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https://github.com/minetest/minetest.git
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0b8d3f99a5
Keeping the ObjectRefs around in a table isn't ideal and this allows removing the somewhat nonsensical is_player_connected() added in 86ef7147.
257 lines
5.9 KiB
Lua
257 lines
5.9 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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function core.check_player_privs(name, ...)
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if core.is_player(name) then
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name = name:get_player_name()
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elseif type(name) ~= "string" then
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error("core.check_player_privs expects a player or playername as " ..
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"argument.", 2)
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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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missing_privileges[#missing_privileges + 1] = 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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missing_privileges[#missing_privileges + 1] = 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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function core.send_join_message(player_name)
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if not core.is_singleplayer() then
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core.chat_send_all("*** " .. player_name .. " joined the game.")
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end
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end
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function core.send_leave_message(player_name, timed_out)
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local announcement = "*** " .. player_name .. " left the game."
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if timed_out then
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announcement = announcement .. " (timed out)"
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end
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core.chat_send_all(announcement)
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end
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core.register_on_joinplayer(function(player)
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local player_name = player:get_player_name()
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if not core.is_singleplayer() then
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local status = core.get_server_status(player_name, true)
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if status and status ~= "" then
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core.chat_send_player(player_name, status)
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end
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end
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core.send_join_message(player_name)
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end)
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core.register_on_leaveplayer(function(player, timed_out)
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local player_name = player:get_player_name()
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core.send_leave_message(player_name, timed_out)
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end)
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function core.is_player(player)
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-- a table being a player is also supported because it quacks sufficiently
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-- like a player if it has the is_player function
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local t = type(player)
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return (t == "userdata" or t == "table") and
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type(player.is_player) == "function" and player:is_player()
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end
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function core.player_exists(name)
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return core.get_auth_handler().get_auth(name) ~= nil
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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:get_pos()
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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
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+ (pos.y + 32768) * 65536
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+ 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.settings: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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-- Checks if specified volume intersects a protected volume
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function core.is_area_protected(minp, maxp, player_name, interval)
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-- 'interval' is the largest allowed interval for the 3D lattice of checks.
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-- Compute the optimal float step 'd' for each axis so that all corners and
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-- borders are checked. 'd' will be smaller or equal to 'interval'.
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-- Subtracting 1e-4 ensures that the max co-ordinate will be reached by the
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-- for loop (which might otherwise not be the case due to rounding errors).
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-- Default to 4
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interval = interval or 4
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local d = {}
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for _, c in pairs({"x", "y", "z"}) do
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if minp[c] > maxp[c] then
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-- Repair positions: 'minp' > 'maxp'
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local tmp = maxp[c]
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maxp[c] = minp[c]
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minp[c] = tmp
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end
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if maxp[c] > minp[c] then
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d[c] = (maxp[c] - minp[c]) /
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math.ceil((maxp[c] - minp[c]) / interval) - 1e-4
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else
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d[c] = 1 -- Any value larger than 0 to avoid division by zero
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end
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end
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for zf = minp.z, maxp.z, d.z do
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local z = math.floor(zf + 0.5)
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for yf = minp.y, maxp.y, d.y do
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local y = math.floor(yf + 0.5)
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for xf = minp.x, maxp.x, d.x do
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local x = math.floor(xf + 0.5)
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local pos = {x = x, y = y, z = z}
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if core.is_protected(pos, player_name) then
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return pos
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end
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end
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end
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end
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return false
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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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-- HTTP callback interface
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function core.http_add_fetch(httpenv)
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httpenv.fetch = function(req, callback)
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local handle = httpenv.fetch_async(req)
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local function update_http_status()
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local res = httpenv.fetch_async_get(handle)
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if res.completed then
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callback(res)
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else
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core.after(0, update_http_status)
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end
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end
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core.after(0, update_http_status)
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end
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return httpenv
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end
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function core.close_formspec(player_name, formname)
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return core.show_formspec(player_name, formname, "")
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end
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function core.cancel_shutdown_requests()
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core.request_shutdown("", false, -1)
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end
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