-- Minetest: builtin/misc.lua local S = core.get_translator("__builtin") -- -- Misc. API functions -- -- @spec core.kick_player(String, String, Boolean) :: Boolean function core.kick_player(player_name, reason, reconnect) if type(reason) == "string" then reason = "Kicked: " .. reason else reason = "Kicked." end return core.disconnect_player(player_name, reason, reconnect) end function core.check_player_privs(name, ...) if core.is_player(name) then name = name:get_player_name() elseif type(name) ~= "string" then error("core.check_player_privs expects a player or playername as " .. "argument.", 2) end local requested_privs = {...} local player_privs = core.get_player_privs(name) local missing_privileges = {} if type(requested_privs[1]) == "table" then -- We were provided with a table like { privA = true, privB = true }. for priv, value in pairs(requested_privs[1]) do if value and not player_privs[priv] then missing_privileges[#missing_privileges + 1] = priv end end else -- Only a list, we can process it directly. for key, priv in pairs(requested_privs) do if not player_privs[priv] then missing_privileges[#missing_privileges + 1] = priv end end end if #missing_privileges > 0 then return false, missing_privileges end return true, "" end function core.send_join_message(player_name) if not core.is_singleplayer() then core.chat_send_all("*** " .. S("@1 joined the game.", player_name)) end end function core.send_leave_message(player_name, timed_out) local announcement = "*** " .. S("@1 left the game.", player_name) if timed_out then announcement = "*** " .. S("@1 left the game (timed out).", player_name) end core.chat_send_all(announcement) end core.register_on_joinplayer(function(player) local player_name = player:get_player_name() if not core.is_singleplayer() then local status = core.get_server_status(player_name, true) if status and status ~= "" then core.chat_send_player(player_name, status) end end core.send_join_message(player_name) end) core.register_on_leaveplayer(function(player, timed_out) local player_name = player:get_player_name() core.send_leave_message(player_name, timed_out) end) function core.is_player(player) -- a table being a player is also supported because it quacks sufficiently -- like a player if it has the is_player function local t = type(player) return (t == "userdata" or t == "table") and type(player.is_player) == "function" and player:is_player() end function core.player_exists(name) return core.get_auth_handler().get_auth(name) ~= nil end -- Returns two position vectors representing a box of `radius` in each -- direction centered around the player corresponding to `player_name` function core.get_player_radius_area(player_name, radius) local player = core.get_player_by_name(player_name) if player == nil then return nil end local p1 = player:get_pos() local p2 = p1 if radius then p1 = vector.subtract(p1, radius) p2 = vector.add(p2, radius) end return p1, p2 end -- To be overridden by protection mods function core.is_protected(pos, name) return false end function core.record_protection_violation(pos, name) for _, func in pairs(core.registered_on_protection_violation) do func(pos, name) end end -- To be overridden by Creative mods local creative_mode_cache = core.settings:get_bool("creative_mode") function core.is_creative_enabled(name) return creative_mode_cache end -- Checks if specified volume intersects a protected volume function core.is_area_protected(minp, maxp, player_name, interval) -- 'interval' is the largest allowed interval for the 3D lattice of checks. -- Compute the optimal float step 'd' for each axis so that all corners and -- borders are checked. 'd' will be smaller or equal to 'interval'. -- Subtracting 1e-4 ensures that the max co-ordinate will be reached by the -- for loop (which might otherwise not be the case due to rounding errors). -- Default to 4 interval = interval or 4 local d = {} for _, c in pairs({"x", "y", "z"}) do if minp[c] > maxp[c] then -- Repair positions: 'minp' > 'maxp' local tmp = maxp[c] maxp[c] = minp[c] minp[c] = tmp end if maxp[c] > minp[c] then d[c] = (maxp[c] - minp[c]) / math.ceil((maxp[c] - minp[c]) / interval) - 1e-4 else d[c] = 1 -- Any value larger than 0 to avoid division by zero end end for zf = minp.z, maxp.z, d.z do local z = math.floor(zf + 0.5) for yf = minp.y, maxp.y, d.y do local y = math.floor(yf + 0.5) for xf = minp.x, maxp.x, d.x do local x = math.floor(xf + 0.5) local pos = vector.new(x, y, z) if core.is_protected(pos, player_name) then return pos end end end end return false end local raillike_ids = {} local raillike_cur_id = 0 function core.raillike_group(name) local id = raillike_ids[name] if not id then raillike_cur_id = raillike_cur_id + 1 raillike_ids[name] = raillike_cur_id id = raillike_cur_id end return id end -- HTTP callback interface core.set_http_api_lua(function(httpenv) httpenv.fetch = function(req, callback) local handle = httpenv.fetch_async(req) local function update_http_status() local res = httpenv.fetch_async_get(handle) if res.completed then callback(res) else core.after(0, update_http_status) end end core.after(0, update_http_status) end return httpenv end) core.set_http_api_lua = nil function core.close_formspec(player_name, formname) return core.show_formspec(player_name, formname, "") end function core.cancel_shutdown_requests() core.request_shutdown("", false, -1) end -- Used for callback handling with dynamic_add_media core.dynamic_media_callbacks = {} -- Transfer of certain globals into seconday Lua environments -- see builtin/async/game.lua or builtin/emerge/register.lua for the unpacking local function copy_filtering(t, seen) if type(t) == "userdata" or type(t) == "function" then return true -- don't use nil so presence can still be detected elseif type(t) ~= "table" then return t end local n = {} seen = seen or {} seen[t] = n for k, v in pairs(t) do local k_ = seen[k] or copy_filtering(k, seen) local v_ = seen[v] or copy_filtering(v, seen) n[k_] = v_ end return n end function core.get_globals_to_transfer() local all = { registered_items = copy_filtering(core.registered_items), registered_aliases = core.registered_aliases, registered_biomes = core.registered_biomes, registered_ores = core.registered_ores, registered_decorations = core.registered_decorations, nodedef_default = copy_filtering(core.nodedef_default), craftitemdef_default = copy_filtering(core.craftitemdef_default), tooldef_default = copy_filtering(core.tooldef_default), noneitemdef_default = copy_filtering(core.noneitemdef_default), } return all end do local function valid_object_iterator(objects) local i = 0 local function next_valid_object() i = i + 1 local obj = objects[i] if obj == nil then return end if obj:is_valid() then return obj end return next_valid_object() end return next_valid_object end function core.objects_inside_radius(center, radius) return valid_object_iterator(core.get_objects_inside_radius(center, radius)) end function core.objects_in_area(min_pos, max_pos) return valid_object_iterator(core.get_objects_in_area(min_pos, max_pos)) end end -- -- Helper for LBM execution, called from C++ -- function core.run_lbm(id, pos_list, dtime_s) local lbm = core.registered_lbms[id] assert(lbm, "Entry with given id not found in registered_lbms table") core.set_last_run_mod(lbm.mod_origin) if lbm.bulk_action then return lbm.bulk_action(pos_list, dtime_s) end -- emulate non-bulk LBMs local expect = core.get_node(pos_list[1]).name -- engine guarantees that -- 1) all nodes are the same content type -- 2) the list is up-to-date when we're called assert(expect ~= "ignore") for _, pos in ipairs(pos_list) do local n = core.get_node(pos) if n.name == expect then -- might have been changed by previous call lbm.action(pos, n, dtime_s) end end end