towny/town.lua

403 lines
11 KiB
Lua

local tr = towny.regions.size
local function err_msg(player, msg)
minetest.chat_send_player(player, minetest.colorize("#ff1111", msg))
return false
end
function towny:get_player_town(name)
for town,data in pairs(towny.towns) do
if data.mayor == name then
return town
elseif data.members[name] then
return town
end
end
return nil
end
function towny:get_town_by_name(name)
for town,data in pairs(towny.towns) do
if data.name:lower() == name:lower() then
return town
end
end
return nil
end
function towny:mark_dirty(town, areas)
towny.dirty = true
towny.towns[town].dirty = true
if areas and towny.regions.memloaded[town] then
towny.regions.memloaded[town].dirty = true
end
end
function towny:create_town(pos, player, name)
local towny_admin = minetest.check_player_privs(player, { towny_admin = true })
if not pos then
pos = minetest.get_player_by_name(player):get_pos()
end
if towny:get_player_town(player) then
return err_msg(player, "You're already in a town! Please leave your current town before founding a new one!")
end
local _,__,distance = towny.regions:get_closest_town(pos)
if distance > towny.regions.distance * towny.regions.size and not towny_admin then
return err_msg(player, "This location is too close to another town!")
end
if towny:get_town_by_name(name) and not towny_admin then
return err_msg(player, "A town by this name already exists!")
end
-- TODO: Economy
-- New town information
local p1 = vector.add(pos, {x=tr / 2,y=tr - 1,z=tr / 2})
local p2 = vector.subtract(pos, {x=tr / 2,y=1,z=tr / 2})
local id = minetest.sha1(minetest.hash_node_position(pos))
local data = {
name = name,
mayor = player,
members = {
[player] = {["town_build"] = true, ["plot_build"] = true}
},
plots = {},
flags = {
origin = pos,
claim_blocks = towny.claimbonus,
plot_member_build = true,
}
}
local regions = {
origin = pos,
blocks = {
{ x=p1.x, y=p1.y, z=p1.z, origin = true }
}
}
towny.towns[id] = data
towny.regions.memloaded[id] = regions
towny:mark_dirty(id, true)
minetest.chat_send_player(player, "Your town has successfully been founded!")
minetest.chat_send_all(player .. " has started a new town called '" .. name .. "'!")
towny.regions:visualize_area(p1,p2)
return true
end
function towny:extend_town(pos,player)
if not pos then
pos = minetest.get_player_by_name(player):get_pos()
end
local town = towny:get_player_town(player)
if not town then
return err_msg(player, "You're not currently in a town!")
end
local data = towny.towns[town]
if data.mayor ~= player and data.members[player]['claim_create'] ~= true then
return err_msg(player, "You do not have permission to spend claim blocks in your town.")
end
if data.flags["claim_blocks"] < 1 then
return err_msg(player, "You do not have enough remaining claim blocks!")
end
local p1,closest_town = towny.regions:align_new_claim_block(pos, player)
if not p1 then
return err_msg(player, "You cannot claim this area! Town blocks must be aligned side-by-side.")
end
if towny.regions:town_claim_exists(town,p1) then
return err_msg(player, "This area is already claimed.")
end
if closest_town ~= town then
return err_msg(player, "Something went wrong!")
end
table.insert(towny.regions.memloaded[town].blocks, p1)
data.flags["claim_blocks"] = data.flags["claim_blocks"] - 1
minetest.chat_send_player(player, "Successfully claimed this block!")
towny:mark_dirty(town, true)
towny.regions:visualize_radius(vector.subtract(p1, {x=tr/2,y=tr/2,z=tr/2}))
return true
end
function towny:abridge_town(pos,player)
local towny_admin = minetest.check_player_privs(player, { towny_admin = true })
if not pos then
pos = minetest.get_player_by_name(player):get_pos()
end
local town = towny:get_player_town(player)
if not town and not towny_admin then
return err_msg(player, "You're not currently in a town!")
end
local data = towny.towns[town]
if data.mayor ~= player and data.members[player]['claim_delete'] ~= true and not towny_admin then
return err_msg(player, "You do not have permission to delete claim blocks in your town.")
end
local t,p,c = towny.regions:get_town_at(pos)
if not t or (t ~= town and not towny_admin) then
return err_msg(player, "You are not in any town you can modify.")
end
local success,message = towny.regions:remove_claim(c[1],t)
if not success then
return err_msg(player, "Failed to abandon claim block: " .. message)
end
data.flags["claim_blocks"] = data.flags["claim_blocks"] + 1
minetest.chat_send_player(player, "Successfully abandoned this claim block!")
towny:mark_dirty(t, true)
return true
end
function towny:leave_town(player)
local town = towny:get_player_town(player)
if not town then
return err_msg(player, "You're not currently in a town!")
end
local data = towny.towns[town]
if data.mayor == player then
return err_msg(player, "You cannot abandon a town that you own! Either delete the town or transfer mayorship.")
end
-- Update town members
local members = {}
for member,mdata in pairs(data.members) do
if member ~= player then
members[member] = mdata
end
end
data.members = members
-- Update plot members
for plotid,pdata in pairs(data.plots) do
local members = {}
if pdata.owner == player then
pdata.owner = nil
if pdata.flags["greeting"] ~= nil then
pdata.flags["greeting"] = nil
end
end
for mem,dat in pairs(pdata.members) do
if mem ~= player then
-- Transfer ownership to the first other member
if pdata.owner == nil then
pdata.owner = mem
end
members[mem] = dat
end
end
pdata.members = members
end
towny:mark_dirty(town, false)
minetest.chat_send_player(player, "You successfully left the town.")
return true
end
function towny:delete_town(pos,player)
local towny_admin = minetest.check_player_privs(player, { towny_admin = true })
if not pos then
pos = minetest.get_player_by_name(player):get_pos()
end
local town = towny:get_player_town(player)
if not town and not towny_admin then
return err_msg(player, "You're not currently in a town!")
end
local t,p,c = towny.regions:get_town_at(pos)
if not t or (t ~= town and not towny_admin) then
return err_msg(player, "You are not in any town you can modify.")
end
local data = towny.towns[t]
if data.mayor ~= player and not towny_admin then
return err_msg(player, "You do not have permission to delete this town.")
end
local name = data.name .. ""
-- Wipe the town
towny.towns[t] = nil
towny.regions.memloaded[t] = nil
towny.flatfile:delete_all_meta(t)
minetest.chat_send_player(player, "Successfully deleted the town!")
minetest.chat_send_all("The town '" .. name .. "' has fell into ruin.")
return true
end
function towny:delete_plot(pos,player)
local towny_admin = minetest.check_player_privs(player, { towny_admin = true })
if not pos then
pos = minetest.get_player_by_name(player):get_pos()
end
local town = towny:get_player_town(player)
if not town and not towny_admin then
return err_msg(player, "You're not currently in a town!")
end
local t,p,c = towny.regions:get_town_at(pos)
if not t or (t ~= town or not towny_admin) then
return err_msg(player, "You are not in any town you can modify.")
end
local data = towny.towns[t]
local plot_data = data.plots[p]
if (data.mayor ~= player and data.members[player]['plot_delete'] ~= true) and (plot_data.owner ~= player) and not towny_admin then
return err_msg(player, "You do not have permission to delete this plot.")
end
towny.regions:set_plot(c,t,nil)
data.plots[p] = nil
towny:mark_dirty(t, true)
minetest.chat_send_player(player, "Successfully removed the plot.")
return true
end
function towny:create_plot(pos,player)
local towny_admin = minetest.check_player_privs(player, { towny_admin = true })
if not pos then
pos = minetest.get_player_by_name(player):get_pos()
end
local town = towny:get_player_town(player)
if not town and not towny_admin then
return err_msg(player, "You're not currently in a town!")
end
local t,p,c = towny.regions:get_town_at(pos)
if not t or (t ~= town and not towny_admin) then
return err_msg(player, "You are not in any town you can modify.")
end
if p ~= nil then
return err_msg(player, "You cannot create a plot here!")
end
local data = towny.towns[t]
if data.mayor ~= player and data.members[player]['plot_create'] ~= true and not towny_admin then
return err_msg(player, "You do not have permission to create plots in this town.")
end
local pid = minetest.sha1(minetest.hash_node_position(c[1]))
local success,message = towny.regions:set_plot(c[1],t,pid)
if not success then
minetest.chat_send_player(player, "Failed to create a plot here: " .. message)
return false
end
data.plots[pid] = {
owner = player,
members = {[player] = {}},
flags = {},
}
towny:mark_dirty(t, true)
minetest.chat_send_player(player, "Successfully created a plot!")
towny.regions:visualize_radius(vector.subtract(c[1], {x=tr/2,y=tr/2,z=tr/2}))
return true
end
local function flag_typeify(value)
if type(value) == "string" then
if value == "true" then
value = true
elseif value == "false" then
value = false
elseif tonumber(value) ~= nil then
value = tonumber(value)
elseif minetest.string_to_pos(value) ~= nil then
value = minetest.string_to_pos(value)
end
end
return value
end
function towny:set_plot_flags(pos,player,flag,value)
local towny_admin = minetest.check_player_privs(player, { towny_admin = true })
if not pos then
pos = minetest.get_player_by_name(player):get_pos()
end
local town = towny:get_player_town(player)
if not town and not towny_admin then
return err_msg(player, "You're not currently in a town!")
end
local t,p,c = towny.regions:get_town_at(pos)
if not t or (t ~= town and not towny_admin) then
return err_msg(player, "You are not in any town you can modify.")
end
if p ~= nil then
return err_msg(player, "There is no plot here! Please stand in the plot you wish to modify.")
end
local data = towny.towns[t]
local plot_data = data.plots[p]
if data.mayor ~= player and plot_data.owner ~= player and not towny_admin then
return err_msg(player, "You do not have permission to modify this plot.")
end
minetest.chat_send_player(player, "Successfully set the plot flag '" .. flag .."' to '" .. value .. "'!")
towny:mark_dirty(t, false)
plot_data.flags[flag] = flag_typeify(value)
end
function towny:set_town_flags(pos,player,flag,value)
local towny_admin = minetest.check_player_privs(player, { towny_admin = true })
if not pos then
pos = minetest.get_player_by_name(player):get_pos()
end
local town = towny:get_player_town(player)
if not town and not towny_admin then
return err_msg(player, "You're not currently in a town!")
end
local t,p,c = towny.regions:get_town_at(pos)
if not t or (t ~= town and not towny_admin) then
return err_msg(player, "You are not in any town you can modify.")
end
local data = towny.towns[t]
if data.mayor ~= player and not towny_admin then
return err_msg(player, "You do not have permission to modify this town.")
end
if (flag == 'bank' or flag == 'claim_blocks' or flag == 'origin') and not towny_admin then
return err_msg(player, "You cannot change this flag.")
end
minetest.chat_send_player(player, "Successfully set the town flag '" .. flag .."' to '" .. value .. "'!")
towny:mark_dirty(t, false)
data.flags[flag] = flag_typeify(value)
end
function towny:get_claims_total(town)
if not towny.regions.memloaded[town] then return 0 end
return #towny.regions.memloaded[town].blocks
end