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c32847838d
The callback can now be invoked with either the player object or name as the first parameter, and with either a table or a list of strings, like this: minetest.check_player_privs(player_name, { shout = true, fly = true }) minetest.check_player_privs(player_name, "shout", "fly") minetest.check_player_privs(player, { shout = true, fly = true }) minetest.check_player_privs(player, "shout", "fly")
207 lines
4.5 KiB
Lua
207 lines
4.5 KiB
Lua
-- Minetest: builtin/misc.lua
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--
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-- Misc. API functions
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--
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local timers = {}
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local mintime
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local function update_timers(delay)
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mintime = false
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local sub = 0
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for index = 1, #timers do
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index = index - sub
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local timer = timers[index]
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timer.time = timer.time - delay
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if timer.time <= 0 then
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core.set_last_run_mod(timer.mod_origin)
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timer.func(unpack(timer.args or {}))
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table.remove(timers, index)
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sub = sub + 1
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elseif mintime then
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mintime = math.min(mintime, timer.time)
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else
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mintime = timer.time
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end
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end
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end
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local timers_to_add
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local function add_timers()
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for _, timer in ipairs(timers_to_add) do
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table.insert(timers, timer)
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end
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timers_to_add = false
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end
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local delay = 0
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core.register_globalstep(function(dtime)
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if not mintime then
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-- abort if no timers are running
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return
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end
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if timers_to_add then
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add_timers()
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end
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delay = delay + dtime
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if delay < mintime then
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return
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end
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update_timers(delay)
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delay = 0
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end)
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function core.after(time, func, ...)
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assert(tonumber(time) and type(func) == "function",
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"Invalid core.after invocation")
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if not mintime then
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mintime = time
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timers_to_add = {{
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time = time+delay,
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func = func,
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args = {...},
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mod_origin = core.get_last_run_mod(),
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}}
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return
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end
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mintime = math.min(mintime, time)
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timers_to_add = timers_to_add or {}
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timers_to_add[#timers_to_add+1] = {
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time = time+delay,
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func = func,
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args = {...},
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mod_origin = core.get_last_run_mod(),
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}
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end
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function core.check_player_privs(player_or_name, ...)
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local name = player_or_name
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-- Check if we have been provided with a Player object.
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if type(name) ~= "string" then
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name = name:get_player_name()
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end
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local requested_privs = {...}
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local player_privs = core.get_player_privs(name)
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local missing_privileges = {}
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if type(requested_privs[1]) == "table" then
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-- We were provided with a table like { privA = true, privB = true }.
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for priv, value in pairs(requested_privs[1]) do
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if value and not player_privs[priv] then
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table.insert(missing_privileges, priv)
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end
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end
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else
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-- Only a list, we can process it directly.
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for key, priv in pairs(requested_privs) do
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if not player_privs[priv] then
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table.insert(missing_privileges, priv)
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end
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end
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end
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if #missing_privileges > 0 then
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return false, missing_privileges
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end
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return true, ""
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end
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local player_list = {}
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core.register_on_joinplayer(function(player)
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player_list[player:get_player_name()] = player
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end)
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core.register_on_leaveplayer(function(player)
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player_list[player:get_player_name()] = nil
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end)
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function core.get_connected_players()
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local temp_table = {}
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for index, value in pairs(player_list) do
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if value:is_player_connected() then
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table.insert(temp_table, value)
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end
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end
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return temp_table
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end
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-- Returns two position vectors representing a box of `radius` in each
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-- direction centered around the player corresponding to `player_name`
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function core.get_player_radius_area(player_name, radius)
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local player = core.get_player_by_name(player_name)
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if player == nil then
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return nil
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end
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local p1 = player:getpos()
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local p2 = p1
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if radius then
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p1 = vector.subtract(p1, radius)
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p2 = vector.add(p2, radius)
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end
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return p1, p2
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end
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function core.hash_node_position(pos)
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return (pos.z+32768)*65536*65536 + (pos.y+32768)*65536 + pos.x+32768
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end
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function core.get_position_from_hash(hash)
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local pos = {}
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pos.x = (hash%65536) - 32768
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hash = math.floor(hash/65536)
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pos.y = (hash%65536) - 32768
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hash = math.floor(hash/65536)
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pos.z = (hash%65536) - 32768
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return pos
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end
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function core.get_item_group(name, group)
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if not core.registered_items[name] or not
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core.registered_items[name].groups[group] then
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return 0
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end
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return core.registered_items[name].groups[group]
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end
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function core.get_node_group(name, group)
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core.log("deprecated", "Deprecated usage of get_node_group, use get_item_group instead")
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return core.get_item_group(name, group)
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end
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function core.setting_get_pos(name)
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local value = core.setting_get(name)
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if not value then
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return nil
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end
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return core.string_to_pos(value)
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end
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-- To be overriden by protection mods
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function core.is_protected(pos, name)
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return false
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end
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function core.record_protection_violation(pos, name)
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for _, func in pairs(core.registered_on_protection_violation) do
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func(pos, name)
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end
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end
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local raillike_ids = {}
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local raillike_cur_id = 0
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function core.raillike_group(name)
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local id = raillike_ids[name]
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if not id then
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raillike_cur_id = raillike_cur_id + 1
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raillike_ids[name] = raillike_cur_id
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id = raillike_cur_id
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end
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return id
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end
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