From da66780a569712c23ae4f2996cfb4608a9f9d69d Mon Sep 17 00:00:00 2001 From: Vanessa Ezekowitz Date: Fri, 1 Apr 2016 20:02:19 -0400 Subject: copy all standard Dreambuilder mods in from the old subgame (exactly as last supplied there, updates to these mods will follow later) --- areas/api.lua | 128 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 128 insertions(+) create mode 100644 areas/api.lua (limited to 'areas/api.lua') diff --git a/areas/api.lua b/areas/api.lua new file mode 100644 index 0000000..e8b9c7a --- /dev/null +++ b/areas/api.lua @@ -0,0 +1,128 @@ + +--- Returns a list of areas that include the provided position. +function areas:getAreasAtPos(pos) + local res = {} + if self.store then + local a = self.store:get_areas_for_pos(pos, false, true) + for store_id, store_area in pairs(a) do + local id = tonumber(store_area.data) + res[id] = self.areas[id] + end + else + local px, py, pz = pos.x, pos.y, pos.z + for id, area in pairs(self.areas) do + local ap1, ap2 = area.pos1, area.pos2 + if + (px >= ap1.x and px <= ap2.x) and + (py >= ap1.y and py <= ap2.y) and + (pz >= ap1.z and pz <= ap2.z) then + res[id] = area + end + end + end + return res +end + +--- Returns areas that intersect with the passed area. +function areas:getAreasIntersectingArea(pos1, pos2) + local res = {} + if self.store then + local a = self.store:get_areas_in_area(pos1, pos2, + true, false, true) + for store_id, store_area in pairs(a) do + local id = tonumber(store_area.data) + res[id] = self.areas[id] + end + else + self:sortPos(pos1, pos2) + local p1x, p1y, p1z = pos1.x, pos1.y, pos1.z + local p2x, p2y, p2z = pos2.x, pos2.y, pos2.z + for id, area in pairs(self.areas) do + local ap1, ap2 = area.pos1, area.pos2 + if + (ap1.x <= p2x and ap2.x >= p1x) and + (ap1.y <= p2y and ap2.y >= p1y) and + (ap1.z <= p2z and ap2.z >= p1z) then + -- Found an intersecting area. + res[id] = area + end + end + end + return res +end + +-- Checks if the area is unprotected or owned by you +function areas:canInteract(pos, name) + if minetest.check_player_privs(name, self.adminPrivs) then + return true + end + local owned = false + for _, area in pairs(self:getAreasAtPos(pos)) do + if area.owner == name or area.open then + return true + else + owned = true + end + end + return not owned +end + +-- Returns a table (list) of all players that own an area +function areas:getNodeOwners(pos) + local owners = {} + for _, area in pairs(self:getAreasAtPos(pos)) do + table.insert(owners, area.owner) + end + return owners +end + +--- Checks if the area intersects with an area that the player can't interact in. +-- Note that this fails and returns false when the specified area is fully +-- owned by the player, but with multiple protection zones, none of which +-- cover the entire checked area. +-- @param name (optional) Player name. If not specified checks for any intersecting areas. +-- @param allow_open Whether open areas should be counted as if they didn't exist. +-- @return Boolean indicating whether the player can interact in that area. +-- @return Un-owned intersecting area ID, if found. +function areas:canInteractInArea(pos1, pos2, name, allow_open) + if name and minetest.check_player_privs(name, self.adminPrivs) then + return true + end + self:sortPos(pos1, pos2) + + -- Intersecting non-owned area ID, if found. + local blocking_area = nil + + local areas = self:getAreasIntersectingArea(pos1, pos2) + for id, area in pairs(areas) do + -- First check for a fully enclosing owned area. + -- A little optimization: isAreaOwner isn't necessary + -- here since we're iterating over all relevant areas. + if area.owner == name and + self:isSubarea(pos1, pos2, id) then + return true + end + + -- Then check for intersecting non-owned (blocking) areas. + -- We don't bother with this check if we've already found a + -- blocking area, as the check is somewhat expensive. + -- The area blocks if the area is closed or open areas aren't + -- acceptable to the caller, and the area isn't owned. + -- Note: We can't return directly here, because there might be + -- an exclosing owned area that we haven't gotten to yet. + if not blocking_area and + (not allow_open or not area.open) and + (not name or not self:isAreaOwner(id, name)) then + blocking_area = id + end + end + + if blocking_area then + return false, blocking_area + end + + -- There are no intersecting areas or they are only partially + -- intersecting areas and they are all owned by the player. + return true +end + -- cgit v1.2.3