
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visual_size = {x=1.1, y=1.1},
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textures = {"areas_pos2.png", "areas_pos2.png",
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"areas_pos2.png", "areas_pos2.png",
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"areas_pos2.png", "areas_pos2.png"},
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collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
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hp_max = 1,
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armor_groups = {fleshy=100},
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static_save = false,
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},
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})
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