towny/towny/regions.lua

251 lines
7.2 KiB
Lua

local modareas = minetest.get_modpath("areas") ~= nil
local protprev = minetest.settings:get_bool("towny_prevent_protector", true)
local tr = towny.regions.size
local th = towny.regions.height
local main_is_protected = minetest.is_protected
-- Test to see if a position is in a region
local function pos_in_region(pos, p1, p2)
return (pos.x <= p1.x and pos.y <= p1.y and pos.z <= p1.z) and
(pos.x >= p2.x and pos.y >= p2.y and pos.z >= p2.z)
end
local function region_equal(v1, v2)
return (math.floor(v1.x) == math.floor(v2.x)) and
(math.floor(v1.y) == math.floor(v2.y)) and
(math.floor(v1.z) == math.floor(v2.z))
end
-- Find any conflicts with protection mods
-- Do not allow placement of towns in any areas-protected regions, no matter if the user has
-- build permission there or not.
function towny.regions.protection_mod(p1,p2)
if not protprev then return false end
if modareas then
if #areas:getAreasIntersectingArea(p1, p2) > 0 then
return true
end
end
-- Clear of any other protections
return false
end
-- Test to see if there's already a protected node in a region
function towny.regions.already_protected(p1, p2, name)
local found = false
for x = p1.x, p2.x do
if found then break end
for y = p1.y, p2.y do
if found then break end
for z = p1.z, p2.z do
if main_is_protected({x=x,y=y,z=z}, name) then
found = true
break
end
end
end
end
return found
end
function towny.regions.build_perms(town, name, plotid)
if not towny.towns[town] then return true end -- Can build here, this town doesnt even exist
local towndata = towny.towns[town]
-- Owner of the town can always build where they want in their town
if name == towndata.flags['mayor'] then
return true
end
-- Not even a town member, can't build here!
if not towndata.members[name] then return false end
-- Plot build rights
if plotid and towndata.plots[plotid] then
-- This flag dictates that this member can build in all town plots, no matter if they own it or not
if towndata.members[name]['plot_build'] == true then return true end
local plot = towndata.plots[plotid]
-- This flag dictates that all members can build in unowned town plots
if not plot.owner and not towndata.flags['plot_build'] == true then return true end
-- Plot owner can always build in their plot
if name == plot.owner then return true end
if plot.members[name] then
if towndata.flags['plot_member_build'] == false then
return plot.members[name]['plot_build']
else
return plot.members[name]['plot_build'] ~= false
end
end
else
-- This flag dictates that all members can build in unplotted town claims
if towndata.flags['town_build'] == true then return true end
-- If this member has access to building in any town claims, let them
if towndata.members[name]['town_build'] == true then return true end
end
return false
end
-- Ensure double coordinates for a range
function towny.regions.ensure_range(p)
local p1,p2
if p.x then
p1 = p
p2 = vector.subtract(p, {x=tr,y=th,z=tr})
elseif #p == 2 then
p1 = p[1]
p2 = p[2]
end
return p1,p2
end
function towny.regions.get_town_at(pos)
local in_town, in_plot, in_claim
for town,regions in pairs(towny.regions.memloaded) do
if in_town ~= nil then break end
if vector.distance(pos, regions.origin) <= towny.regions.size * 448 then
for _,tc in pairs(regions.blocks) do
local p1,p2 = towny.regions.ensure_range(tc)
if pos_in_region(pos,p1,p2) then
in_town = town
in_claim = {p1,p2}
if tc.plot then
in_plot = tc.plot
end
break
end
end
end
end
return in_town,in_plot,in_claim
end
function towny.regions.get_closest_town(pos,name)
local in_town,block
local last_distance = 0
for town,regions in pairs(towny.regions.memloaded) do
local count = true
if name then
count = towny.regions.build_perms(town, name, nil)
end
if count and vector.distance(pos, regions.origin) <= towny.regions.size * 448 then
for _,tc in pairs(regions.blocks) do
local p1,p2 = towny.regions.ensure_range(tc)
local center = vector.subtract(p1, {x=tr/2,y=th/2,z=tr/2})
local dist = vector.distance(pos, center)
if dist < last_distance or last_distance == 0 then
last_distance = dist
in_town = town
block = {p1,p2}
end
end
end
end
return in_town,block,last_distance
end
function towny.regions.town_claim_exists(town,p1)
if not towny.regions.memloaded[town] then return false end
local blocks = towny.regions.memloaded[town].blocks
for _,pos in pairs(blocks) do
if region_equal(p1, pos) then return true end
end
return false
end
function towny.regions.align_new_claim_block(pos,name)
local closest_town,closest_block,distance = towny.regions.get_closest_town(pos,name)
if not closest_town then return nil end
if distance > (tr + th) then return nil end -- Too far
local new_pos
local p1,p2 = closest_block[1],closest_block[2]
-- X
if (pos.z <= p1.z and pos.z >= p2.z) and (p1.y >= pos.y and p2.y <= pos.y) then
if pos.x > p1.x then
new_pos = vector.add(p1, {x=tr,y=0,z=0})
else
new_pos = vector.add(p1, {x=-tr,y=0,z=0})
end
-- Y
elseif (pos.x <= p1.x and pos.x >= p2.x) and (pos.z <= p1.z and pos.z >= p2.z) then
if pos.y > p1.y then
new_pos = vector.add(p1, {x=0,y=th,z=0})
elseif pos.y < p2.y then
new_pos = vector.add(p1, {x=0,y=-th,z=0})
end
-- Z
elseif (pos.x <= p1.x and pos.x >= p2.x) and (p1.y >= pos.y and p2.y <= pos.y) then
if pos.z > p1.z then
new_pos = vector.add(p1, {x=0,y=0,z=tr})
else
new_pos = vector.add(p1, {x=0,y=0,z=-tr})
end
end
if new_pos == nil then return nil end -- Impossible position
return new_pos,closest_town
end
function towny.regions.remove_claim(p1,town)
local blocks = {}
if not towny.regions.memloaded[town] then return false, "This town does not exist anymore." end
for _,pos in pairs(towny.regions.memloaded[town].blocks) do
if region_equal(p1, pos) and pos['plot'] and towny.towns[town].plots[pos['plot']] then
return false, "This town claim defines a plot. Please remove the plot before removing the claim!"
elseif region_equal(p1, pos) and pos['origin'] == true then
return false, "This town claim is the origin of this town!"
elseif not region_equal(p1, pos) then
table.insert(blocks, pos)
end
end
towny.regions.memloaded[town].blocks = blocks
return true
end
function towny.regions.set_plot(pos,town,plot)
if not towny.regions.memloaded[town] then return false, "This town does not exist anymore." end
for _,block in pairs(towny.regions.memloaded[town].blocks) do
if region_equal(block, pos) then
block['plot'] = plot
break
end
end
return true
end
function towny.regions.visualize_town(town)
if not towny.regions.memloaded[town] then return end
for _,pos in pairs(towny.regions.memloaded[town].blocks) do
local p1,p2 = towny.regions.ensure_range(pos)
towny.regions.visualize_area(p1,p2)
end
end
function towny.regions.position_protected_from(pos, name)
local town,plot = towny.regions.get_town_at(pos)
if not town then return false end
return not towny.regions.build_perms(town, name, plot)
end
-- Finally, override is_protected
function minetest.is_protected(pos, name)
local bt = towny.regions.position_protected_from(pos, name)
if bt ~= false then
return true
end
return main_is_protected(pos, name)
end