areas/pos.lua
1F616EMO c9f1cf2fac Prevent saving entities
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.
2024-11-05 20:17:13 +01:00

297 lines
8.4 KiB
Lua

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