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- local hudHandlers = {}
- --- Adds a function as a HUD handler, it will be able to add items to the Areas HUD element.
- function areas:registerHudHandler(handler)
- table.insert(hudHandlers, handler)
- end
- function areas:getExternalHudEntries(pos)
- local areas = {}
- for _, func in pairs(hudHandlers) do
- func(pos, areas)
- end
- return areas
- end
- --- 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
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