From 31f92fba9cddf5ed961aa062c5842d31876912a3 Mon Sep 17 00:00:00 2001 From: Eric Meehan Date: Tue, 7 Jul 2026 13:12:56 -0400 Subject: [PATCH] Initial commit --- README.md | 304 +++---- admin.lua | 498 +++++------ chest.lua | 520 ++++++------ doors.lua | 1042 +++++++++++------------ hud.lua | 164 ++-- init.lua | 1830 ++++++++++++++++++++-------------------- license.txt | 66 +- locale/protector.de.tr | 112 +-- locale/protector.es.tr | 114 +-- locale/protector.fr.tr | 114 +-- locale/protector.it.tr | 112 +-- locale/protector.ru.tr | 122 +-- locale/protector.tr.tr | 112 +-- locale/protector.uk.tr | 112 +-- locale/template.txt | 118 +-- lucky_block.lua | 30 +- mod.conf | 8 +- pvp.lua | 140 +-- settingtypes.txt | 70 +- textures/license.txt | 68 +- tool.lua | 341 ++++---- 21 files changed, 3009 insertions(+), 2988 deletions(-) diff --git a/README.md b/README.md index 47806bb..1abdc91 100644 --- a/README.md +++ b/README.md @@ -1,152 +1,152 @@ -Protector Redo mod [protect] - -Protector redo for minetest is a mod that protects a players builds by placing -a block that stops other players from digging or placing blocks in that area. - -based on glomie's mod, remade by Zeg9 and rewritten by TenPlus1. - -https://forum.minetest.net/viewtopic.php?f=11&t=9376 - -Change log: - -- 0.1 - Initial release -- 0.2 - Texture update -- 0.3 - Added Protection Logo to blend in with player builds -- 0.4 - Code tweak for 0.4.10+ -- 0.5 - Added protector.radius variable in init.lua (default: 5) -- 0.6 - Added Protected Doors (wood and steel) and Protected Chest -- 0.7 - Protected Chests now have "To Chest" and "To Inventory" buttons to copy - contents across, also chests can be named -- 0.8 - Updated to work with Minetest 0.4.12, simplified textures -- 0.9 - Tweaked code -- 1.0 - Only owner can remove protector -- 1.1 - Set 'protector_pvp = true' in minetest.conf to disable pvp in protected - areas except your own, also setting protector_pvp_spawn higher than 0 will - disable pvp around spawn area with the radius you entered -- 1.2 - Shift and click support added with Minetest 0.4.13 to quickly copy stacks - to and from protected chest -- 1.3 - Moved protector on_place into node itself, protector zone display changed - from 10 to 5 seconds, general code tidy -- 1.4 - Changed protector recipes to give single item instead of 4, added + button - to interface, tweaked and tidied code, added admin command /delprot to remove - protectors in bulk from banned/old players -- 1.5 - Added much requested protected trapdoor -- 1.6 - Added protector_drop (true or false) and protector_hurt (hurt by this num) - variables to minetest.conf settings to stop players breaking protected - areas by dropping tools and hurting player. -- 1.7 - Included an edited version of WTFPL doors mod since protected doors didn't - work with the doors mod in the latest daily build... Now it's fine :) - added support for "protection_bypass" privelage. -- 1.8 - Added 'protector_flip' setting to stop players using lag to grief into - another players house, it flips them around to stop them digging. -- 1.9 - Renamed 'protector_pvp_spawn' setting to 'protector_spawn' which protects - an area around static spawnpoint and disables pvp if active. - (note: previous name can still be used) -- 2.0 - Added protector placement tool (thanks to Shara) so that players can easily - stand on a protector, face in a direction and it places a new one at a set - distance to cover protection radius. Added /protector_show command (thanks agaran) - Protectors and chest cannot be moved by mesecon pistons or machines. -- 2.1 - Added 'protector_night_pvp' setting so night-time becomes a free for all and - players can hurt one another even inside protected areas (not spawn protected) -- 2.2 - Updated protector tool so that player only needs to stand nearby (2 block radius) - It can also place vertically (up and down) as well. New protector recipe added. -- 2.3 - Localise many of the protector functions and tidy code. -- 2.4 - Update to newer functions, Minetest 0.4.16 needed to run now. -- 2.5 - Added HUD text to show when player is inside a protected area (updates every 5 seconds) -- 2.6 - Add protection against CSM tampering, updated Intllib support (thanks codexp), tweaked block textures -- 2.7 - Remove protection field entity when protector has been dug -- 2.8 - Added 'protector_show_interval' setting to minetest.conf [default is 5], make protection field glow in dark. -- 2.9 - Added MineClone2 recipes for protection block but no official support as yet -- 3.0 - Added PlayerFactions support, 'protector_hud_interval' setting and listing in advanced settings for mod values. -- 3.1 - Ability to hide protection blocks using /protector_hide and /protector_show , italian local added (thanks Hamlet) -- 3.2 - Defaults to Minetest translation if found, otherwise intllib fallback if loaded, locale files updated for both. Added 'protector_msg' setting for player text. -- 3.3 - Added support for playerfactions new api (thanks louisroyer), added limiter to protection radius of 22. -- 3.4 - Player flip and hurt functions moved to minetest.register_protection_violation function (thanks hlqkj), added 'protector_crafts' setting, changed wood doors n chests to immediate_dig for mineclone2 fix. Upped protector radius limit to 30. -- 3.5 - Store settings in global, reduce screenshot, tweak door sounds, use node template, add name check to commands, add commands to add and remove member names, tweak & tidy code. - -Lucky Blocks: 10 - - -Usage: (requires server privelage) - -list names to remove - - /protector_remove - -remove specific user names - - /protector_remove name1 name2 - -reset names on remove list - - /protector_remove - - -Whenever a player is near any protectors with name1 or name2 then it will be -replaced by an air block. - - -show owner name to replace - - /protector_replace - -replace owner with new name - - /protector_replace owner new_owner - -reset names on replace list - - /protector_replace - - -show protected areas of your nearby protectors (max of 5) - - /protector_show_area - -A players own protection blocks can be hidden and shown using the following: - - /protector_hide - /protector_show - -Adding members to local protection can be done by using - - /protector_add_member - -Removing members from local protection can be done by using - - /protector_del_member - - -The following lines can be added to your minetest.conf file to configure specific features of the mod: - -protector_radius = 5 -- Sets the area around each protection node so that other players cannot dig, place or enter through protected doors or chests. - -protector_pvp = true -- true or false this setting disabled pvp inside of protected areas for all players apart from those listed on the protector node. - -protector_night_pvp = false -- when true this setting enables pvp at night time only, even inside protected areas, requires protector_pvp to be active to work. - -protector_spawn = 10 -- Sets an area 10 nodes around static spawnpoint that is protected. - -protector_hurt = 2 -- When set to above 0, players digging in protected areas will be hurt by 2 health points (or whichever number it's set to) - -protector_flip = true -- When true players who dig inside a protected area will flipped around to stop them using lag to grief into someone else's build - -protector_show_interval -- Number of seconds the protection field is visible, defaults to 5 seconds. - -protector_recipe = true -- When true allows players to craft protection blocks - -protector_msg = true -- When true shows protection messages in players chat when trying to interact in someone else's area - - -Protector Tool - -Can be crafted with a protector surrounded by steel ingots and is used to place new protectors at a set distance of protector.radius in all directions including up and down simply by looking in a direction. - -Use by standing near an existing protector, looking in a direction and using as a tool, hold sneak/shift to place new protector containing member list from inside nearest one. +Protector Redo mod [protect] + +Protector redo for minetest is a mod that protects a players builds by placing +a block that stops other players from digging or placing blocks in that area. + +based on glomie's mod, remade by Zeg9 and rewritten by TenPlus1. + +https://forum.minetest.net/viewtopic.php?f=11&t=9376 + +Change log: + +- 0.1 - Initial release +- 0.2 - Texture update +- 0.3 - Added Protection Logo to blend in with player builds +- 0.4 - Code tweak for 0.4.10+ +- 0.5 - Added protector.radius variable in init.lua (default: 5) +- 0.6 - Added Protected Doors (wood and steel) and Protected Chest +- 0.7 - Protected Chests now have "To Chest" and "To Inventory" buttons to copy + contents across, also chests can be named +- 0.8 - Updated to work with Minetest 0.4.12, simplified textures +- 0.9 - Tweaked code +- 1.0 - Only owner can remove protector +- 1.1 - Set 'protector_pvp = true' in minetest.conf to disable pvp in protected + areas except your own, also setting protector_pvp_spawn higher than 0 will + disable pvp around spawn area with the radius you entered +- 1.2 - Shift and click support added with Minetest 0.4.13 to quickly copy stacks + to and from protected chest +- 1.3 - Moved protector on_place into node itself, protector zone display changed + from 10 to 5 seconds, general code tidy +- 1.4 - Changed protector recipes to give single item instead of 4, added + button + to interface, tweaked and tidied code, added admin command /delprot to remove + protectors in bulk from banned/old players +- 1.5 - Added much requested protected trapdoor +- 1.6 - Added protector_drop (true or false) and protector_hurt (hurt by this num) + variables to minetest.conf settings to stop players breaking protected + areas by dropping tools and hurting player. +- 1.7 - Included an edited version of WTFPL doors mod since protected doors didn't + work with the doors mod in the latest daily build... Now it's fine :) + added support for "protection_bypass" privelage. +- 1.8 - Added 'protector_flip' setting to stop players using lag to grief into + another players house, it flips them around to stop them digging. +- 1.9 - Renamed 'protector_pvp_spawn' setting to 'protector_spawn' which protects + an area around static spawnpoint and disables pvp if active. + (note: previous name can still be used) +- 2.0 - Added protector placement tool (thanks to Shara) so that players can easily + stand on a protector, face in a direction and it places a new one at a set + distance to cover protection radius. Added /protector_show command (thanks agaran) + Protectors and chest cannot be moved by mesecon pistons or machines. +- 2.1 - Added 'protector_night_pvp' setting so night-time becomes a free for all and + players can hurt one another even inside protected areas (not spawn protected) +- 2.2 - Updated protector tool so that player only needs to stand nearby (2 block radius) + It can also place vertically (up and down) as well. New protector recipe added. +- 2.3 - Localise many of the protector functions and tidy code. +- 2.4 - Update to newer functions, Minetest 0.4.16 needed to run now. +- 2.5 - Added HUD text to show when player is inside a protected area (updates every 5 seconds) +- 2.6 - Add protection against CSM tampering, updated Intllib support (thanks codexp), tweaked block textures +- 2.7 - Remove protection field entity when protector has been dug +- 2.8 - Added 'protector_show_interval' setting to minetest.conf [default is 5], make protection field glow in dark. +- 2.9 - Added MineClone2 recipes for protection block but no official support as yet +- 3.0 - Added PlayerFactions support, 'protector_hud_interval' setting and listing in advanced settings for mod values. +- 3.1 - Ability to hide protection blocks using /protector_hide and /protector_show , italian local added (thanks Hamlet) +- 3.2 - Defaults to Minetest translation if found, otherwise intllib fallback if loaded, locale files updated for both. Added 'protector_msg' setting for player text. +- 3.3 - Added support for playerfactions new api (thanks louisroyer), added limiter to protection radius of 22. +- 3.4 - Player flip and hurt functions moved to minetest.register_protection_violation function (thanks hlqkj), added 'protector_crafts' setting, changed wood doors n chests to immediate_dig for mineclone2 fix. Upped protector radius limit to 30. +- 3.5 - Store settings in global, reduce screenshot, tweak door sounds, use node template, add name check to commands, add commands to add and remove member names, tweak & tidy code. + +Lucky Blocks: 10 + + +Usage: (requires server privelage) + +list names to remove + + /protector_remove + +remove specific user names + + /protector_remove name1 name2 + +reset names on remove list + + /protector_remove - + +Whenever a player is near any protectors with name1 or name2 then it will be +replaced by an air block. + + +show owner name to replace + + /protector_replace + +replace owner with new name + + /protector_replace owner new_owner + +reset names on replace list + + /protector_replace - + +show protected areas of your nearby protectors (max of 5) + + /protector_show_area + +A players own protection blocks can be hidden and shown using the following: + + /protector_hide + /protector_show + +Adding members to local protection can be done by using + + /protector_add_member + +Removing members from local protection can be done by using + + /protector_del_member + + +The following lines can be added to your minetest.conf file to configure specific features of the mod: + +protector_length = 15 +- Sets the area around each protection node so that other players cannot dig, place or enter through protected doors or chests. + +protector_pvp = true +- true or false this setting disabled pvp inside of protected areas for all players apart from those listed on the protector node. + +protector_night_pvp = false +- when true this setting enables pvp at night time only, even inside protected areas, requires protector_pvp to be active to work. + +protector_spawn = 10 +- Sets an area 10 nodes around static spawnpoint that is protected. + +protector_hurt = 2 +- When set to above 0, players digging in protected areas will be hurt by 2 health points (or whichever number it's set to) + +protector_flip = true +- When true players who dig inside a protected area will flipped around to stop them using lag to grief into someone else's build + +protector_show_interval +- Number of seconds the protection field is visible, defaults to 5 seconds. + +protector_recipe = true +- When true allows players to craft protection blocks + +protector_msg = true +- When true shows protection messages in players chat when trying to interact in someone else's area + + +Protector Tool + +Can be crafted with a protector surrounded by steel ingots and is used to place new protectors at a set distance of protector.radius in all directions including up and down simply by looking in a direction. + +Use by standing near an existing protector, looking in a direction and using as a tool, hold sneak/shift to place new protector containing member list from inside nearest one. diff --git a/admin.lua b/admin.lua index cc548c1..ccfb59e 100644 --- a/admin.lua +++ b/admin.lua @@ -1,249 +1,249 @@ - --- translation and default name vars - -local S = core.get_translator("protector") -local removal_names = "" -local replace_names = "" - --- remove protection command - -core.register_chatcommand("protector_remove", { - params = S(""), - description = S("Remove Protectors around players (separate names with spaces)"), - privs = {server = true}, - - func = function(name, param) - - if param == "-" then - - core.chat_send_player(name, S("Name List Reset")) - - removal_names = "" ; return - end - - if param ~= "" then - removal_names = param - end - - core.chat_send_player(name, - S("Protector Names to remove: @1", removal_names)) - end -}) - --- replace protection command - -core.register_chatcommand("protector_replace", { - params = S(" "), - description = S("Replace Protector Owner with name provided"), - privs = {server = true}, - - func = function(name, param) - - -- reset list to empty - if param == "-" then - - core.chat_send_player(name, S("Name List Reset")) - - replace_names = "" ; return - end - - -- check and set replacement name - if param ~= "" then - - local names = param:split(" ") ; if not names[2] then return end - - if names[2] ~= string.match(names[2], "[%w_-]+") then - core.chat_send_player(name, S("Invalid player name!")) ; return - end - - if names[2]:len() > 25 then - core.chat_send_player(name, S("Player name too long")) ; return - end - - replace_names = param - end - - -- show name info - if replace_names ~= "" then - - local names = replace_names:split(" ") - - core.chat_send_player(name, S("Replacing Protector name @1 with @2", - names[1] or "", names[2] or "")) - end - end -}) - --- Abm to remove or replace protectors within active player area - -core.register_abm({ - nodenames = {"protector:protect", "protector:protect2", "protector:protect_hidden"}, - interval = 5, - chance = 1, - catch_up = false, - - action = function(pos, node) - - if removal_names == "" and replace_names == "" then return end - - local meta = core.get_meta(pos) ; if not meta then return end - local owner = meta:get_string("owner") - - if removal_names ~= "" then - - local names = removal_names:split(" ") - - for _, n in pairs(names) do - - if n == owner then - core.set_node(pos, {name = "air"}) ; return - end - end - end - - if replace_names ~= "" then - - local names = replace_names:split(" ") - - if names[1] and names[2] and owner == names[1] then - - meta:set_string("owner", names[2]) - meta:set_string("infotext", S("Protection (owned by @1)", names[2])) - end - end - end -}) - --- show protection areas of nearby protectors owned by you (thanks agaran) - -local r = protector.radius - -core.register_chatcommand("protector_show_area", { - params = "", - description = S("Show protected areas of your nearby protectors"), - privs = {}, - - func = function(name, param) - - local player = core.get_player_by_name(name) - local pos = player:get_pos() - - -- find the protector nodes - local pos = core.find_nodes_in_area( - {x = pos.x - r, y = pos.y - r, z = pos.z - r}, - {x = pos.x + r, y = pos.y + r, z = pos.z + r}, - {"protector:protect", "protector:protect2", "protector:protect_hidden"}) - - local meta, owner - - -- show a maximum of 5 protected areas only - for n = 1, math.min(#pos, 5) do - - meta = core.get_meta(pos[n]) - owner = meta:get_string("owner") or "" - - if owner == name - or core.check_player_privs(name, {protection_bypass = true}) then - core.add_entity(pos[n], "protector:display") - end - end - end -}) - --- ability to hide protection blocks (borrowed from doors mod :) - -core.register_node("protector:protect_hidden", { - description = "Hidden Protector", - drawtype = "airlike", - paramtype = "light", - paramtype2 = "facedir", - sunlight_propagates = true, - -- has to be walkable for falling nodes to stop falling - walkable = true, - pointable = false, - diggable = false, - buildable_to = false, - floodable = false, - drop = "", - groups = {not_in_creative_inventory = 1, unbreakable = 1}, - is_ground_content = false, - on_blast = function() end, - -- 1px block to stop falling nodes replacing protector - collision_box = { - type = "fixed", fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32} - } -}) - --- make own protectors visible in area - -core.register_chatcommand("protector_show", { - params = "", - description = S("Show your nearby protection blocks"), - privs = {interact = true}, - - func = function(name, param) - - local player = core.get_player_by_name(name) - - if not player then - return false, S("Player not found.") - end - - local pos = player:get_pos() - - local a = core.find_nodes_in_area( - {x = pos.x - r, y = pos.y - r, z = pos.z - r}, - {x = pos.x + r, y = pos.y + r, z = pos.z + r}, - {"protector:protect_hidden"}) - - local meta, owner - - for _, row in pairs(a) do - - meta = core.get_meta(row) - owner = meta:get_string("owner") or "" - - if owner == name - or core.check_player_privs(name, {protection_bypass = true}) then - core.swap_node(row, {name = "protector:protect"}) - end - end - end -}) - --- make own protectors invisible in area - -core.register_chatcommand("protector_hide", { - params = "", - description = S("Hide your nearby protection blocks"), - privs = {interact = true}, - - func = function(name, param) - - local player = core.get_player_by_name(name) - - if not player then - return false, S("Player not found.") - end - - local pos = player:get_pos() - - local a = core.find_nodes_in_area( - {x = pos.x - r, y = pos.y - r, z = pos.z - r}, - {x = pos.x + r, y = pos.y + r, z = pos.z + r}, - {"protector:protect", "protector:protect2"}) - - local meta, owner - - for _, row in pairs(a) do - - meta = core.get_meta(row) - owner = meta:get_string("owner") or "" - - if owner == name - or core.check_player_privs(name, {protection_bypass = true}) then - core.swap_node(row, {name = "protector:protect_hidden"}) - end - end - end -}) + +-- translation and default name vars + +local S = core.get_translator("protector") +local removal_names = "" +local replace_names = "" + +-- remove protection command + +core.register_chatcommand("protector_remove", { + params = S(""), + description = S("Remove Protectors around players (separate names with spaces)"), + privs = {server = true}, + + func = function(name, param) + + if param == "-" then + + core.chat_send_player(name, S("Name List Reset")) + + removal_names = "" ; return + end + + if param ~= "" then + removal_names = param + end + + core.chat_send_player(name, + S("Protector Names to remove: @1", removal_names)) + end +}) + +-- replace protection command + +core.register_chatcommand("protector_replace", { + params = S(" "), + description = S("Replace Protector Owner with name provided"), + privs = {server = true}, + + func = function(name, param) + + -- reset list to empty + if param == "-" then + + core.chat_send_player(name, S("Name List Reset")) + + replace_names = "" ; return + end + + -- check and set replacement name + if param ~= "" then + + local names = param:split(" ") ; if not names[2] then return end + + if names[2] ~= string.match(names[2], "[%w_-]+") then + core.chat_send_player(name, S("Invalid player name!")) ; return + end + + if names[2]:len() > 25 then + core.chat_send_player(name, S("Player name too long")) ; return + end + + replace_names = param + end + + -- show name info + if replace_names ~= "" then + + local names = replace_names:split(" ") + + core.chat_send_player(name, S("Replacing Protector name @1 with @2", + names[1] or "", names[2] or "")) + end + end +}) + +-- Abm to remove or replace protectors within active player area + +core.register_abm({ + nodenames = {"protector:protect", "protector:protect2", "protector:protect_hidden"}, + interval = 5, + chance = 1, + catch_up = false, + + action = function(pos, node) + + if removal_names == "" and replace_names == "" then return end + + local meta = core.get_meta(pos) ; if not meta then return end + local owner = meta:get_string("owner") + + if removal_names ~= "" then + + local names = removal_names:split(" ") + + for _, n in pairs(names) do + + if n == owner then + core.set_node(pos, {name = "air"}) ; return + end + end + end + + if replace_names ~= "" then + + local names = replace_names:split(" ") + + if names[1] and names[2] and owner == names[1] then + + meta:set_string("owner", names[2]) + meta:set_string("infotext", S("Protection (owned by @1)", names[2])) + end + end + end +}) + +-- show protection areas of nearby protectors owned by you (thanks agaran) + +local r = protector.length + +core.register_chatcommand("protector_show_area", { + params = "", + description = S("Show protected areas of your nearby protectors"), + privs = {}, + + func = function(name, param) + + local player = core.get_player_by_name(name) + local pos = player:get_pos() + + -- find the protector nodes + local pos = core.find_nodes_in_area( + {x = pos.x - r, y = pos.y - r, z = pos.z - r}, + {x = pos.x, y = pos.y, z = pos.z}, + {"protector:protect", "protector:protect2", "protector:protect_hidden"}) + + local meta, owner + + -- show a maximum of 5 protected areas only + for n = 1, math.min(#pos, 5) do + + meta = core.get_meta(pos[n]) + owner = meta:get_string("owner") or "" + + if owner == name + or core.check_player_privs(name, {protection_bypass = true}) then + core.add_entity({x=pos[n].x+r, y=pos[n].y+r, z=pos[n].z+r}, "protector:display") + end + end + end +}) + +-- ability to hide protection blocks (borrowed from doors mod :) + +core.register_node("protector:protect_hidden", { + description = "Hidden Protector", + drawtype = "airlike", + paramtype = "light", + paramtype2 = "facedir", + sunlight_propagates = true, + -- has to be walkable for falling nodes to stop falling + walkable = true, + pointable = false, + diggable = false, + buildable_to = false, + floodable = false, + drop = "", + groups = {not_in_creative_inventory = 1, unbreakable = 1}, + is_ground_content = false, + on_blast = function() end, + -- 1px block to stop falling nodes replacing protector + collision_box = { + type = "fixed", fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32} + } +}) + +-- make own protectors visible in area + +core.register_chatcommand("protector_show", { + params = "", + description = S("Show your nearby protection blocks"), + privs = {interact = true}, + + func = function(name, param) + + local player = core.get_player_by_name(name) + + if not player then + return false, S("Player not found.") + end + + local pos = player:get_pos() + + local a = core.find_nodes_in_area( + {x = pos.x - r, y = pos.y - r, z = pos.z - r}, + {x = pos.x, y = pos.y, z = pos.z}, + {"protector:protect_hidden"}) + + local meta, owner + + for _, row in pairs(a) do + + meta = core.get_meta(row) + owner = meta:get_string("owner") or "" + + if owner == name + or core.check_player_privs(name, {protection_bypass = true}) then + core.swap_node(row, {name = "protector:protect"}) + end + end + end +}) + +-- make own protectors invisible in area + +core.register_chatcommand("protector_hide", { + params = "", + description = S("Hide your nearby protection blocks"), + privs = {interact = true}, + + func = function(name, param) + + local player = core.get_player_by_name(name) + + if not player then + return false, S("Player not found.") + end + + local pos = player:get_pos() + + local a = core.find_nodes_in_area( + {x = pos.x - r, y = pos.y - r, z = pos.z - r}, + {x = pos.x, y = pos.y, z = pos.z}, + {"protector:protect", "protector:protect2"}) + + local meta, owner + + for _, row in pairs(a) do + + meta = core.get_meta(row) + owner = meta:get_string("owner") or "" + + if owner == name + or core.check_player_privs(name, {protection_bypass = true}) then + core.swap_node(row, {name = "protector:protect_hidden"}) + end + end + end +}) diff --git a/chest.lua b/chest.lua index 654993b..2b95fa7 100644 --- a/chest.lua +++ b/chest.lua @@ -1,260 +1,260 @@ - --- translation - -local S = core.get_translator("protector") -local F = core.formspec_escape - --- MineClone support - -local mcl = core.get_modpath("mcl_core") -local mcf = core.get_modpath("mcl_formspec") - --- Are crafts enabled? - -local protector_crafts = core.settings:get_bool("protector_crafts") ~= false - --- Protected Chest - -local chest_size = mcl and (9 * 3) or (8 * 4) - -core.register_node("protector:chest", { - description = S("Protected Chest"), - tiles = { - "default_chest_top.png", "default_chest_top.png", - "default_chest_side.png", "default_chest_side.png", - "default_chest_side.png", "default_chest_front.png^protector_logo.png" - }, - paramtype2 = "facedir", - groups = {dig_immediate = 2, unbreakable = 1}, - legacy_facedir_simple = true, - is_ground_content = false, - sounds = default.node_sound_wood_defaults(), - - on_construct = function(pos) - - local meta = core.get_meta(pos) - local inv = meta:get_inventory() - - meta:set_string("infotext", S("Protected Chest")) - meta:set_string("name", S("Protected Chest")) - inv:set_size("main", chest_size) - end, - - can_dig = function(pos,player) - - local meta = core.get_meta(pos) - local inv = meta:get_inventory() - - if inv:is_empty("main") then - - if not core.is_protected(pos, player:get_player_name()) then - return true - end - end - end, - - on_metadata_inventory_put = function(pos, listname, index, stack, player) - - core.log("action", player:get_player_name() - .. " moves stuff to protected chest at " .. core.pos_to_string(pos)) - end, - - on_metadata_inventory_take = function(pos, listname, index, stack, player) - - core.log("action", player:get_player_name() - .. " takes stuff from protected chest at " .. core.pos_to_string(pos)) - end, - - on_metadata_inventory_move = function( - pos, from_list, from_index, to_list, to_index, count, player) - - core.log("action", player:get_player_name() - .. " moves stuff inside protected chest at " .. core.pos_to_string(pos)) - end, - - allow_metadata_inventory_put = function(pos, listname, index, stack, player) - - if core.is_protected(pos, player:get_player_name()) then - return 0 - end - - return stack:get_count() - end, - - allow_metadata_inventory_take = function(pos, listname, index, stack, player) - - if core.is_protected(pos, player:get_player_name()) then - return 0 - end - - return stack:get_count() - end, - - allow_metadata_inventory_move = function( - pos, from_list, from_index, to_list, to_index, count, player) - - if core.is_protected(pos, player:get_player_name()) then - return 0 - end - - return count - end, - - on_rightclick = function(pos, node, clicker) - - if core.is_protected(pos, clicker:get_player_name()) then return end - - local meta = core.get_meta(pos) ; if not meta then return end - - local spos = pos.x .. "," .. pos.y .. "," ..pos.z - local formspec - - -- mineclone support - if mcl and mcf then - - formspec = "size[9,8.75]" - .. "label[0,0;" .. core.formspec_escape( - core.colorize("#313131", "Protected Chest")) .. "]" - .. "list[nodemeta:" .. spos .. ";main;0,0.5;9,3;]" - .. mcl_formspec.get_itemslot_bg(0,0.5,9,3) - .. "image_button[3.0,3.5;1.05,0.8;protector_up_icon.png;protect_up;]" - .. "image_button[4.0,3.5;1.05,0.8;protector_down_icon.png;protect_down;]" - .. "label[0,4.0;" .. core.formspec_escape( - core.colorize("#313131", "Inventory")) .. "]" - .. "list[current_player;main;0,4.5;9,3;9]" - .. mcl_formspec.get_itemslot_bg(0,4.5,9,3) - .. "list[current_player;main;0,7.74;9,1;]" - .. mcl_formspec.get_itemslot_bg(0,7.74,9,1) - .. "listring[nodemeta:" .. spos .. ";main]" - .. "listring[current_player;main]" - - else -- default formspec - - formspec = "size[8,9]" - .. "list[nodemeta:".. spos .. ";main;0,0.3;8,4;]" - - .. "image_button[-0.01,4.26;1.05,0.8;protector_up_icon.png;protect_up;]" - .. "image_button[0.98,4.26;1.05,0.8;protector_down_icon.png;protect_down;]" - .. "tooltip[protect_up;" .. S("To Chest") .. "]" - .. "tooltip[protect_down;" .. S("To Inventory") .. "]" - - .. "field[2.3,4.8;4,0.25;protect_name;;" - .. meta:get_string("name") .. "]" - .. "button[5.99,4.5;2.05,0.25;protect_rename;" .. S("Rename") .. "]" - - .. "list[current_player;main;0,5;8,1;]" - .. "list[current_player;main;0,6.08;8,3;8]" - .. "listring[nodemeta:" .. spos .. ";main]" - .. "listring[current_player;main]" - end - - core.sound_play("default_chest_open", { - gain = 0.3, pos = pos, max_hear_distance = 10}, true) - - core.show_formspec(clicker:get_player_name(), - "protector:chest_" .. core.pos_to_string(pos), formspec) - end, - - on_blast = function() end -}) - --- Container transfer helper - -local function to_from(src, dst) - - local stack, item, leftover - local size = dst:get_size("main") - - for i = 1, size do - - stack = src:get_stack("main", i) - item = stack:get_name() - - if item ~= "" and dst:room_for_item("main", item) then - - leftover = dst:add_item("main", stack) - - if leftover and not leftover:is_empty() then - src:set_stack("main", i, leftover) - else - src:set_stack("main", i, nil) - end - end - end -end - --- Protected Chest formspec buttons - -core.register_on_player_receive_fields(function(player, formname, fields) - - if string.sub(formname, 0, 16) ~= "protector:chest_" then return end - - local pos_s = string.sub(formname, 17) - local pos = core.string_to_pos(pos_s) - - if core.is_protected(pos, player:get_player_name()) then return end - - local meta = core.get_meta(pos) ; if not meta then return end - local chest_inv = meta:get_inventory() ; if not chest_inv then return end - local player_inv = player:get_inventory() - - -- copy contents of player inventory to chest - if fields.protect_up then - - to_from(player_inv, chest_inv) - - -- copy contents of chest to player inventory - elseif fields.protect_down then - - to_from(chest_inv, player_inv) - - elseif fields.protect_name or fields.protect_rename then - - -- change chest infotext to display name - if fields.protect_name ~= "" then - - if fields.protect_name ~= string.match(fields.protect_name, "[%w%s_-]+") - or fields.protect_name:len() > 35 then - return - end - - meta:set_string("name", fields.protect_name) - meta:set_string("infotext", fields.protect_name) - else - meta:set_string("name", S("Protected Chest")) - meta:set_string("infotext", S("Protected Chest")) - end - - elseif fields.quit then - - core.sound_play("default_chest_close", { - gain = 0.3, pos = pos, max_hear_distance = 10}, true) - end -end) - --- Protected Chest recipes - -if protector_crafts then - - if mcl then - - core.register_craft({ - output = "protector:chest", - recipe = { {"mcl_chests:chest", "mcl_core:gold_ingot"} } - }) - else - core.register_craft({ - output = "protector:chest", - recipe = { - {"group:wood", "group:wood", "group:wood"}, - {"group:wood", "default:copper_ingot", "group:wood"}, - {"group:wood", "group:wood", "group:wood"} - } - }) - - core.register_craft({ - output = "protector:chest", - recipe = { {"default:chest", "default:copper_ingot"} } - }) - end -end + +-- translation + +local S = core.get_translator("protector") +local F = core.formspec_escape + +-- MineClone support + +local mcl = core.get_modpath("mcl_core") +local mcf = core.get_modpath("mcl_formspec") + +-- Are crafts enabled? + +local protector_crafts = core.settings:get_bool("protector_crafts") ~= false + +-- Protected Chest + +local chest_size = mcl and (9 * 3) or (8 * 4) + +core.register_node("protector:chest", { + description = S("Protected Chest"), + tiles = { + "default_chest_top.png", "default_chest_top.png", + "default_chest_side.png", "default_chest_side.png", + "default_chest_side.png", "default_chest_front.png^protector_logo.png" + }, + paramtype2 = "facedir", + groups = {dig_immediate = 2, unbreakable = 1}, + legacy_facedir_simple = true, + is_ground_content = false, + sounds = default.node_sound_wood_defaults(), + + on_construct = function(pos) + + local meta = core.get_meta(pos) + local inv = meta:get_inventory() + + meta:set_string("infotext", S("Protected Chest")) + meta:set_string("name", S("Protected Chest")) + inv:set_size("main", chest_size) + end, + + can_dig = function(pos,player) + + local meta = core.get_meta(pos) + local inv = meta:get_inventory() + + if inv:is_empty("main") then + + if not core.is_protected(pos, player:get_player_name()) then + return true + end + end + end, + + on_metadata_inventory_put = function(pos, listname, index, stack, player) + + core.log("action", player:get_player_name() + .. " moves stuff to protected chest at " .. core.pos_to_string(pos)) + end, + + on_metadata_inventory_take = function(pos, listname, index, stack, player) + + core.log("action", player:get_player_name() + .. " takes stuff from protected chest at " .. core.pos_to_string(pos)) + end, + + on_metadata_inventory_move = function( + pos, from_list, from_index, to_list, to_index, count, player) + + core.log("action", player:get_player_name() + .. " moves stuff inside protected chest at " .. core.pos_to_string(pos)) + end, + + allow_metadata_inventory_put = function(pos, listname, index, stack, player) + + if core.is_protected(pos, player:get_player_name()) then + return 0 + end + + return stack:get_count() + end, + + allow_metadata_inventory_take = function(pos, listname, index, stack, player) + + if core.is_protected(pos, player:get_player_name()) then + return 0 + end + + return stack:get_count() + end, + + allow_metadata_inventory_move = function( + pos, from_list, from_index, to_list, to_index, count, player) + + if core.is_protected(pos, player:get_player_name()) then + return 0 + end + + return count + end, + + on_rightclick = function(pos, node, clicker) + + if core.is_protected(pos, clicker:get_player_name()) then return end + + local meta = core.get_meta(pos) ; if not meta then return end + + local spos = pos.x .. "," .. pos.y .. "," ..pos.z + local formspec + + -- mineclone support + if mcl and mcf then + + formspec = "size[9,8.75]" + .. "label[0,0;" .. core.formspec_escape( + core.colorize("#313131", "Protected Chest")) .. "]" + .. "list[nodemeta:" .. spos .. ";main;0,0.5;9,3;]" + .. mcl_formspec.get_itemslot_bg(0,0.5,9,3) + .. "image_button[3.0,3.5;1.05,0.8;protector_up_icon.png;protect_up;]" + .. "image_button[4.0,3.5;1.05,0.8;protector_down_icon.png;protect_down;]" + .. "label[0,4.0;" .. core.formspec_escape( + core.colorize("#313131", "Inventory")) .. "]" + .. "list[current_player;main;0,4.5;9,3;9]" + .. mcl_formspec.get_itemslot_bg(0,4.5,9,3) + .. "list[current_player;main;0,7.74;9,1;]" + .. mcl_formspec.get_itemslot_bg(0,7.74,9,1) + .. "listring[nodemeta:" .. spos .. ";main]" + .. "listring[current_player;main]" + + else -- default formspec + + formspec = "size[8,9]" + .. "list[nodemeta:".. spos .. ";main;0,0.3;8,4;]" + + .. "image_button[-0.01,4.26;1.05,0.8;protector_up_icon.png;protect_up;]" + .. "image_button[0.98,4.26;1.05,0.8;protector_down_icon.png;protect_down;]" + .. "tooltip[protect_up;" .. S("To Chest") .. "]" + .. "tooltip[protect_down;" .. S("To Inventory") .. "]" + + .. "field[2.3,4.8;4,0.25;protect_name;;" + .. meta:get_string("name") .. "]" + .. "button[5.99,4.5;2.05,0.25;protect_rename;" .. S("Rename") .. "]" + + .. "list[current_player;main;0,5;8,1;]" + .. "list[current_player;main;0,6.08;8,3;8]" + .. "listring[nodemeta:" .. spos .. ";main]" + .. "listring[current_player;main]" + end + + core.sound_play("default_chest_open", { + gain = 0.3, pos = pos, max_hear_distance = 10}, true) + + core.show_formspec(clicker:get_player_name(), + "protector:chest_" .. core.pos_to_string(pos), formspec) + end, + + on_blast = function() end +}) + +-- Container transfer helper + +local function to_from(src, dst) + + local stack, item, leftover + local size = dst:get_size("main") + + for i = 1, size do + + stack = src:get_stack("main", i) + item = stack:get_name() + + if item ~= "" and dst:room_for_item("main", item) then + + leftover = dst:add_item("main", stack) + + if leftover and not leftover:is_empty() then + src:set_stack("main", i, leftover) + else + src:set_stack("main", i, nil) + end + end + end +end + +-- Protected Chest formspec buttons + +core.register_on_player_receive_fields(function(player, formname, fields) + + if string.sub(formname, 0, 16) ~= "protector:chest_" then return end + + local pos_s = string.sub(formname, 17) + local pos = core.string_to_pos(pos_s) + + if core.is_protected(pos, player:get_player_name()) then return end + + local meta = core.get_meta(pos) ; if not meta then return end + local chest_inv = meta:get_inventory() ; if not chest_inv then return end + local player_inv = player:get_inventory() + + -- copy contents of player inventory to chest + if fields.protect_up then + + to_from(player_inv, chest_inv) + + -- copy contents of chest to player inventory + elseif fields.protect_down then + + to_from(chest_inv, player_inv) + + elseif fields.protect_name or fields.protect_rename then + + -- change chest infotext to display name + if fields.protect_name ~= "" then + + if fields.protect_name ~= string.match(fields.protect_name, "[%w%s_-]+") + or fields.protect_name:len() > 35 then + return + end + + meta:set_string("name", fields.protect_name) + meta:set_string("infotext", fields.protect_name) + else + meta:set_string("name", S("Protected Chest")) + meta:set_string("infotext", S("Protected Chest")) + end + + elseif fields.quit then + + core.sound_play("default_chest_close", { + gain = 0.3, pos = pos, max_hear_distance = 10}, true) + end +end) + +-- Protected Chest recipes + +if protector_crafts then + + if mcl then + + core.register_craft({ + output = "protector:chest", + recipe = { {"mcl_chests:chest", "mcl_core:gold_ingot"} } + }) + else + core.register_craft({ + output = "protector:chest", + recipe = { + {"group:wood", "group:wood", "group:wood"}, + {"group:wood", "default:copper_ingot", "group:wood"}, + {"group:wood", "group:wood", "group:wood"} + } + }) + + core.register_craft({ + output = "protector:chest", + recipe = { {"default:chest", "default:copper_ingot"} } + }) + end +end diff --git a/doors.lua b/doors.lua index 5c75178..d1e9709 100644 --- a/doors.lua +++ b/doors.lua @@ -1,521 +1,521 @@ - --- doors code from an old client re-used - -local S = core.get_translator("protector") - --- MineClone support - -local mcl = core.get_modpath("mcl_core") - --- Are crafts enabled? - -local protector_crafts = core.settings:get_bool("protector_crafts") ~= false - --- Registers a door - -local function register_door(name, def) - - def.groups.not_in_creative_inventory = 1 - def.groups.handy = 1 - def.groups.prot_door = 1 - - local box = {{-0.5, -0.5, -0.5, 0.5, 0.5, -0.5 + 1.5/16}} - - def.node_box_bottom = box - def.node_box_top = box - def.selection_box_bottom = box - def.selection_box_top = box - - core.register_craftitem(name, { - description = def.description, - inventory_image = def.inventory_image, - - on_place = function(itemstack, placer, pointed_thing) - - if pointed_thing.type ~= "node" then return itemstack end - - local ptu = pointed_thing.under - local nu = core.get_node(ptu) - - if core.registered_nodes[nu.name] - and core.registered_nodes[nu.name].on_rightclick then - return core.registered_nodes[nu.name].on_rightclick( - ptu, nu, placer, itemstack) - end - - local pt = pointed_thing.above - local pt2 = {x = pt.x, y = pt.y, z = pt.z} - - pt2.y = pt2.y + 1 - - if not core.registered_nodes[core.get_node(pt).name].buildable_to - or not core.registered_nodes[core.get_node(pt2).name].buildable_to - or not placer or not placer:is_player() then - return itemstack - end - - if core.is_protected(pt, placer:get_player_name()) - or core.is_protected(pt2, placer:get_player_name()) then - core.record_protection_violation(pt, placer:get_player_name()) - return itemstack - end - - local p2 = core.dir_to_facedir(placer:get_look_dir()) - local pt3 = {x = pt.x, y = pt.y, z = pt.z} - - if p2 == 0 then pt3.x = pt3.x - 1 - elseif p2 == 1 then pt3.z = pt3.z + 1 - elseif p2 == 2 then pt3.x = pt3.x + 1 - elseif p2 == 3 then pt3.z = pt3.z - 1 - end - - if core.get_item_group(core.get_node(pt3).name, "prot_door") == 0 then - core.set_node(pt, {name = name .. "_b_1", param2 = p2}) - core.set_node(pt2, {name = name .. "_t_1", param2 = p2}) - else - core.set_node(pt, {name = name .. "_b_2", param2 = p2}) - core.set_node(pt2, {name = name .. "_t_2", param2 = p2}) - - core.get_meta(pt):set_int("right", 1) - core.get_meta(pt2):set_int("right", 1) - end - - if not core.settings:get_bool("creative_mode") then - itemstack:take_item() - end - - core.sound_play(def.sounds.place, {pos = pt2}, true) - - return itemstack - end - }) - - local tt = def.tiles_top - local tb = def.tiles_bottom - - local function after_dig_node(pos, name, digger) - - local node = core.get_node(pos) - - if node.name == name then - core.node_dig(pos, node, digger) - end - end - - local function on_rightclick(pos, dir, check_name, replace, replace_dir, params) - - pos.y = pos.y + dir - - if core.get_node(pos).name ~= check_name then return end - - local p2 = core.get_node(pos).param2 - - p2 = params[p2 + 1] - - core.swap_node(pos, {name = replace_dir, param2 = p2}) - - pos.y = pos.y - dir - - core.swap_node(pos, {name = replace, param2=p2}) - - core.sound_play(def.open_sound, - {pos = pos, gain = 0.3, max_hear_distance = 10}, true) - end - - local function on_rotate(pos, node, dir, user, check_name, mode, new_param2) - - if mode ~= screwdriver.ROTATE_FACE then return false end - - pos.y = pos.y + dir - - if core.get_node(pos).name ~= check_name then return false end - - if core.is_protected(pos, user:get_player_name()) then - core.record_protection_violation(pos, user:get_player_name()) - return false - end - - local node2 = core.get_node(pos) - - node2.param2 = (node2.param2 + 1) % 4 - - core.swap_node(pos, node2) - - pos.y = pos.y - dir - - node.param2 = (node.param2 + 1) % 4 - - core.swap_node(pos, node) - - return true - end - - core.register_node(name .. "_b_1", { - tiles = {tb[2], tb[2], tb[2], tb[2], tb[1], tb[1] .. "^[transformfx"}, - paramtype = "light", - paramtype2 = "facedir", - use_texture_alpha = "clip", - is_ground_content = false, - node_dig_prediction = "", - drop = name, - drawtype = "nodebox", - node_box = {type = "fixed", fixed = def.node_box_bottom}, - selection_box = {type = "fixed", fixed = def.selection_box_bottom}, - groups = def.groups, - _mcl_hardness = 0.8, - _mcl_blast_resistance = 1, - - after_dig_node = function(pos, oldnode, oldmetadata, digger) - pos.y = pos.y + 1 - after_dig_node(pos, name.."_t_1", digger) - end, - - on_rightclick = function(pos, node, clicker) - - if not core.is_protected(pos, clicker:get_player_name()) then - on_rightclick(pos, 1, name .. "_t_1", name .. "_b_2", - name .. "_t_2", {1,2,3,0}) - end - end, - - on_rotate = function(pos, node, user, mode, new_param2) - return on_rotate(pos, node, 1, user, name .. "_t_1", mode) - end, - - sounds = def.sounds, - sunlight_propagates = def.sunlight, - on_blast = function() end - }) - - core.register_node(name .. "_t_1", { - tiles = {tt[2], tt[2], tt[2], tt[2], tt[1], tt[1] .. "^[transformfx"}, - paramtype = "light", - paramtype2 = "facedir", - use_texture_alpha = "clip", - is_ground_content = false, - node_dig_prediction = "", - drop = "", - drawtype = "nodebox", - node_box = {type = "fixed", fixed = def.node_box_top}, - selection_box = {type = "fixed", fixed = def.selection_box_top}, - groups = def.groups, - _mcl_hardness = 0.8, - _mcl_blast_resistance = 1, - - after_dig_node = function(pos, oldnode, oldmetadata, digger) - pos.y = pos.y - 1 - after_dig_node(pos, name .. "_b_1", digger) - end, - - on_rightclick = function(pos, node, clicker) - if not core.is_protected(pos, clicker:get_player_name()) then - on_rightclick(pos, -1, name .. "_b_1", name .. "_t_2", - name .. "_b_2", {1,2,3,0}) - end - end, - - on_rotate = function(pos, node, user, mode, new_param2) - return on_rotate(pos, node, -1, user, name .. "_b_1", mode) - end, - - sounds = def.sounds, - sunlight_propagates = def.sunlight, - on_blast = function() end - }) - - core.register_node(name .. "_b_2", { - tiles = {tb[2], tb[2], tb[2], tb[2], tb[1] .. "^[transformfx", tb[1]}, - paramtype = "light", - paramtype2 = "facedir", - use_texture_alpha = "clip", - is_ground_content = false, - node_dig_prediction = "", - drop = name, - drawtype = "nodebox", - node_box = {type = "fixed", fixed = def.node_box_bottom}, - selection_box = {type = "fixed", fixed = def.selection_box_bottom}, - groups = def.groups, - _mcl_hardness = 0.8, - _mcl_blast_resistance = 1, - - after_dig_node = function(pos, oldnode, oldmetadata, digger) - pos.y = pos.y + 1 - after_dig_node(pos, name .. "_t_2", digger) - end, - - on_rightclick = function(pos, node, clicker) - if not core.is_protected(pos, clicker:get_player_name()) then - on_rightclick(pos, 1, name .. "_t_2", name .. "_b_1", - name .. "_t_1", {3,0,1,2}) - end - end, - - on_rotate = function(pos, node, user, mode, new_param2) - return on_rotate(pos, node, 1, user, name .. "_t_2", mode) - end, - - sounds = def.sounds, - sunlight_propagates = def.sunlight, - on_blast = function() end - }) - - core.register_node(name .. "_t_2", { - tiles = {tt[2], tt[2], tt[2], tt[2], tt[1] .. "^[transformfx", tt[1]}, - paramtype = "light", - paramtype2 = "facedir", - use_texture_alpha = "clip", - is_ground_content = false, - node_dig_prediction = "", - drop = "", - drawtype = "nodebox", - node_box = {type = "fixed", fixed = def.node_box_top}, - selection_box = {type = "fixed", fixed = def.selection_box_top}, - groups = def.groups, - _mcl_hardness = 0.8, - _mcl_blast_resistance = 1, - - after_dig_node = function(pos, oldnode, oldmetadata, digger) - pos.y = pos.y - 1 - after_dig_node(pos, name .. "_b_2", digger) - end, - - on_rightclick = function(pos, node, clicker) - if not core.is_protected(pos, clicker:get_player_name()) then - on_rightclick(pos, -1, name .. "_b_2", name .. "_t_1", - name .. "_b_1", {3,0,1,2}) - end - end, - - on_rotate = function(pos, node, user, mode, new_param2) - return on_rotate(pos, node, -1, user, name .. "_b_2", mode) - end, - - sounds = def.sounds, - sunlight_propagates = def.sunlight, - on_blast = function() end - }) -end - --- Protected Wooden Door - -local name = "protector:door_wood" - -register_door(name, { - description = S("Protected Wooden Door"), - inventory_image = "doors_wood.png^protector_logo.png", - groups = { - snappy = 1, choppy = 2, dig_immediate = 2, unbreakable = 1, axey = 1, handy = 1 - }, - tiles_bottom = {"doors_wood_b.png^protector_logo.png", "doors_brown.png"}, - tiles_top = {"doors_wood_a.png", "doors_brown.png"}, - sounds = default.node_sound_wood_defaults(), - open_sound = "default_dug_node", - sunlight = false -}) - -if protector_crafts then - - if mcl then - - core.register_craft({ - output = name, - recipe = { {"mcl_doors:wooden_door", "mcl_core:gold_ingot"} } - }) - else - core.register_craft({ - output = name, - recipe = { - {"group:wood", "group:wood"}, - {"group:wood", "default:copper_ingot"}, - {"group:wood", "group:wood"} - } - }) - - core.register_craft({ - output = name, - recipe = { {"doors:door_wood", "default:copper_ingot"} } - }) - end -end - --- Protected Steel Door - -local name = "protector:door_steel" - -register_door(name, { - description = S("Protected Steel Door"), - inventory_image = "doors_steel.png^protector_logo.png", - groups = { - snappy = 1, cracky = 1, handy = 1, - level = (mcl and 0 or 2), pickaxey = 2, unbreakable = 1 - }, - tiles_bottom = {"doors_steel_b.png^protector_logo.png", "doors_grey.png"}, - tiles_top = {"doors_steel_a.png", "doors_grey.png"}, - sounds = default.node_sound_metal_defaults(), - open_sound = "default_place_node_metal", - sunlight = false, -}) - -if protector_crafts then - - if mcl then - - core.register_craft({ - output = name, - recipe = { {"mcl_doors:iron_door", "mcl_core:gold_ingot"} } - }) - else - core.register_craft({ - output = name, - recipe = { - {"default:steel_ingot", "default:steel_ingot"}, - {"default:steel_ingot", "default:copper_ingot"}, - {"default:steel_ingot", "default:steel_ingot"} - } - }) - - core.register_craft({ - output = name, - recipe = { {"doors:door_steel", "default:copper_ingot"} } - }) - end -end - -----trapdoor---- - -local function register_trapdoor(name, def) - - local name_closed = name - local name_opened = name .. "_open" - - def.on_rightclick = function (pos, node, clicker, itemstack, pointed_thing) - - if core.is_protected(pos, clicker:get_player_name()) then return end - - local newname = node.name == name_closed and name_opened or name_closed - - core.sound_play(def.open_sound, - {pos = pos, gain = 0.3, max_hear_distance = 10}, true) - - core.swap_node(pos, - {name = newname, param1 = node.param1, param2 = node.param2}) - end - - -- Common trapdoor configuration - def.drawtype = "nodebox" - def.paramtype = "light" - def.paramtype2 = "facedir" - def.use_texture_alpha = "clip" - def.is_ground_content = false - def.node_dig_prediction = "" - - local def_opened = table.copy(def) - local def_closed = table.copy(def) - - def_closed.node_box = { - type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5} - } - def_closed.selection_box = { - type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5} - } - def_closed.tiles = { def.tile_front, def.tile_front, def.tile_side, def.tile_side, - def.tile_side, def.tile_side } - - def_opened.node_box = { - type = "fixed", fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5} - } - def_opened.selection_box = { - type = "fixed", fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5} - } - def_opened.tiles = { def.tile_side, def.tile_side, - def.tile_side .. "^[transform3", - def.tile_side .. "^[transform1", - def.tile_front, def.tile_front } - - def_opened.drop = name_closed - def_opened.groups.not_in_creative_inventory = 1 - - core.register_node(name_opened, def_opened) - core.register_node(name_closed, def_closed) -end - --- Protected Wooden Trapdoor - -register_trapdoor("protector:trapdoor", { - description = S("Protected Trapdoor"), - inventory_image = "doors_trapdoor.png^protector_logo.png", - wield_image = "doors_trapdoor.png^protector_logo.png", - tile_front = "doors_trapdoor.png^protector_logo.png", - tile_side = "doors_trapdoor_side.png", - groups = {snappy = 1, choppy = 2, dig_immediate = 2, unbreakable = 1, axey = 1}, - _mcl_hardness = 0.8, - _mcl_blast_resistance = 1, - sounds = default.node_sound_wood_defaults(), - open_sound = "default_dug_node" -}) - -if protector_crafts then - - if mcl then - - core.register_craft({ - output = "protector:trapdoor", - recipe = { {"mcl_doors:trapdoor", "mcl_core:gold_ingot"} } - }) - else - core.register_craft({ - output = "protector:trapdoor 2", - recipe = { - {"group:wood", "default:copper_ingot", "group:wood"}, - {"group:wood", "group:wood", "group:wood"} - } - }) - - core.register_craft({ - output = "protector:trapdoor", - recipe = { {"doors:trapdoor", "default:copper_ingot"} } - }) - end -end - --- Protected Steel Trapdoor - -register_trapdoor("protector:trapdoor_steel", { - description = S("Protected Steel Trapdoor"), - inventory_image = "doors_trapdoor_steel.png^protector_logo.png", - wield_image = "doors_trapdoor_steel.png^protector_logo.png", - tile_front = "doors_trapdoor_steel.png^protector_logo.png", - tile_side = "doors_trapdoor_steel_side.png", - groups = { - snappy = 1, bendy = 2, cracky = 1, level = (mcl and 0 or 2), - unbreakable = 1, pickaxey = 2, handy = 1 - }, - _mcl_hardness = 1, - _mcl_blast_resistance = 1, - sounds = default.node_sound_metal_defaults(), - open_sound = "default_place_node_metal" -}) - -if protector_crafts then - - if mcl then - - core.register_craft({ - output = "protector:trapdoor_steel", - recipe = { {"mcl_doors:iron_trapdoor", "mcl_core:gold_ingot"} } - }) - else - core.register_craft({ - output = "protector:trapdoor_steel", - recipe = { - {"default:copper_ingot", "default:steel_ingot"}, - {"default:steel_ingot", "default:steel_ingot"} - } - }) - - core.register_craft({ - output = "protector:trapdoor_steel", - recipe = { {"doors:trapdoor_steel", "default:copper_ingot"} } - }) - end -end + +-- doors code from an old client re-used + +local S = core.get_translator("protector") + +-- MineClone support + +local mcl = core.get_modpath("mcl_core") + +-- Are crafts enabled? + +local protector_crafts = core.settings:get_bool("protector_crafts") ~= false + +-- Registers a door + +local function register_door(name, def) + + def.groups.not_in_creative_inventory = 1 + def.groups.handy = 1 + def.groups.prot_door = 1 + + local box = {{-0.5, -0.5, -0.5, 0.5, 0.5, -0.5 + 1.5/16}} + + def.node_box_bottom = box + def.node_box_top = box + def.selection_box_bottom = box + def.selection_box_top = box + + core.register_craftitem(name, { + description = def.description, + inventory_image = def.inventory_image, + + on_place = function(itemstack, placer, pointed_thing) + + if pointed_thing.type ~= "node" then return itemstack end + + local ptu = pointed_thing.under + local nu = core.get_node(ptu) + + if core.registered_nodes[nu.name] + and core.registered_nodes[nu.name].on_rightclick then + return core.registered_nodes[nu.name].on_rightclick( + ptu, nu, placer, itemstack) + end + + local pt = pointed_thing.above + local pt2 = {x = pt.x, y = pt.y, z = pt.z} + + pt2.y = pt2.y + 1 + + if not core.registered_nodes[core.get_node(pt).name].buildable_to + or not core.registered_nodes[core.get_node(pt2).name].buildable_to + or not placer or not placer:is_player() then + return itemstack + end + + if core.is_protected(pt, placer:get_player_name()) + or core.is_protected(pt2, placer:get_player_name()) then + core.record_protection_violation(pt, placer:get_player_name()) + return itemstack + end + + local p2 = core.dir_to_facedir(placer:get_look_dir()) + local pt3 = {x = pt.x, y = pt.y, z = pt.z} + + if p2 == 0 then pt3.x = pt3.x - 1 + elseif p2 == 1 then pt3.z = pt3.z + 1 + elseif p2 == 2 then pt3.x = pt3.x + 1 + elseif p2 == 3 then pt3.z = pt3.z - 1 + end + + if core.get_item_group(core.get_node(pt3).name, "prot_door") == 0 then + core.set_node(pt, {name = name .. "_b_1", param2 = p2}) + core.set_node(pt2, {name = name .. "_t_1", param2 = p2}) + else + core.set_node(pt, {name = name .. "_b_2", param2 = p2}) + core.set_node(pt2, {name = name .. "_t_2", param2 = p2}) + + core.get_meta(pt):set_int("right", 1) + core.get_meta(pt2):set_int("right", 1) + end + + if not core.settings:get_bool("creative_mode") then + itemstack:take_item() + end + + core.sound_play(def.sounds.place, {pos = pt2}, true) + + return itemstack + end + }) + + local tt = def.tiles_top + local tb = def.tiles_bottom + + local function after_dig_node(pos, name, digger) + + local node = core.get_node(pos) + + if node.name == name then + core.node_dig(pos, node, digger) + end + end + + local function on_rightclick(pos, dir, check_name, replace, replace_dir, params) + + pos.y = pos.y + dir + + if core.get_node(pos).name ~= check_name then return end + + local p2 = core.get_node(pos).param2 + + p2 = params[p2 + 1] + + core.swap_node(pos, {name = replace_dir, param2 = p2}) + + pos.y = pos.y - dir + + core.swap_node(pos, {name = replace, param2=p2}) + + core.sound_play(def.open_sound, + {pos = pos, gain = 0.3, max_hear_distance = 10}, true) + end + + local function on_rotate(pos, node, dir, user, check_name, mode, new_param2) + + if mode ~= screwdriver.ROTATE_FACE then return false end + + pos.y = pos.y + dir + + if core.get_node(pos).name ~= check_name then return false end + + if core.is_protected(pos, user:get_player_name()) then + core.record_protection_violation(pos, user:get_player_name()) + return false + end + + local node2 = core.get_node(pos) + + node2.param2 = (node2.param2 + 1) % 4 + + core.swap_node(pos, node2) + + pos.y = pos.y - dir + + node.param2 = (node.param2 + 1) % 4 + + core.swap_node(pos, node) + + return true + end + + core.register_node(name .. "_b_1", { + tiles = {tb[2], tb[2], tb[2], tb[2], tb[1], tb[1] .. "^[transformfx"}, + paramtype = "light", + paramtype2 = "facedir", + use_texture_alpha = "clip", + is_ground_content = false, + node_dig_prediction = "", + drop = name, + drawtype = "nodebox", + node_box = {type = "fixed", fixed = def.node_box_bottom}, + selection_box = {type = "fixed", fixed = def.selection_box_bottom}, + groups = def.groups, + _mcl_hardness = 0.8, + _mcl_blast_resistance = 1, + + after_dig_node = function(pos, oldnode, oldmetadata, digger) + pos.y = pos.y + 1 + after_dig_node(pos, name.."_t_1", digger) + end, + + on_rightclick = function(pos, node, clicker) + + if not core.is_protected(pos, clicker:get_player_name()) then + on_rightclick(pos, 1, name .. "_t_1", name .. "_b_2", + name .. "_t_2", {1,2,3,0}) + end + end, + + on_rotate = function(pos, node, user, mode, new_param2) + return on_rotate(pos, node, 1, user, name .. "_t_1", mode) + end, + + sounds = def.sounds, + sunlight_propagates = def.sunlight, + on_blast = function() end + }) + + core.register_node(name .. "_t_1", { + tiles = {tt[2], tt[2], tt[2], tt[2], tt[1], tt[1] .. "^[transformfx"}, + paramtype = "light", + paramtype2 = "facedir", + use_texture_alpha = "clip", + is_ground_content = false, + node_dig_prediction = "", + drop = "", + drawtype = "nodebox", + node_box = {type = "fixed", fixed = def.node_box_top}, + selection_box = {type = "fixed", fixed = def.selection_box_top}, + groups = def.groups, + _mcl_hardness = 0.8, + _mcl_blast_resistance = 1, + + after_dig_node = function(pos, oldnode, oldmetadata, digger) + pos.y = pos.y - 1 + after_dig_node(pos, name .. "_b_1", digger) + end, + + on_rightclick = function(pos, node, clicker) + if not core.is_protected(pos, clicker:get_player_name()) then + on_rightclick(pos, -1, name .. "_b_1", name .. "_t_2", + name .. "_b_2", {1,2,3,0}) + end + end, + + on_rotate = function(pos, node, user, mode, new_param2) + return on_rotate(pos, node, -1, user, name .. "_b_1", mode) + end, + + sounds = def.sounds, + sunlight_propagates = def.sunlight, + on_blast = function() end + }) + + core.register_node(name .. "_b_2", { + tiles = {tb[2], tb[2], tb[2], tb[2], tb[1] .. "^[transformfx", tb[1]}, + paramtype = "light", + paramtype2 = "facedir", + use_texture_alpha = "clip", + is_ground_content = false, + node_dig_prediction = "", + drop = name, + drawtype = "nodebox", + node_box = {type = "fixed", fixed = def.node_box_bottom}, + selection_box = {type = "fixed", fixed = def.selection_box_bottom}, + groups = def.groups, + _mcl_hardness = 0.8, + _mcl_blast_resistance = 1, + + after_dig_node = function(pos, oldnode, oldmetadata, digger) + pos.y = pos.y + 1 + after_dig_node(pos, name .. "_t_2", digger) + end, + + on_rightclick = function(pos, node, clicker) + if not core.is_protected(pos, clicker:get_player_name()) then + on_rightclick(pos, 1, name .. "_t_2", name .. "_b_1", + name .. "_t_1", {3,0,1,2}) + end + end, + + on_rotate = function(pos, node, user, mode, new_param2) + return on_rotate(pos, node, 1, user, name .. "_t_2", mode) + end, + + sounds = def.sounds, + sunlight_propagates = def.sunlight, + on_blast = function() end + }) + + core.register_node(name .. "_t_2", { + tiles = {tt[2], tt[2], tt[2], tt[2], tt[1] .. "^[transformfx", tt[1]}, + paramtype = "light", + paramtype2 = "facedir", + use_texture_alpha = "clip", + is_ground_content = false, + node_dig_prediction = "", + drop = "", + drawtype = "nodebox", + node_box = {type = "fixed", fixed = def.node_box_top}, + selection_box = {type = "fixed", fixed = def.selection_box_top}, + groups = def.groups, + _mcl_hardness = 0.8, + _mcl_blast_resistance = 1, + + after_dig_node = function(pos, oldnode, oldmetadata, digger) + pos.y = pos.y - 1 + after_dig_node(pos, name .. "_b_2", digger) + end, + + on_rightclick = function(pos, node, clicker) + if not core.is_protected(pos, clicker:get_player_name()) then + on_rightclick(pos, -1, name .. "_b_2", name .. "_t_1", + name .. "_b_1", {3,0,1,2}) + end + end, + + on_rotate = function(pos, node, user, mode, new_param2) + return on_rotate(pos, node, -1, user, name .. "_b_2", mode) + end, + + sounds = def.sounds, + sunlight_propagates = def.sunlight, + on_blast = function() end + }) +end + +-- Protected Wooden Door + +local name = "protector:door_wood" + +register_door(name, { + description = S("Protected Wooden Door"), + inventory_image = "doors_wood.png^protector_logo.png", + groups = { + snappy = 1, choppy = 2, dig_immediate = 2, unbreakable = 1, axey = 1, handy = 1 + }, + tiles_bottom = {"doors_wood_b.png^protector_logo.png", "doors_brown.png"}, + tiles_top = {"doors_wood_a.png", "doors_brown.png"}, + sounds = default.node_sound_wood_defaults(), + open_sound = "default_dug_node", + sunlight = false +}) + +if protector_crafts then + + if mcl then + + core.register_craft({ + output = name, + recipe = { {"mcl_doors:wooden_door", "mcl_core:gold_ingot"} } + }) + else + core.register_craft({ + output = name, + recipe = { + {"group:wood", "group:wood"}, + {"group:wood", "default:copper_ingot"}, + {"group:wood", "group:wood"} + } + }) + + core.register_craft({ + output = name, + recipe = { {"doors:door_wood", "default:copper_ingot"} } + }) + end +end + +-- Protected Steel Door + +local name = "protector:door_steel" + +register_door(name, { + description = S("Protected Steel Door"), + inventory_image = "doors_steel.png^protector_logo.png", + groups = { + snappy = 1, cracky = 1, handy = 1, + level = (mcl and 0 or 2), pickaxey = 2, unbreakable = 1 + }, + tiles_bottom = {"doors_steel_b.png^protector_logo.png", "doors_grey.png"}, + tiles_top = {"doors_steel_a.png", "doors_grey.png"}, + sounds = default.node_sound_metal_defaults(), + open_sound = "default_place_node_metal", + sunlight = false, +}) + +if protector_crafts then + + if mcl then + + core.register_craft({ + output = name, + recipe = { {"mcl_doors:iron_door", "mcl_core:gold_ingot"} } + }) + else + core.register_craft({ + output = name, + recipe = { + {"default:steel_ingot", "default:steel_ingot"}, + {"default:steel_ingot", "default:copper_ingot"}, + {"default:steel_ingot", "default:steel_ingot"} + } + }) + + core.register_craft({ + output = name, + recipe = { {"doors:door_steel", "default:copper_ingot"} } + }) + end +end + +----trapdoor---- + +local function register_trapdoor(name, def) + + local name_closed = name + local name_opened = name .. "_open" + + def.on_rightclick = function (pos, node, clicker, itemstack, pointed_thing) + + if core.is_protected(pos, clicker:get_player_name()) then return end + + local newname = node.name == name_closed and name_opened or name_closed + + core.sound_play(def.open_sound, + {pos = pos, gain = 0.3, max_hear_distance = 10}, true) + + core.swap_node(pos, + {name = newname, param1 = node.param1, param2 = node.param2}) + end + + -- Common trapdoor configuration + def.drawtype = "nodebox" + def.paramtype = "light" + def.paramtype2 = "facedir" + def.use_texture_alpha = "clip" + def.is_ground_content = false + def.node_dig_prediction = "" + + local def_opened = table.copy(def) + local def_closed = table.copy(def) + + def_closed.node_box = { + type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5} + } + def_closed.selection_box = { + type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5} + } + def_closed.tiles = { def.tile_front, def.tile_front, def.tile_side, def.tile_side, + def.tile_side, def.tile_side } + + def_opened.node_box = { + type = "fixed", fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5} + } + def_opened.selection_box = { + type = "fixed", fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5} + } + def_opened.tiles = { def.tile_side, def.tile_side, + def.tile_side .. "^[transform3", + def.tile_side .. "^[transform1", + def.tile_front, def.tile_front } + + def_opened.drop = name_closed + def_opened.groups.not_in_creative_inventory = 1 + + core.register_node(name_opened, def_opened) + core.register_node(name_closed, def_closed) +end + +-- Protected Wooden Trapdoor + +register_trapdoor("protector:trapdoor", { + description = S("Protected Trapdoor"), + inventory_image = "doors_trapdoor.png^protector_logo.png", + wield_image = "doors_trapdoor.png^protector_logo.png", + tile_front = "doors_trapdoor.png^protector_logo.png", + tile_side = "doors_trapdoor_side.png", + groups = {snappy = 1, choppy = 2, dig_immediate = 2, unbreakable = 1, axey = 1}, + _mcl_hardness = 0.8, + _mcl_blast_resistance = 1, + sounds = default.node_sound_wood_defaults(), + open_sound = "default_dug_node" +}) + +if protector_crafts then + + if mcl then + + core.register_craft({ + output = "protector:trapdoor", + recipe = { {"mcl_doors:trapdoor", "mcl_core:gold_ingot"} } + }) + else + core.register_craft({ + output = "protector:trapdoor 2", + recipe = { + {"group:wood", "default:copper_ingot", "group:wood"}, + {"group:wood", "group:wood", "group:wood"} + } + }) + + core.register_craft({ + output = "protector:trapdoor", + recipe = { {"doors:trapdoor", "default:copper_ingot"} } + }) + end +end + +-- Protected Steel Trapdoor + +register_trapdoor("protector:trapdoor_steel", { + description = S("Protected Steel Trapdoor"), + inventory_image = "doors_trapdoor_steel.png^protector_logo.png", + wield_image = "doors_trapdoor_steel.png^protector_logo.png", + tile_front = "doors_trapdoor_steel.png^protector_logo.png", + tile_side = "doors_trapdoor_steel_side.png", + groups = { + snappy = 1, bendy = 2, cracky = 1, level = (mcl and 0 or 2), + unbreakable = 1, pickaxey = 2, handy = 1 + }, + _mcl_hardness = 1, + _mcl_blast_resistance = 1, + sounds = default.node_sound_metal_defaults(), + open_sound = "default_place_node_metal" +}) + +if protector_crafts then + + if mcl then + + core.register_craft({ + output = "protector:trapdoor_steel", + recipe = { {"mcl_doors:iron_trapdoor", "mcl_core:gold_ingot"} } + }) + else + core.register_craft({ + output = "protector:trapdoor_steel", + recipe = { + {"default:copper_ingot", "default:steel_ingot"}, + {"default:steel_ingot", "default:steel_ingot"} + } + }) + + core.register_craft({ + output = "protector:trapdoor_steel", + recipe = { {"doors:trapdoor_steel", "default:copper_ingot"} } + }) + end +end diff --git a/hud.lua b/hud.lua index 1c8da00..1b4a1a5 100644 --- a/hud.lua +++ b/hud.lua @@ -1,82 +1,82 @@ - --- translation and protector radius - -local S = core.get_translator("protector") -local radius = protector.radius - --- hud settings - -local hud = {} -local hud_timer = 0 -local hud_interval = (tonumber(core.settings:get("protector_hud_interval")) or 4) -local hud_style = core.has_feature("hud_def_type_field") - -if hud_interval > 0 then - -core.register_globalstep(function(dtime) - - hud_timer = hud_timer + dtime - - if hud_timer < hud_interval then return end - - hud_timer = 0 - - for _, player in pairs(core.get_connected_players()) do - - local name = player:get_player_name() - local pos = vector.round(player:get_pos()) - local hud_text = "" - - local protectors = core.find_nodes_in_area( - {x = pos.x - radius , y = pos.y - radius , z = pos.z - radius}, - {x = pos.x + radius , y = pos.y + radius , z = pos.z + radius}, - {"protector:protect","protector:protect2", "protector:protect_hidden"}) - - if #protectors > 0 then - - local npos = protectors[1] - local meta = core.get_meta(npos) - local nodeowner = meta:get_string("owner") - local members = meta:get_string("members"):split(" ") - - hud_text = S("Owner: @1", nodeowner) - - if #members > 0 then - hud_text = hud_text .. " [" .. #members .. "]" - end - end - - if not hud[name] then - - hud[name] = {} - - local hud_tab = { - name = "Protector Area", - number = 0xFFFF22, - position = {x = 0, y = 0.95}, - offset = {x = 8, y = -8}, - text = hud_text, - scale = {x = 200, y = 60}, - alignment = {x = 1, y = -1}, - } - - if hud_style then - hud_tab["type"] = "text" - else - hud_tab["hud_elem_type"] = "text" - end - - hud[name].id = player:hud_add(hud_tab) - - return - else - player:hud_change(hud[name].id, "text", hud_text) - end - end -end) - -core.register_on_leaveplayer(function(player) - hud[player:get_player_name()] = nil -end) - -end -- END hud_interval > 0 + +-- translation and protector length + +local S = core.get_translator("protector") +local length = protector.length + +-- hud settings + +local hud = {} +local hud_timer = 0 +local hud_interval = (tonumber(core.settings:get("protector_hud_interval")) or 4) +local hud_style = core.has_feature("hud_def_type_field") + +if hud_interval > 0 then + +core.register_globalstep(function(dtime) + + hud_timer = hud_timer + dtime + + if hud_timer < hud_interval then return end + + hud_timer = 0 + + for _, player in pairs(core.get_connected_players()) do + + local name = player:get_player_name() + local pos = vector.round(player:get_pos()) + local hud_text = "" + + local protectors = core.find_nodes_in_area( + {x = pos.x - length, y = pos.y - length, z = pos.z - length}, + {x = pos.x, y = pos.y, z = pos.z}, + {"protector:protect","protector:protect2", "protector:protect_hidden"}) + + if #protectors > 0 then + + local npos = protectors[1] + local meta = core.get_meta(npos) + local nodeowner = meta:get_string("owner") + local members = meta:get_string("members"):split(" ") + + hud_text = S("Owner: @1", nodeowner) + + if #members > 0 then + hud_text = hud_text .. " [" .. #members .. "]" + end + end + + if not hud[name] then + + hud[name] = {} + + local hud_tab = { + name = "Protector Area", + number = 0xFFFF22, + position = {x = 0, y = 0.95}, + offset = {x = 8, y = -8}, + text = hud_text, + scale = {x = 200, y = 60}, + alignment = {x = 1, y = -1}, + } + + if hud_style then + hud_tab["type"] = "text" + else + hud_tab["hud_elem_type"] = "text" + end + + hud[name].id = player:hud_add(hud_tab) + + return + else + player:hud_change(hud[name].id, "text", hud_text) + end + end +end) + +core.register_on_leaveplayer(function(player) + hud[player:get_player_name()] = nil +end) + +end -- END hud_interval > 0 diff --git a/init.lua b/init.lua index 2919c0d..d441f27 100644 --- a/init.lua +++ b/init.lua @@ -1,907 +1,923 @@ - --- default support (for use with MineClone2 and other [games] - -if not core.global_exists("default") then - - default = { - node_sound_stone_defaults = function(table) return {} end, - node_sound_wood_defaults = function(table) return {} end, - node_sound_metal_defaults = function(table) return {} end, - gui_bg = "", gui_bg_img = "", gui_slots = "" - } -end - -if core.get_modpath("mcl_sounds") then - default.node_sound_stone_defaults = mcl_sounds.node_sound_stone_defaults - default.node_sound_wood_defaults = mcl_sounds.node_sound_wood_defaults - default.node_sound_metal_defaults = mcl_sounds.node_sound_metal_defaults -end - --- modpath, formspec helper and translator - -local MP = core.get_modpath(core.get_current_modname()) -local F = core.formspec_escape -local S = core.get_translator("protector") - --- global table - -protector = { - mod = "redo", - max_shares = 12, - radius = tonumber(core.settings:get("protector_radius")) or 5 -} - --- radius limiter (minetest cannot handle node volume of more than 4096000) - -if protector.radius > 30 then protector.radius = 30 end - --- playerfactions check - -local factions_available = core.global_exists("factions") - -if factions_available then protector.max_shares = 8 end - --- localize math - -local math_floor, math_pi = math.floor, math.pi - --- settings - -local protector_flip = core.settings:get_bool("protector_flip") or false -local protector_hurt = tonumber(core.settings:get("protector_hurt")) or 0 -local protector_spawn = tonumber(core.settings:get("protector_spawn") - or core.settings:get("protector_pvp_spawn")) or 0 -local protector_show = tonumber(core.settings:get("protector_show_interval")) or 5 -local protector_recipe = core.settings:get_bool("protector_recipe") ~= false -local protector_msg = core.settings:get_bool("protector_msg") ~= false - --- get static spawn position - -local statspawn = core.string_to_pos(core.settings:get("static_spawnpoint")) - or {x = 0, y = 2, z = 0} - --- return list of members as a table - -local function get_member_list(meta) - - return meta:get_string("members"):split(" ") -end - --- return list of factions as a table - -local function get_faction_list(meta) - - return meta:get_string("factions"):split(" ") -end - --- write member list table in protector meta as string - -local function set_member_list(meta, list) - - meta:set_string("members", table.concat(list, " ")) -end - --- write faction list table in protector meta as string - -local function set_faction_list(meta, list) - - meta:set_string("factions", table.concat(list, " ")) -end - --- check for owner name - -local function is_owner(meta, name) - - return name == meta:get_string("owner") -end - --- add faction name to table as member - -local function add_faction(meta, name) - - if name ~= string.match(name, "[%w_-]+") and name ~= "*" then return end - - if name:len() > 25 then return end - - local list = get_faction_list(meta) - - if #list >= 4 then return end - - table.insert(list, name) - - set_faction_list(meta, list) -end - --- convert old faction tick-box to "*" for all owner factions - -core.register_lbm({ - label = "Protector update", - name = "protector:protector_update", - nodenames = {"protector:protect", "protector:protect2", "protector:protect_hidden"}, - run_at_every_load = false, - action = function(pos, node, dtime_s) - - local meta = core.get_meta(pos) - - if meta:get_int("faction_members") == 1 then - - meta:set_string("factions", "*") - meta:set_int("faction_members", 0) - end - end -}) - --- check for member name - -local function is_member(meta, name) - - for _, n in pairs(get_member_list(meta)) do - - if n == name then return true end - end - - if factions_available then - - if factions.version == nil then - - -- backward compatibility - local player_faction = factions.get_player_faction(name) - - if player_faction ~= nil then - - for _, faction in pairs(get_faction_list(meta)) do - - if (faction == "*" - and factions.get_player_faction( - meta:get_string("owner")) == player_faction) - or faction == player_faction then return true end - end - end - else - for _, faction in pairs(get_faction_list(meta)) do - - if faction == "*" then - - -- is member if player and owner share at least one faction - local player_factions = factions.get_player_factions(name) - local owner = meta:get_string("owner") - - if player_factions ~= nil and player_factions ~= false then - - for _, f in ipairs(player_factions) do - - if factions.player_is_in_faction(f, owner) then - return true - end - end - end - - elseif factions.player_is_in_faction(faction, name) then - return true - end - end - end - end - - return false -end - --- add player name to table as member - -local function add_member(meta, name) - - -- Validate player name for MT compliance - if name ~= string.match(name, "[%w_-]+") then return end - - -- Constant (20) defined by player.h - if name:len() > 25 then return end - - local list = get_member_list(meta) - - if #list >= protector.max_shares then return end - - table.insert(list, name) - - set_member_list(meta, list) -end - --- remove player name from table - -local function del_member(meta, name) - - local list = get_member_list(meta) - - for i, n in pairs(list) do - - if n == name then - table.remove(list, i) ; break - end - end - - set_member_list(meta, list) -end - --- remove faction name from table - -local function del_faction(meta, name) - - local list = get_faction_list(meta) - - for i, n in pairs(list) do - - if n == name then - table.remove(list, i) ; break - end - end - - set_faction_list(meta, list) -end - --- protector interface - -local function protector_formspec(meta) - - local formspec = "size[8,7]" - .. default.gui_bg - .. default.gui_bg_img - .. "label[2.5,0;" .. F(S("-- Protector interface --")) .. "]" - .. "label[0,1;" .. F(S("PUNCH node to show protected area")) .. "]" - .. "label[0,1.5;" .. F(S("Members:")) .. "]" - .. "button_exit[2.5,6.2;3,0.5;close_me;" .. F(S("Close")) .. "]" - .. "field_close_on_enter[protector_add_member;false]" - - local members = get_member_list(meta) - - local i = 0 - - for n = 1, #members do - - if i < protector.max_shares then - - -- show username - formspec = formspec .. "button[" .. (i % 4 * 2) - .. "," .. (math_floor(i / 4) + 2.5) - .. ";1.5,.5;protector_member;" .. F(members[n]) .. "]" - - -- username remove button - .. "button[" .. (i % 4 * 2 + 1.25) .. "," - .. (math_floor(i / 4) + 2.5) - .. ";.75,.5;protector_del_member_" .. F(members[n]) .. ";X]" - end - - i = i + 1 - end - - if i < protector.max_shares then - - -- user name entry field - formspec = formspec .. "field[" .. (i % 4 * 2 + 1 / 3) .. "," - .. (math_floor(i / 4) + 2.5 + 1 / 3) - .. ";1.433,.5;protector_add_member;;]" - - -- username add button - .."button[" .. (i % 4 * 2 + 1.25) .. "," - .. (math_floor(i / 4) + 2.5) .. ";.75,.5;protector_submit;+]" - - end - - if factions_available then - - formspec = formspec .. "label[0,4.25;" - .. F(S("Factions: (use * to allow any of your factions)")) .. "]" - .. "field_close_on_enter[protector_add_faction;false]" - - local member_factions = get_faction_list(meta) - - i = 0 - - for n = 1, #member_factions do - - if i < 4 then - - formspec = formspec .. "button[" .. (i % 4 * 2) - .. "," .. math_floor(i / 4 + 5) - .. ";1.5,.5;protector_faction;" .. F(member_factions[n]) .. "]" - .. "button[" .. (i % 4 * 2 + 1.25) .. "," - .. math_floor(i / 4 + 5) - .. ";.75,.5;protector_del_faction_" .. F(member_factions[n]) .. ";X]" - end - - i = i + 1 - end - - if i < 4 then - - formspec = formspec .. "field[" .. (i % 4 * 2 + 1 / 3) .. "," - .. (math_floor(i / 4 + 5) + 1 / 3) - .. ";1.433,.5;protector_add_faction;;]" - .."button[" .. (i % 4 * 2 + 1.25) .. "," - .. math_floor(i / 4 + 5) .. ";.75,.5;protector_submit_faction;+]" - end - end - - return formspec -end - --- check if pos is inside a protected spawn area - -local function inside_spawn(pos, radius) - - if protector_spawn <= 0 then return false end - - if pos.x < statspawn.x + radius and pos.x > statspawn.x - radius - and pos.y < statspawn.y + radius and pos.y > statspawn.y - radius - and pos.z < statspawn.z + radius and pos.z > statspawn.z - radius then - - return true - end -end - --- show protection message if enabled - -local function show_msg(player_name, msg) - - -- if messages disabled or no player name provided - if protector_msg == false or not player_name or player_name == "" then return end - - core.chat_send_player(player_name, msg) -end - --- Infolevel: --- 0 for no info --- 1 for "This area is owned by !" if you can't dig --- 2 for "This area is owned by . --- 3 for checking protector overlaps - -function protector.can_dig(r, pos, digger, onlyowner, infolevel) - - if not digger or not pos then return false end - - -- protector_bypass privileged users can override protection - if infolevel == 1 and core.check_player_privs(digger, {protection_bypass = true}) then - return true - end - - -- infolevel 3 is only used to bypass priv check, change to 1 now - if infolevel == 3 then infolevel = 1 end - - -- is spawn area protected ? - if inside_spawn(pos, protector_spawn) then - - show_msg(digger, S("Spawn @1 has been protected up to a @2 block radius.", - core.pos_to_string(statspawn), protector_spawn)) - - return false - end - - -- find the protector nodes - local pos = core.find_nodes_in_area( - {x = pos.x - r, y = pos.y - r, z = pos.z - r}, - {x = pos.x + r, y = pos.y + r, z = pos.z + r}, - {"protector:protect", "protector:protect2", "protector:protect_hidden"}) - - local meta, owner, members - - for n = 1, #pos do - - meta = core.get_meta(pos[n]) - owner = meta:get_string("owner") or "" - members = meta:get_string("members") or "" - - -- node change and digger isn't owner - if infolevel == 1 and owner ~= digger then - - -- and you aren't on the member list - if onlyowner or not is_member(meta, digger) then - - show_msg(digger, S("This area is owned by @1", owner) .. "!") - - return false - end - end - - -- when using protector as tool, show protector information - if infolevel == 2 then - - core.chat_send_player(digger, - S("This area is owned by @1", owner) .. ".") - - core.chat_send_player(digger, - S("Protection located at: @1", core.pos_to_string(pos[n]))) - - if members ~= "" then - core.chat_send_player(digger, S("Members: @1.", members)) - end - - return false - end - - end - - -- show when you can build on unprotected area - if infolevel == 2 then - - if #pos < 1 then - core.chat_send_player(digger, S("This area is not protected.")) - end - - core.chat_send_player(digger, S("You can build here.")) - end - - return true -end - --- add protector hurt and flip to protection violation function - -core.register_on_protection_violation(function(pos, name) - - local player = core.get_player_by_name(name) - - if player and player:is_player() then - - -- hurt player if protection violated - if protector_hurt > 0 and player:get_hp() > 0 then - - -- This delay fixes item duplication bug (thanks luk3yx) - core.after(0.1, function(player) - - if player:get_pos() then - player:set_hp(player:get_hp() - protector_hurt) - end - end, player) - end - - -- flip player when protection violated - if protector_flip then - - -- yaw + 180° - local yaw = player:get_look_horizontal() + math_pi - - if yaw > 2 * math_pi then - yaw = yaw - 2 * math_pi - end - - player:set_look_horizontal(yaw) - - -- invert pitch - player:set_look_vertical(-player:get_look_vertical()) - - -- if digging below player, move up to avoid falling through hole - local pla_pos = player:get_pos() - - if pos.y < pla_pos.y then - player:set_pos({x = pla_pos.x, y = pla_pos.y + 0.8, z = pla_pos.z}) - end - end - end -end) - --- backup old is_protected function - -local old_is_protected = core.is_protected - --- check for protected area, return true if protected and digger isn't on list - -function core.is_protected(pos, digger) - - digger = digger or "" -- nil check - - -- is area protected against digger? - if not protector.can_dig(protector.radius, pos, digger, false, 1) then - return true - end - - -- otherwise can dig or place - return old_is_protected(pos, digger) -end - --- make sure protection block doesn't overlap another protector's area - -local function check_overlap(itemstack, placer, pointed_thing) - - if pointed_thing.type ~= "node" then return itemstack end - - local pos = pointed_thing.above - local name = placer:get_player_name() - - -- make sure protector doesn't overlap onto protected spawn area - if inside_spawn(pos, protector_spawn + protector.radius) then - - core.chat_send_player(name, - S("Spawn @1 has been protected up to a @2 block radius.", - core.pos_to_string(statspawn), protector_spawn)) - - return itemstack - end - - -- make sure protector doesn't overlap any other player's area - if not protector.can_dig(protector.radius * 2, pos, name, true, 3) then - - core.chat_send_player(name, S("Overlaps into above players protected area")) - - return itemstack - end - - return core.item_place(itemstack, placer, pointed_thing) -end - --- remove protector display entities - -local function del_display(pos) - - local objects = core.get_objects_inside_radius(pos, 0.5) - - for _, v in ipairs(objects) do - - if v and v:get_luaentity() and v:get_luaentity().name == "protector:display" then - v:remove() - end - end -end - --- temporary position store - -local player_pos = {} - --- stone texture - -local stone_tex = "default_stone.png" - -if core.get_modpath("nc_terrain") then - stone_tex = "nc_terrain_stone.png" -end - --- protector default - -local def = { - - description = S("Protection Block") .. " (" .. S("USE for area check") .. ")", - tiles = { - stone_tex .. "^protector_overlay.png", - stone_tex .. "^protector_overlay.png", - stone_tex .. "^protector_overlay.png^protector_logo.png" - }, - drawtype = "nodebox", - node_box = {type = "fixed", fixed = {{-0.499 ,-0.499, -0.499, 0.499, 0.499, 0.499}}}, - sounds = default.node_sound_stone_defaults(), - groups = {dig_immediate = 2, unbreakable = 1}, - is_ground_content = false, - paramtype = "light", - light_source = 4, - walkable = true, - - on_place = check_overlap, - - after_place_node = function(pos, placer) - - local meta = core.get_meta(pos) - - meta:set_string("owner", placer:get_player_name() or "") - meta:set_string("members", "") - meta:set_string("infotext", - S("Protection (owned by @1)", meta:get_string("owner"))) - end, - - on_use = function(itemstack, user, pointed_thing) - - if pointed_thing.type ~= "node" then return end - - protector.can_dig(protector.radius, pointed_thing.under, - user:get_player_name(), false, 2) - end, - - on_rightclick = function(pos, node, clicker, itemstack) - - local meta = core.get_meta(pos) - local name = clicker:get_player_name() - - if meta and protector.can_dig(1, pos, name, true, 1) then - - player_pos[name] = pos - - core.show_formspec(name, "protector:node", protector_formspec(meta)) - end - end, - - on_punch = function(pos, node, puncher) - - if core.is_protected(pos, puncher:get_player_name()) then return end - - core.add_entity(pos, "protector:display") - end, - - can_dig = function(pos, player) - - return player and protector.can_dig(1, pos, player:get_player_name(), true, 1) - end, - - on_blast = function() end, - - after_destruct = del_display -} - --- protection node - -core.register_node("protector:protect", table.copy(def)) - --- default recipe and alternative for MineClonia/Voxelibre - -if protector_recipe then - - local mcl = core.get_modpath("mcl_core") - local item_gold = mcl and "mcl_core:gold_ingot" or "default:gold_ingot" - local item_stone = mcl and "mcl_core:stone" or "default:stone" - - core.register_craft({ - output = "protector:protect", - recipe = { - {item_stone, item_stone, item_stone}, - {item_stone, item_gold, item_stone}, - {item_stone, item_stone, item_stone} - } - }) -end - --- protection logo - -def.description = S("Protection Logo") .. " (" .. S("USE for area check") .. ")" -def.tiles = {"protector_logo.png"} -def.wield_image = "protector_logo.png" -def.inventory_image = "protector_logo.png" -def.use_texture_alpha = "clip" -def.paramtype2 = "wallmounted" -def.legacy_wallmounted = true -def.sunlight_propagates = true -def.node_box = { - type = "wallmounted", - wall_top = {-0.375, 0.4375, -0.5, 0.375, 0.5, 0.5}, - wall_bottom = {-0.375, -0.5, -0.5, 0.375, -0.4375, 0.5}, - wall_side = {-0.5, -0.5, -0.375, -0.4375, 0.5, 0.375} -} -def.selection_box = {type = "wallmounted"} - -core.register_node("protector:protect2", table.copy(def)) - --- recipes to switch between protectors - -core.register_craft({ output = "protector:protect", recipe = {{"protector:protect2"}} }) -core.register_craft({ output = "protector:protect2", recipe = {{"protector:protect"}} }) - --- check formspec buttons or when name entered - -core.register_on_player_receive_fields(function(player, formname, fields) - - if formname ~= "protector:node" then return end - - local name = player and player:get_player_name() - local pos = name and player_pos[name] - - if not pos then return end - - local add_member_input = fields.protector_add_member - - -- reset formspec until close button pressed - if (fields.close_me or fields.quit) - and (not add_member_input or add_member_input == "") then - player_pos[name] = nil ; return - end - - -- only owner can add names - if not protector.can_dig(1, pos, name, true, 1) then return end - - -- are we adding member to a protection node ? (csm protection) - local nod = core.get_node(pos).name - - if nod ~= "protector:protect" and nod ~= "protector:protect2" then - player_pos[name] = nil ; return - end - - local meta = core.get_meta(pos) - - if not meta then - player_pos[name] = nil ; return - end - - if factions_available then - - local add_faction_input = fields.protector_add_faction - - -- add faction member [+] - if add_faction_input and add_faction_input ~= "" then - - for _, i in pairs(add_faction_input:split(" ")) do - add_faction(meta, i) - end - end - - -- remove faction member [x] - for field, value in pairs(fields) do - - if string.sub(field, 0, - string.len("protector_del_faction_")) == "protector_del_faction_" then - - del_faction(meta, string.sub(field, - string.len("protector_del_faction_") + 1)) - end - end - end - - -- add member [+] - if add_member_input then - - for _, i in pairs(add_member_input:split(" ")) do - add_member(meta, i) - end - end - - -- remove member [x] - for field, value in pairs(fields) do - - if string.sub(field, 0, - string.len("protector_del_member_")) == "protector_del_member_" then - - del_member(meta, string.sub(field,string.len("protector_del_member_") + 1)) - end - end - - core.show_formspec(name, formname, protector_formspec(meta)) -end) - --- display entity shown when protector node is punched - -core.register_entity("protector:display", { - - initial_properties = { - physical = false, - collisionbox = {0, 0, 0, 0, 0, 0}, - visual = "wielditem", - -- wielditem seems to be scaled to 1.5 times original node size - visual_size = {x = 0.67, y = 0.67}, - textures = {"protector:display_node"}, - glow = 10 - }, timer = 0, - - on_step = function(self, dtime) - - self.timer = self.timer + dtime - - -- remove after set number of seconds - if self.timer > protector_show then self.object:remove() end - end -}) - --- Display-zone node, Do NOT place the display as a node, --- it is made to be used as an entity (see above) - -local r = protector.radius - -core.register_node("protector:display_node", { - tiles = {"protector_display.png"}, - use_texture_alpha = "clip", - walkable = false, - drawtype = "nodebox", - node_box = { - type = "fixed", fixed = { - {-(r+.55), -(r+.55), -(r+.55), -(r+.45), (r+.55), (r+.55)}, -- sides - {-(r+.55), -(r+.55), (r+.45), (r+.55), (r+.55), (r+.55)}, - {(r+.45), -(r+.55), -(r+.55), (r+.55), (r+.55), (r+.55)}, - {-(r+.55), -(r+.55), -(r+.55), (r+.55), (r+.55), -(r+.45)}, - {-(r+.55), (r+.45), -(r+.55), (r+.55), (r+.55), (r+.55)}, -- top - {-(r+.55), -(r+.55), -(r+.55), (r+.55), -(r+.45), (r+.55)}, -- bottom - {-.55,-.55,-.55, .55,.55,.55} -- middle (surrounding protector) - } - }, - selection_box = {type = "regular"}, - paramtype = "light", - groups = {dig_immediate = 3, not_in_creative_inventory = 1}, - drop = "", - on_blast = function() end -}) - --- load mod sections - -dofile(MP .. "/doors.lua") -dofile(MP .. "/chest.lua") -dofile(MP .. "/pvp.lua") -dofile(MP .. "/admin.lua") -dofile(MP .. "/tool.lua") -dofile(MP .. "/hud.lua") - -if core.get_modpath("lucky_block") then - dofile(MP .. "/lucky_block.lua") -end - --- stop mesecon pistons from pushing protectors - -if core.get_modpath("mesecons_mvps") then - mesecon.register_mvps_stopper("protector:protect") - mesecon.register_mvps_stopper("protector:protect2") - mesecon.register_mvps_stopper("protector:protect_hidden") - mesecon.register_mvps_stopper("protector:chest") -end - --- player command to add member names to local protection - -core.register_chatcommand("protector_add_member", { - params = "", - description = S("Add member names to local protection"), - privs = {interact = true}, - - func = function(name, param) - - if param == "" then return end - - local to_add = param:split(" ") - local player = core.get_player_by_name(name) - local pos = player:get_pos() - - -- find the protector nodes - local pos = core.find_nodes_in_area( - {x = pos.x - r, y = pos.y - r, z = pos.z - r}, - {x = pos.x + r, y = pos.y + r, z = pos.z + r}, - {"protector:protect", "protector:protect2", "protector:protect_hidden"}) - - local meta, owner - - for n = 1, #pos do - - meta = core.get_meta(pos[n]) - owner = meta:get_string("owner") or "" - - if owner == name - or core.check_player_privs(name, {protection_bypass = true}) then - - for m = 1, #to_add do - add_member(meta, to_add[m]) - end - - core.add_entity(pos[n], "protector:display") - end - end - end -}) - --- player command to remove member names from local protection - -core.register_chatcommand("protector_del_member", { - params = "", - description = S("Remove member names from local protection"), - privs = {interact = true}, - - func = function(name, param) - - if param == "" then return end - - local to_del = param:split(" ") - local player = core.get_player_by_name(name) - local pos = player:get_pos() - - -- find the protector nodes - local pos = core.find_nodes_in_area( - {x = pos.x - r, y = pos.y - r, z = pos.z - r}, - {x = pos.x + r, y = pos.y + r, z = pos.z + r}, - {"protector:protect", "protector:protect2", "protector:protect_hidden"}) - - local meta, owner - - for n = 1, #pos do - - meta = core.get_meta(pos[n]) - owner = meta:get_string("owner") or "" - - if owner == name - or core.check_player_privs(name, {protection_bypass = true}) then - - for m = 1, #to_del do - del_member(meta, to_del[m]) - end - - core.add_entity(pos[n], "protector:display") - end - end - end -}) - - -print ("[MOD] Protector Redo loaded") - + +-- default support (for use with MineClone2 and other [games] + +if not core.global_exists("default") then + + default = { + node_sound_stone_defaults = function(table) return {} end, + node_sound_wood_defaults = function(table) return {} end, + node_sound_metal_defaults = function(table) return {} end, + gui_bg = "", gui_bg_img = "", gui_slots = "" + } +end + +if core.get_modpath("mcl_sounds") then + default.node_sound_stone_defaults = mcl_sounds.node_sound_stone_defaults + default.node_sound_wood_defaults = mcl_sounds.node_sound_wood_defaults + default.node_sound_metal_defaults = mcl_sounds.node_sound_metal_defaults +end + +-- modpath, formspec helper and translator + +local MP = core.get_modpath(core.get_current_modname()) +local F = core.formspec_escape +local S = core.get_translator("protector") + +-- global table + +protector = { + mod = "redo", + max_shares = 12, + length = tonumber(core.settings:get("protector_length")) or 15 +} + +-- length limiter (minetest cannot handle node volume of more than 4096000) + +if protector.length > 60 then protector.length = 60 end + +-- playerfactions check + +local factions_available = core.global_exists("factions") + +if factions_available then protector.max_shares = 8 end + +-- localize math + +local math_floor, math_pi = math.floor, math.pi + +-- settings + +local protector_flip = core.settings:get_bool("protector_flip") or false +local protector_hurt = tonumber(core.settings:get("protector_hurt")) or 0 +local protector_spawn = tonumber(core.settings:get("protector_spawn") + or core.settings:get("protector_pvp_spawn")) or 0 +local protector_show = tonumber(core.settings:get("protector_show_interval")) or 5 +local protector_recipe = core.settings:get_bool("protector_recipe") ~= false +local protector_msg = core.settings:get_bool("protector_msg") ~= false + +-- get static spawn position + +local statspawn = core.string_to_pos(core.settings:get("static_spawnpoint")) + or {x = 0, y = 2, z = 0} + +-- return list of members as a table + +local function get_member_list(meta) + + return meta:get_string("members"):split(" ") +end + +-- return list of factions as a table + +local function get_faction_list(meta) + + return meta:get_string("factions"):split(" ") +end + +-- write member list table in protector meta as string + +local function set_member_list(meta, list) + + meta:set_string("members", table.concat(list, " ")) +end + +-- write faction list table in protector meta as string + +local function set_faction_list(meta, list) + + meta:set_string("factions", table.concat(list, " ")) +end + +-- check for owner name + +local function is_owner(meta, name) + + return name == meta:get_string("owner") +end + +-- add faction name to table as member + +local function add_faction(meta, name) + + if name ~= string.match(name, "[%w_-]+") and name ~= "*" then return end + + if name:len() > 25 then return end + + local list = get_faction_list(meta) + + if #list >= 4 then return end + + table.insert(list, name) + + set_faction_list(meta, list) +end + +-- convert old faction tick-box to "*" for all owner factions + +core.register_lbm({ + label = "Protector update", + name = "protector:protector_update", + nodenames = {"protector:protect", "protector:protect2", "protector:protect_hidden"}, + run_at_every_load = false, + action = function(pos, node, dtime_s) + + local meta = core.get_meta(pos) + + if meta:get_int("faction_members") == 1 then + + meta:set_string("factions", "*") + meta:set_int("faction_members", 0) + end + end +}) + +-- check for member name + +local function is_member(meta, name) + + for _, n in pairs(get_member_list(meta)) do + + if n == name then return true end + end + + if factions_available then + + if factions.version == nil then + + -- backward compatibility + local player_faction = factions.get_player_faction(name) + + if player_faction ~= nil then + + for _, faction in pairs(get_faction_list(meta)) do + + if (faction == "*" + and factions.get_player_faction( + meta:get_string("owner")) == player_faction) + or faction == player_faction then return true end + end + end + else + for _, faction in pairs(get_faction_list(meta)) do + + if faction == "*" then + + -- is member if player and owner share at least one faction + local player_factions = factions.get_player_factions(name) + local owner = meta:get_string("owner") + + if player_factions ~= nil and player_factions ~= false then + + for _, f in ipairs(player_factions) do + + if factions.player_is_in_faction(f, owner) then + return true + end + end + end + + elseif factions.player_is_in_faction(faction, name) then + return true + end + end + end + end + + return false +end + +-- add player name to table as member + +local function add_member(meta, name) + + -- Validate player name for MT compliance + if name ~= string.match(name, "[%w_-]+") then return end + + -- Constant (20) defined by player.h + if name:len() > 25 then return end + + local list = get_member_list(meta) + + if #list >= protector.max_shares then return end + + table.insert(list, name) + + set_member_list(meta, list) +end + +-- remove player name from table + +local function del_member(meta, name) + + local list = get_member_list(meta) + + for i, n in pairs(list) do + + if n == name then + table.remove(list, i) ; break + end + end + + set_member_list(meta, list) +end + +-- remove faction name from table + +local function del_faction(meta, name) + + local list = get_faction_list(meta) + + for i, n in pairs(list) do + + if n == name then + table.remove(list, i) ; break + end + end + + set_faction_list(meta, list) +end + +-- protector interface + +local function protector_formspec(meta) + + local formspec = "size[8,7]" + .. default.gui_bg + .. default.gui_bg_img + .. "label[2.5,0;" .. F(S("-- Protector interface --")) .. "]" + .. "label[0,1;" .. F(S("PUNCH node to show protected area")) .. "]" + .. "label[0,1.5;" .. F(S("Members:")) .. "]" + .. "button_exit[2.5,6.2;3,0.5;close_me;" .. F(S("Close")) .. "]" + .. "field_close_on_enter[protector_add_member;false]" + + local members = get_member_list(meta) + + local i = 0 + + for n = 1, #members do + + if i < protector.max_shares then + + -- show username + formspec = formspec .. "button[" .. (i % 4 * 2) + .. "," .. (math_floor(i / 4) + 2.5) + .. ";1.5,.5;protector_member;" .. F(members[n]) .. "]" + + -- username remove button + .. "button[" .. (i % 4 * 2 + 1.25) .. "," + .. (math_floor(i / 4) + 2.5) + .. ";.75,.5;protector_del_member_" .. F(members[n]) .. ";X]" + end + + i = i + 1 + end + + if i < protector.max_shares then + + -- user name entry field + formspec = formspec .. "field[" .. (i % 4 * 2 + 1 / 3) .. "," + .. (math_floor(i / 4) + 2.5 + 1 / 3) + .. ";1.433,.5;protector_add_member;;]" + + -- username add button + .."button[" .. (i % 4 * 2 + 1.25) .. "," + .. (math_floor(i / 4) + 2.5) .. ";.75,.5;protector_submit;+]" + + end + + if factions_available then + + formspec = formspec .. "label[0,4.25;" + .. F(S("Factions: (use * to allow any of your factions)")) .. "]" + .. "field_close_on_enter[protector_add_faction;false]" + + local member_factions = get_faction_list(meta) + + i = 0 + + for n = 1, #member_factions do + + if i < 4 then + + formspec = formspec .. "button[" .. (i % 4 * 2) + .. "," .. math_floor(i / 4 + 5) + .. ";1.5,.5;protector_faction;" .. F(member_factions[n]) .. "]" + .. "button[" .. (i % 4 * 2 + 1.25) .. "," + .. math_floor(i / 4 + 5) + .. ";.75,.5;protector_del_faction_" .. F(member_factions[n]) .. ";X]" + end + + i = i + 1 + end + + if i < 4 then + + formspec = formspec .. "field[" .. (i % 4 * 2 + 1 / 3) .. "," + .. (math_floor(i / 4 + 5) + 1 / 3) + .. ";1.433,.5;protector_add_faction;;]" + .."button[" .. (i % 4 * 2 + 1.25) .. "," + .. math_floor(i / 4 + 5) .. ";.75,.5;protector_submit_faction;+]" + end + end + + return formspec +end + +-- check if pos is inside a protected spawn area + +local function inside_spawn(pos, radius) + + if protector_spawn <= 0 then return false end + + if pos.x < statspawn.x + radius and pos.x > statspawn.x - radius + and pos.y < statspawn.y + radius and pos.y > statspawn.y - radius + and pos.z < statspawn.z + radius and pos.z > statspawn.z - radius then + + return true + end +end + +-- show protection message if enabled + +local function show_msg(player_name, msg) + + -- if messages disabled or no player name provided + if protector_msg == false or not player_name or player_name == "" then return end + + core.chat_send_player(player_name, msg) +end + +-- Infolevel: +-- 0 for no info +-- 1 for "This area is owned by !" if you can't dig +-- 2 for "This area is owned by . +-- 3 for checking protector overlaps + +function protector.can_dig(r, pos, digger, onlyowner, infolevel) + + if not digger or not pos then return false end + + -- protector_bypass privileged users can override protection + if infolevel == 1 and core.check_player_privs(digger, {protection_bypass = true}) then + return true + end + + -- infolevel 3 is only used to bypass priv check, change to 1 now + if infolevel == 3 then infolevel = 1 end + + -- is spawn area protected ? + if inside_spawn(pos, protector_spawn) then + + show_msg(digger, S("Spawn @1 has been protected up to a @2 block radius.", + core.pos_to_string(statspawn), protector_spawn)) + + return false + end + + -- find the protector nodes (protector is at the corner of its zone, + -- so a protector at p covers [p, p+length]; search [pos-length, pos] to find it) + local pos = core.find_nodes_in_area( + {x = pos.x - r, y = pos.y - r, z = pos.z - r}, + {x = pos.x, y = pos.y, z = pos.z}, + {"protector:protect", "protector:protect2", "protector:protect_hidden"}) + + local meta, owner, members + + for n = 1, #pos do + + meta = core.get_meta(pos[n]) + owner = meta:get_string("owner") or "" + members = meta:get_string("members") or "" + + -- node change and digger isn't owner + if infolevel == 1 and owner ~= digger then + + -- and you aren't on the member list + if onlyowner or not is_member(meta, digger) then + + show_msg(digger, S("This area is owned by @1", owner) .. "!") + + return false + end + end + + -- when using protector as tool, show protector information + if infolevel == 2 then + + core.chat_send_player(digger, + S("This area is owned by @1", owner) .. ".") + + core.chat_send_player(digger, + S("Protection located at: @1", core.pos_to_string(pos[n]))) + + if members ~= "" then + core.chat_send_player(digger, S("Members: @1.", members)) + end + + return false + end + + end + + -- show when you can build on unprotected area + if infolevel == 2 then + + if #pos < 1 then + core.chat_send_player(digger, S("This area is not protected.")) + end + + core.chat_send_player(digger, S("You can build here.")) + end + + return true +end + +-- add protector hurt and flip to protection violation function + +core.register_on_protection_violation(function(pos, name) + + local player = core.get_player_by_name(name) + + if player and player:is_player() then + + -- hurt player if protection violated + if protector_hurt > 0 and player:get_hp() > 0 then + + -- This delay fixes item duplication bug (thanks luk3yx) + core.after(0.1, function(player) + + if player:get_pos() then + player:set_hp(player:get_hp() - protector_hurt) + end + end, player) + end + + -- flip player when protection violated + if protector_flip then + + -- yaw + 180° + local yaw = player:get_look_horizontal() + math_pi + + if yaw > 2 * math_pi then + yaw = yaw - 2 * math_pi + end + + player:set_look_horizontal(yaw) + + -- invert pitch + player:set_look_vertical(-player:get_look_vertical()) + + -- if digging below player, move up to avoid falling through hole + local pla_pos = player:get_pos() + + if pos.y < pla_pos.y then + player:set_pos({x = pla_pos.x, y = pla_pos.y + 0.8, z = pla_pos.z}) + end + end + end +end) + +-- backup old is_protected function + +local old_is_protected = core.is_protected + +-- check for protected area, return true if protected and digger isn't on list + +function core.is_protected(pos, digger) + + digger = digger or "" -- nil check + + -- is area protected against digger? + if not protector.can_dig(protector.length, pos, digger, false, 1) then + return true + end + + -- otherwise can dig or place + return old_is_protected(pos, digger) +end + +-- make sure protection block doesn't overlap another protector's area + +local function check_overlap(itemstack, placer, pointed_thing) + + if pointed_thing.type ~= "node" then return itemstack end + + local pos = pointed_thing.above + local name = placer:get_player_name() + + -- make sure protector doesn't overlap onto protected spawn area + if inside_spawn(pos, protector_spawn + protector.length) then + + core.chat_send_player(name, + S("Spawn @1 has been protected up to a @2 block radius.", + core.pos_to_string(statspawn), protector_spawn)) + + return itemstack + end + + -- make sure protector doesn't overlap any other player's area + -- Zone of protector at p = [p, p+length]. New zone at pos = [pos, pos+length]. + -- They overlap when p is in (pos-length, pos+length). + local r_ov = protector.length + local ov_nodes = core.find_nodes_in_area( + {x = pos.x - r_ov, y = pos.y - r_ov, z = pos.z - r_ov}, + {x = pos.x + r_ov, y = pos.y + r_ov, z = pos.z + r_ov}, + {"protector:protect", "protector:protect2", "protector:protect_hidden"}) + + for _, npos in ipairs(ov_nodes) do + + local ometa = core.get_meta(npos) + + if ometa:get_string("owner") ~= name then + + core.chat_send_player(name, S("Overlaps into above players protected area")) + + return itemstack + end + end + + return core.item_place(itemstack, placer, pointed_thing) +end + +-- remove protector display entities + +local function del_display(pos) + + local objects = core.get_objects_inside_radius(pos, 0.5) + + for _, v in ipairs(objects) do + + if v and v:get_luaentity() and v:get_luaentity().name == "protector:display" then + v:remove() + end + end +end + +-- temporary position store + +local player_pos = {} + +-- stone texture + +local stone_tex = "default_stone.png" + +if core.get_modpath("nc_terrain") then + stone_tex = "nc_terrain_stone.png" +end + +-- protector default + +local def = { + + description = S("Protection Block") .. " (" .. S("USE for area check") .. ")", + tiles = { + stone_tex .. "^protector_overlay.png", + stone_tex .. "^protector_overlay.png", + stone_tex .. "^protector_overlay.png^protector_logo.png" + }, + drawtype = "nodebox", + node_box = {type = "fixed", fixed = {{-0.499 ,-0.499, -0.499, 0.499, 0.499, 0.499}}}, + sounds = default.node_sound_stone_defaults(), + groups = {dig_immediate = 2, unbreakable = 1}, + is_ground_content = false, + paramtype = "light", + light_source = 4, + walkable = true, + + on_place = check_overlap, + + after_place_node = function(pos, placer) + + local meta = core.get_meta(pos) + + meta:set_string("owner", placer:get_player_name() or "") + meta:set_string("members", "") + meta:set_string("infotext", + S("Protection (owned by @1)", meta:get_string("owner"))) + end, + + on_use = function(itemstack, user, pointed_thing) + + if pointed_thing.type ~= "node" then return end + + protector.can_dig(protector.length, pointed_thing.under, + user:get_player_name(), false, 2) + end, + + on_rightclick = function(pos, node, clicker, itemstack) + + local meta = core.get_meta(pos) + local name = clicker:get_player_name() + + if meta and protector.can_dig(1, pos, name, true, 1) then + + player_pos[name] = pos + + core.show_formspec(name, "protector:node", protector_formspec(meta)) + end + end, + + on_punch = function(pos, node, puncher) + + if core.is_protected(pos, puncher:get_player_name()) then return end + + local dr = protector.length / 2 + core.add_entity({x=pos.x+dr, y=pos.y+dr, z=pos.z+dr}, "protector:display") + end, + + can_dig = function(pos, player) + + return player and protector.can_dig(1, pos, player:get_player_name(), true, 1) + end, + + on_blast = function() end, + + after_destruct = del_display +} + +-- protection node + +core.register_node("protector:protect", table.copy(def)) + +-- default recipe and alternative for MineClonia/Voxelibre + +if protector_recipe then + + local mcl = core.get_modpath("mcl_core") + local item_gold = mcl and "mcl_core:gold_ingot" or "default:gold_ingot" + local item_stone = mcl and "mcl_core:stone" or "default:stone" + + core.register_craft({ + output = "protector:protect", + recipe = { + {item_stone, item_stone, item_stone}, + {item_stone, item_gold, item_stone}, + {item_stone, item_stone, item_stone} + } + }) +end + +-- protection logo + +def.description = S("Protection Logo") .. " (" .. S("USE for area check") .. ")" +def.tiles = {"protector_logo.png"} +def.wield_image = "protector_logo.png" +def.inventory_image = "protector_logo.png" +def.use_texture_alpha = "clip" +def.paramtype2 = "wallmounted" +def.legacy_wallmounted = true +def.sunlight_propagates = true +def.node_box = { + type = "wallmounted", + wall_top = {-0.375, 0.4375, -0.5, 0.375, 0.5, 0.5}, + wall_bottom = {-0.375, -0.5, -0.5, 0.375, -0.4375, 0.5}, + wall_side = {-0.5, -0.5, -0.375, -0.4375, 0.5, 0.375} +} +def.selection_box = {type = "wallmounted"} + +core.register_node("protector:protect2", table.copy(def)) + +-- recipes to switch between protectors + +core.register_craft({ output = "protector:protect", recipe = {{"protector:protect2"}} }) +core.register_craft({ output = "protector:protect2", recipe = {{"protector:protect"}} }) + +-- check formspec buttons or when name entered + +core.register_on_player_receive_fields(function(player, formname, fields) + + if formname ~= "protector:node" then return end + + local name = player and player:get_player_name() + local pos = name and player_pos[name] + + if not pos then return end + + local add_member_input = fields.protector_add_member + + -- reset formspec until close button pressed + if (fields.close_me or fields.quit) + and (not add_member_input or add_member_input == "") then + player_pos[name] = nil ; return + end + + -- only owner can add names + if not protector.can_dig(1, pos, name, true, 1) then return end + + -- are we adding member to a protection node ? (csm protection) + local nod = core.get_node(pos).name + + if nod ~= "protector:protect" and nod ~= "protector:protect2" then + player_pos[name] = nil ; return + end + + local meta = core.get_meta(pos) + + if not meta then + player_pos[name] = nil ; return + end + + if factions_available then + + local add_faction_input = fields.protector_add_faction + + -- add faction member [+] + if add_faction_input and add_faction_input ~= "" then + + for _, i in pairs(add_faction_input:split(" ")) do + add_faction(meta, i) + end + end + + -- remove faction member [x] + for field, value in pairs(fields) do + + if string.sub(field, 0, + string.len("protector_del_faction_")) == "protector_del_faction_" then + + del_faction(meta, string.sub(field, + string.len("protector_del_faction_") + 1)) + end + end + end + + -- add member [+] + if add_member_input then + + for _, i in pairs(add_member_input:split(" ")) do + add_member(meta, i) + end + end + + -- remove member [x] + for field, value in pairs(fields) do + + if string.sub(field, 0, + string.len("protector_del_member_")) == "protector_del_member_" then + + del_member(meta, string.sub(field,string.len("protector_del_member_") + 1)) + end + end + + core.show_formspec(name, formname, protector_formspec(meta)) +end) + +-- display entity shown when protector node is punched + +core.register_entity("protector:display", { + + initial_properties = { + physical = false, + collisionbox = {0, 0, 0, 0, 0, 0}, + visual = "wielditem", + -- wielditem seems to be scaled to 1.5 times original node size + visual_size = {x = 0.67, y = 0.67}, + textures = {"protector:display_node"}, + glow = 10 + }, timer = 0, + + on_step = function(self, dtime) + + self.timer = self.timer + dtime + + -- remove after set number of seconds + if self.timer > protector_show then self.object:remove() end + end +}) + +-- Display-zone node, Do NOT place the display as a node, +-- it is made to be used as an entity (see above) + +local r = protector.length +local hl = r / 2 -- half-length: display box centered at zone midpoint + +core.register_node("protector:display_node", { + tiles = {"protector_display.png"}, + use_texture_alpha = "clip", + walkable = false, + drawtype = "nodebox", + node_box = { + type = "fixed", fixed = { + {-(hl+.55), -(hl+.55), -(hl+.55), -(hl+.45), (hl+.55), (hl+.55)}, -- sides + {-(hl+.55), -(hl+.55), (hl+.45), (hl+.55), (hl+.55), (hl+.55)}, + {(hl+.45), -(hl+.55), -(hl+.55), (hl+.55), (hl+.55), (hl+.55)}, + {-(hl+.55), -(hl+.55), -(hl+.55), (hl+.55), (hl+.55), -(hl+.45)}, + {-(hl+.55), (hl+.45), -(hl+.55), (hl+.55), (hl+.55), (hl+.55)}, -- top + {-(hl+.55), -(hl+.55), -(hl+.55), (hl+.55), -(hl+.45), (hl+.55)}, -- bottom + {-.55,-.55,-.55, .55,.55,.55} -- middle (surrounding protector) + } + }, + selection_box = {type = "regular"}, + paramtype = "light", + groups = {dig_immediate = 3, not_in_creative_inventory = 1}, + drop = "", + on_blast = function() end +}) + +-- load mod sections + +dofile(MP .. "/doors.lua") +dofile(MP .. "/chest.lua") +dofile(MP .. "/pvp.lua") +dofile(MP .. "/admin.lua") +dofile(MP .. "/tool.lua") +dofile(MP .. "/hud.lua") + +if core.get_modpath("lucky_block") then + dofile(MP .. "/lucky_block.lua") +end + +-- stop mesecon pistons from pushing protectors + +if core.get_modpath("mesecons_mvps") then + mesecon.register_mvps_stopper("protector:protect") + mesecon.register_mvps_stopper("protector:protect2") + mesecon.register_mvps_stopper("protector:protect_hidden") + mesecon.register_mvps_stopper("protector:chest") +end + +-- player command to add member names to local protection + +core.register_chatcommand("protector_add_member", { + params = "", + description = S("Add member names to local protection"), + privs = {interact = true}, + + func = function(name, param) + + if param == "" then return end + + local to_add = param:split(" ") + local player = core.get_player_by_name(name) + local pos = player:get_pos() + + -- find the protector nodes + local pos = core.find_nodes_in_area( + {x = pos.x - r, y = pos.y - r, z = pos.z - r}, + {x = pos.x, y = pos.y, z = pos.z}, + {"protector:protect", "protector:protect2", "protector:protect_hidden"}) + + local meta, owner + + for n = 1, #pos do + + meta = core.get_meta(pos[n]) + owner = meta:get_string("owner") or "" + + if owner == name + or core.check_player_privs(name, {protection_bypass = true}) then + + for m = 1, #to_add do + add_member(meta, to_add[m]) + end + + core.add_entity({x=pos[n].x+r/2, y=pos[n].y+r/2, z=pos[n].z+r/2}, "protector:display") + end + end + end +}) + +-- player command to remove member names from local protection + +core.register_chatcommand("protector_del_member", { + params = "", + description = S("Remove member names from local protection"), + privs = {interact = true}, + + func = function(name, param) + + if param == "" then return end + + local to_del = param:split(" ") + local player = core.get_player_by_name(name) + local pos = player:get_pos() + + -- find the protector nodes + local pos = core.find_nodes_in_area( + {x = pos.x - r, y = pos.y - r, z = pos.z - r}, + {x = pos.x, y = pos.y, z = pos.z}, + {"protector:protect", "protector:protect2", "protector:protect_hidden"}) + + local meta, owner + + for n = 1, #pos do + + meta = core.get_meta(pos[n]) + owner = meta:get_string("owner") or "" + + if owner == name + or core.check_player_privs(name, {protection_bypass = true}) then + + for m = 1, #to_del do + del_member(meta, to_del[m]) + end + + core.add_entity({x=pos[n].x+r/2, y=pos[n].y+r/2, z=pos[n].z+r/2}, "protector:display") + end + end + end +}) + + +print ("[MOD] Protector Redo loaded") + diff --git a/license.txt b/license.txt index c3380e0..d87c54c 100644 --- a/license.txt +++ b/license.txt @@ -1,33 +1,33 @@ -The MIT License (MIT) - -Copyright (c) 2025 TenPlus1 - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. - - -Original doors mod code (WTFPL license) - -Textures by TenPlus1 (CC0) unless mentioned below - -Textures from original Minetest doors mod (CC-BY-SA 3.0) - doors_*.png -..default_chest*.png - -Textures by Sirrobzeroone (CC0) - protector_tool.png +The MIT License (MIT) + +Copyright (c) 2025 TenPlus1 + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. + + +Original doors mod code (WTFPL license) + +Textures by TenPlus1 (CC0) unless mentioned below + +Textures from original Minetest doors mod (CC-BY-SA 3.0) + doors_*.png +..default_chest*.png + +Textures by Sirrobzeroone (CC0) + protector_tool.png diff --git a/locale/protector.de.tr b/locale/protector.de.tr index ccf59fe..282a73d 100644 --- a/locale/protector.de.tr +++ b/locale/protector.de.tr @@ -1,57 +1,57 @@ -# textdomain: protector -# author: Xanthin and CodeXP -# last update: 2020/Jul/12 - -### admin.lua ### -Remove Protectors around players (separate names with spaces)=Entferne Störschützer von bestimmten Namen in der Nähe von Spielern (trenne Namen durch Leerzeichen) -= -Replace Protector Owner with name provided=Ersetze Besitzer der Störschützer mit neuem Besitzer - = -Replacing Protector name '@1' with '@2'=Ersetze Besitzer der Störschützer von '@1' mit '@2' -Show protected areas of your nearby protectors=Zeige geschützte Bereiche der Störschützer in der Nähe -Protector Names to remove: @1=Störschutznamen zum Entfernen: @1 -Name List Reset=Namensliste zurückgesetzt -Invalid player name!= -Player name too long= -Player not found.= - -### doors_chest.lua ### -Protected Wooden Door=Geschützte Holztür -Protected Steel Door=Geschützte Stahltür -Protected Trapdoor=Geschützte Falltür -Protected Steel Trapdoor=Geschützte Stahlfalltür -Protected Chest=Geschützte Truhe -To Chest=Zur Truhe -To Inventory=Zum Inventar -Protected Chest (@1)=Geschützte Truhe (@1) - -### init.lua ### --- Protector interface --=-- Störschutz-Interface -- -PUNCH node to show protected area=SCHLAGE Node, um geschützten Bereich anzuzeigen oder -USE for area check=BENUTZE für Bereichsprüfung -Members:=Mitglieder: -Close=Schließen -Protection located at: @1=Störschutz befindet sich bei: @1 -Members: @1.=Mitglieder: @1. -Allow faction access= -This area is not protected.=Dieser Bereich ist nicht geschützt. -You can build here.=Du kannst hier bauen. -Overlaps into above players protected area=Überlappung im geschützen Bereich eines Spielers -Protection Block=Störschutzblock -Protection (owned by @1)=Störschutz (gehört @1) -Protection Logo=Störschutzlogo -[MOD] Protector Redo loaded=[MOD] Protector Redo geladen -Spawn @1 has been protected up to a @2 block radius.=Spawn @1 ist geschützt mit einem Radius von @2 Blöcke. -This area is owned by @1=Dieser Bereich gehört @1 - -### hud.lua ### -Owner: @1=Besitzer: @1 - -### tool.lua ### -Protector Placer Tool (stand near protector, face direction and use)=Störschutz Platzier-Werkzeug (stehe neben Störschutz, schaue in die gewünschte Richtung und anwenden) -Protector already in place!=Störschutz is bereits platziert! -No protectors available to place!=Keine Störschützer mehr im Inventar! -"Protector placed at @1"=Störschutz befindet sich bei: @1 -Out of bounds!= -Cannot place protector, already protected at @1= +# textdomain: protector +# author: Xanthin and CodeXP +# last update: 2020/Jul/12 + +### admin.lua ### +Remove Protectors around players (separate names with spaces)=Entferne Störschützer von bestimmten Namen in der Nähe von Spielern (trenne Namen durch Leerzeichen) += +Replace Protector Owner with name provided=Ersetze Besitzer der Störschützer mit neuem Besitzer + = +Replacing Protector name '@1' with '@2'=Ersetze Besitzer der Störschützer von '@1' mit '@2' +Show protected areas of your nearby protectors=Zeige geschützte Bereiche der Störschützer in der Nähe +Protector Names to remove: @1=Störschutznamen zum Entfernen: @1 +Name List Reset=Namensliste zurückgesetzt +Invalid player name!= +Player name too long= +Player not found.= + +### doors_chest.lua ### +Protected Wooden Door=Geschützte Holztür +Protected Steel Door=Geschützte Stahltür +Protected Trapdoor=Geschützte Falltür +Protected Steel Trapdoor=Geschützte Stahlfalltür +Protected Chest=Geschützte Truhe +To Chest=Zur Truhe +To Inventory=Zum Inventar +Protected Chest (@1)=Geschützte Truhe (@1) + +### init.lua ### +-- Protector interface --=-- Störschutz-Interface -- +PUNCH node to show protected area=SCHLAGE Node, um geschützten Bereich anzuzeigen oder +USE for area check=BENUTZE für Bereichsprüfung +Members:=Mitglieder: +Close=Schließen +Protection located at: @1=Störschutz befindet sich bei: @1 +Members: @1.=Mitglieder: @1. +Allow faction access= +This area is not protected.=Dieser Bereich ist nicht geschützt. +You can build here.=Du kannst hier bauen. +Overlaps into above players protected area=Überlappung im geschützen Bereich eines Spielers +Protection Block=Störschutzblock +Protection (owned by @1)=Störschutz (gehört @1) +Protection Logo=Störschutzlogo +[MOD] Protector Redo loaded=[MOD] Protector Redo geladen +Spawn @1 has been protected up to a @2 block radius.=Spawn @1 ist geschützt mit einem Radius von @2 Blöcke. +This area is owned by @1=Dieser Bereich gehört @1 + +### hud.lua ### +Owner: @1=Besitzer: @1 + +### tool.lua ### +Protector Placer Tool (stand near protector, face direction and use)=Störschutz Platzier-Werkzeug (stehe neben Störschutz, schaue in die gewünschte Richtung und anwenden) +Protector already in place!=Störschutz is bereits platziert! +No protectors available to place!=Keine Störschützer mehr im Inventar! +"Protector placed at @1"=Störschutz befindet sich bei: @1 +Out of bounds!= +Cannot place protector, already protected at @1= Cannot place protector, container at @1= \ No newline at end of file diff --git a/locale/protector.es.tr b/locale/protector.es.tr index 25142d1..ba48884 100644 --- a/locale/protector.es.tr +++ b/locale/protector.es.tr @@ -1,57 +1,57 @@ -# textdomain: protector -# author: universales -# last update: 2020-02-27 - -### admin.lua ### -Remove Protectors around players (separate names with spaces)=Eliminar protectores alrededor de los jugadores (nombres separados con espacios) -= -Replace Protector Owner with name provided=Reemplace el propietario del protector con el nombre proporcionado - = -Replacing Protector name '@1' with '@2'=Reemplazando el nombre del protector '@1' a '@2' -Show protected areas of your nearby protectors=Mostrar áreas protegidas de sus protectores cercanos -Protector Names to remove: @1=Nombres de protectores para eliminar: @1 -Name List Reset=Restablecer lista de nombres -Invalid player name!= -Player name too long= -Player not found.= - -### doors_chest.lua ### -Protected Wooden Door=Puerta de madera protegida -Protected Steel Door=Puerta de hierro protegida -Protected Trapdoor=Trampilla Protegida -Protected Steel Trapdoor=Trampilla de hierro protegida -Protected Chest=Cofre protegido -To Chest=Al cofre -To Inventory=Al inventario -Protected Chest (@1)=Cofre protegido (@1) - -### init.lua ### --- Protector interface --=-- Interfaz del protector -- -PUNCH node to show protected area=nodo de perforación para mostrar el área protegida -USE for area check=Usar para chequeo del área -Members:=Miembros: -Close=Cerrar -Protection located at: @1=Protección ubicada en: @1 -Members: @1.=Miembros: @1. -This area is not protected.=Esta área no está protegida. -You can build here.=Puedes construir aquí. -Overlaps into above players protected area=Se superpone en el área protegida de los jugadores anteriores -Protection Block=Bloque de protección -Protection (owned by @1)=Protegido (Propiedad de @1) -Protection Logo=Logotipo de la protección -[MOD] Protector Redo loaded=[MOD] Protector recargado -Spawn @1 has been protected up to a @2 block radius.=Spawn @1 ha sido protegido hasta un radio de bloque @2. -This area is owned by @1=Esta área es propiedad de @1 -Factions: (use * to allow any of your factions)=Facciones: (utiliza * para autorizar todas tus facciones) - -### hud.lua ### -Owner: @1=Propietario: @1 - -### tool.lua ### -Protector Placer Tool (stand near protector, face direction and use)=Herramienta de colocación del protector (pararse cerca del protector, dirección de la cara y uso) -Protector already in place!=¡El protector ya está en este lugar! -No protectors available to place!=¡No hay protectores disponibles para colocar! -Protector placed at @1=Protector colocado en @1 -Out of bounds!= -Cannot place protector, already protected at @1= -Cannot place protector, container at @1= +# textdomain: protector +# author: universales +# last update: 2020-02-27 + +### admin.lua ### +Remove Protectors around players (separate names with spaces)=Eliminar protectores alrededor de los jugadores (nombres separados con espacios) += +Replace Protector Owner with name provided=Reemplace el propietario del protector con el nombre proporcionado + = +Replacing Protector name '@1' with '@2'=Reemplazando el nombre del protector '@1' a '@2' +Show protected areas of your nearby protectors=Mostrar áreas protegidas de sus protectores cercanos +Protector Names to remove: @1=Nombres de protectores para eliminar: @1 +Name List Reset=Restablecer lista de nombres +Invalid player name!= +Player name too long= +Player not found.= + +### doors_chest.lua ### +Protected Wooden Door=Puerta de madera protegida +Protected Steel Door=Puerta de hierro protegida +Protected Trapdoor=Trampilla Protegida +Protected Steel Trapdoor=Trampilla de hierro protegida +Protected Chest=Cofre protegido +To Chest=Al cofre +To Inventory=Al inventario +Protected Chest (@1)=Cofre protegido (@1) + +### init.lua ### +-- Protector interface --=-- Interfaz del protector -- +PUNCH node to show protected area=nodo de perforación para mostrar el área protegida +USE for area check=Usar para chequeo del área +Members:=Miembros: +Close=Cerrar +Protection located at: @1=Protección ubicada en: @1 +Members: @1.=Miembros: @1. +This area is not protected.=Esta área no está protegida. +You can build here.=Puedes construir aquí. +Overlaps into above players protected area=Se superpone en el área protegida de los jugadores anteriores +Protection Block=Bloque de protección +Protection (owned by @1)=Protegido (Propiedad de @1) +Protection Logo=Logotipo de la protección +[MOD] Protector Redo loaded=[MOD] Protector recargado +Spawn @1 has been protected up to a @2 block radius.=Spawn @1 ha sido protegido hasta un radio de bloque @2. +This area is owned by @1=Esta área es propiedad de @1 +Factions: (use * to allow any of your factions)=Facciones: (utiliza * para autorizar todas tus facciones) + +### hud.lua ### +Owner: @1=Propietario: @1 + +### tool.lua ### +Protector Placer Tool (stand near protector, face direction and use)=Herramienta de colocación del protector (pararse cerca del protector, dirección de la cara y uso) +Protector already in place!=¡El protector ya está en este lugar! +No protectors available to place!=¡No hay protectores disponibles para colocar! +Protector placed at @1=Protector colocado en @1 +Out of bounds!= +Cannot place protector, already protected at @1= +Cannot place protector, container at @1= diff --git a/locale/protector.fr.tr b/locale/protector.fr.tr index f233975..c268788 100644 --- a/locale/protector.fr.tr +++ b/locale/protector.fr.tr @@ -1,57 +1,57 @@ -# textdomain: protector -# author: CodeXP and TenPlus1 -# last update: 2020/Jul/12 - -### admin.lua ### -Remove Protectors around players (separate names with spaces)=Retirer les protecteurs près des joueurs avec les noms fournis (noms séparés avec des espaces) -= -Replace Protector Owner with name provided=Remplacer le propriétaire du protecteur par le nom fourni - = -Replacing Protector name '@1' with '@2'=Remplacement du nom du protecteur '@1' par '@2' -Show protected areas of your nearby protectors=Afficher les zones protégées de vos protecteurs à proximité -Protector Names to remove: @1=Noms de protecteurs à supprimer : @1 -Name List Reset=Liste de noms réinitialisée -Invalid player name!=Nom de joueur invalide ! -Player name too long=Nom de joueur trop long -Player not found.=Joueur inconnu. - -### doors_chest.lua ### -Protected Wooden Door=Porte en bois protégée -Protected Steel Door=Porte en acier protégée -Protected Trapdoor=Trappe protégée -Protected Steel Trapdoor=Trappe en acier protégée -Protected Chest=Coffre protégé -To Chest=Vers le coffre -To Inventory=Vers l'inventaire -Protected Chest (@1)=Coffre protégé (@1) - -### init.lua ### --- Protector interface --=-- Interface Protector -- -PUNCH node to show protected area=TAPER le bloc pour afficher la zone protégée -USE for area check=UTILISER pour vérifier la zone -Members:=Membres : -Close=Fermer -Protection located at: @1=Protection située à : @1 -Members: @1.=Membres : @1. -This area is not protected.=msgstr "Cette zone n'est pas protégée. -You can build here.=Vous pouvez construire ici. -Overlaps into above players protected area=La zone chevauche une autre zone protégée. -Protection Block=Bloc de protection -Protection (owned by @1)=Protection (détenue par @1) -Protection Logo=Logo de protection -[MOD] Protector Redo loaded=[MOD] Protector Redo chargé -Spawn @1 has been protected up to a @2 block radius.=Le spawn @1 est protégé dans un rayon de @2 blocs. -This area is owned by @1=Cette zone appartient à @1 ! -Factions: (use * to allow any of your factions)=Factions : (taper * pour autoriser toutes vos factions) - -### hud.lua ### -Owner: @1=Propriétaire : @1 - -### tool.lua ### -Protector Placer Tool (stand near protector, face direction and use)=Outil de placement du protecteur (se tenir près du protecteur, dans la bonne direction et utiliser) -Protector already in place!=Protecteur déjà en place ! -No protectors available to place!=Aucun protecteur disponible à placer ! -Protector placed at @1=Protection située à : @1 -Out of bounds!=Hors limites ! -Cannot place protector, already protected at @1=Le protecteur ne peut être placé, déjà protégé à @1 -Cannot place protector, container at @1=Le protecteur ne peut être placé, conteneur à @1 +# textdomain: protector +# author: CodeXP and TenPlus1 +# last update: 2020/Jul/12 + +### admin.lua ### +Remove Protectors around players (separate names with spaces)=Retirer les protecteurs près des joueurs avec les noms fournis (noms séparés avec des espaces) += +Replace Protector Owner with name provided=Remplacer le propriétaire du protecteur par le nom fourni + = +Replacing Protector name '@1' with '@2'=Remplacement du nom du protecteur '@1' par '@2' +Show protected areas of your nearby protectors=Afficher les zones protégées de vos protecteurs à proximité +Protector Names to remove: @1=Noms de protecteurs à supprimer : @1 +Name List Reset=Liste de noms réinitialisée +Invalid player name!=Nom de joueur invalide ! +Player name too long=Nom de joueur trop long +Player not found.=Joueur inconnu. + +### doors_chest.lua ### +Protected Wooden Door=Porte en bois protégée +Protected Steel Door=Porte en acier protégée +Protected Trapdoor=Trappe protégée +Protected Steel Trapdoor=Trappe en acier protégée +Protected Chest=Coffre protégé +To Chest=Vers le coffre +To Inventory=Vers l'inventaire +Protected Chest (@1)=Coffre protégé (@1) + +### init.lua ### +-- Protector interface --=-- Interface Protector -- +PUNCH node to show protected area=TAPER le bloc pour afficher la zone protégée +USE for area check=UTILISER pour vérifier la zone +Members:=Membres : +Close=Fermer +Protection located at: @1=Protection située à : @1 +Members: @1.=Membres : @1. +This area is not protected.=msgstr "Cette zone n'est pas protégée. +You can build here.=Vous pouvez construire ici. +Overlaps into above players protected area=La zone chevauche une autre zone protégée. +Protection Block=Bloc de protection +Protection (owned by @1)=Protection (détenue par @1) +Protection Logo=Logo de protection +[MOD] Protector Redo loaded=[MOD] Protector Redo chargé +Spawn @1 has been protected up to a @2 block radius.=Le spawn @1 est protégé dans un rayon de @2 blocs. +This area is owned by @1=Cette zone appartient à @1 ! +Factions: (use * to allow any of your factions)=Factions : (taper * pour autoriser toutes vos factions) + +### hud.lua ### +Owner: @1=Propriétaire : @1 + +### tool.lua ### +Protector Placer Tool (stand near protector, face direction and use)=Outil de placement du protecteur (se tenir près du protecteur, dans la bonne direction et utiliser) +Protector already in place!=Protecteur déjà en place ! +No protectors available to place!=Aucun protecteur disponible à placer ! +Protector placed at @1=Protection située à : @1 +Out of bounds!=Hors limites ! +Cannot place protector, already protected at @1=Le protecteur ne peut être placé, déjà protégé à @1 +Cannot place protector, container at @1=Le protecteur ne peut être placé, conteneur à @1 diff --git a/locale/protector.it.tr b/locale/protector.it.tr index 4c20264..450b0a1 100644 --- a/locale/protector.it.tr +++ b/locale/protector.it.tr @@ -1,57 +1,57 @@ -# textdomain: protector -# author: Xanthin and CodeXP -# last update: 2018/Jul/10 - -### admin.lua ### -Remove Protectors around players (separate names with spaces)=Elimina i protettori attorno ai giocatori (separa i nomi con gli spazi) -= -Replace Protector Owner with name provided=Sostituisci il proprietario del protettore col nome fornito - = -Replacing Protector name '@1' with '@2'=Sostituzione del nome del protettore '@1' con '@2' -Show protected areas of your nearby protectors=Mostra le aree protette dei protettori vicino a te -Protector Names to remove: @1=Nomi dei protettori da eliminare: @1 -Name List Reset=Azzera l'elenco dei nomi -Invalid player name!= -Player name too long= -Player not found.= - -### doors_chest.lua ### -Protected Wooden Door=Porta di legno protetta -Protected Steel Door=Porta d'acciaio protetta -Protected Trapdoor=Botola protetta -Protected Steel Trapdoor=Botola d'acciaio protetta -Protected Chest=Baule protetto -To Chest=Al baule -To Inventory=All'inventario -Protected Chest (@1)=Baule protetto (@1) - -### init.lua ### --- Protector interface --=-- Interfaccia protettore -- -PUNCH node to show protected area=COLPISCI il nodo per mostrare l'area protetta -USE for area check=USA per controllare l'area -Members:=Membri: -Close=Chiudi -Protection located at: @1=Protezione collocata a: @1 -Members: @1.=Membri: @1. -Allow faction access= -This area is not protected.=Quest'area non è protetta. -You can build here.=Qui puoi costruire. -Overlaps into above players protected area=Si sovrappone ad un'area sovrastante protetta dai giocatori -Protection Block=Blocco di protezione -Protection (owned by @1)=Protezione (di proprietà di @1) -Protection Logo=Logo di protezione -[MOD] Protector Redo loaded=[MOD] Protector Redo caricato -Spawn @1 has been protected up to a @2 block radius.=Lo spawn @1 è stato protetto fino a un raggio di @2 blocchi. -This area is owned by @1=Quest'area è di proprietà di @1 - -### hud.lua ### -Owner: @1=Proprietario: @1 - -### tool.lua ### -Protector Placer Tool (stand near protector, face direction and use)=Strumento di posizionamento protettore (stai vicino al protettore, guarda la direzione e usa) -Protector already in place!=Protettore già presente! -No protectors available to place!=Nessun protettore disponibile da posizionare! -Protector placed at @1=Protettore posizionato a @1 -Out of bounds!= -Cannot place protector, already protected at @1= +# textdomain: protector +# author: Xanthin and CodeXP +# last update: 2018/Jul/10 + +### admin.lua ### +Remove Protectors around players (separate names with spaces)=Elimina i protettori attorno ai giocatori (separa i nomi con gli spazi) += +Replace Protector Owner with name provided=Sostituisci il proprietario del protettore col nome fornito + = +Replacing Protector name '@1' with '@2'=Sostituzione del nome del protettore '@1' con '@2' +Show protected areas of your nearby protectors=Mostra le aree protette dei protettori vicino a te +Protector Names to remove: @1=Nomi dei protettori da eliminare: @1 +Name List Reset=Azzera l'elenco dei nomi +Invalid player name!= +Player name too long= +Player not found.= + +### doors_chest.lua ### +Protected Wooden Door=Porta di legno protetta +Protected Steel Door=Porta d'acciaio protetta +Protected Trapdoor=Botola protetta +Protected Steel Trapdoor=Botola d'acciaio protetta +Protected Chest=Baule protetto +To Chest=Al baule +To Inventory=All'inventario +Protected Chest (@1)=Baule protetto (@1) + +### init.lua ### +-- Protector interface --=-- Interfaccia protettore -- +PUNCH node to show protected area=COLPISCI il nodo per mostrare l'area protetta +USE for area check=USA per controllare l'area +Members:=Membri: +Close=Chiudi +Protection located at: @1=Protezione collocata a: @1 +Members: @1.=Membri: @1. +Allow faction access= +This area is not protected.=Quest'area non è protetta. +You can build here.=Qui puoi costruire. +Overlaps into above players protected area=Si sovrappone ad un'area sovrastante protetta dai giocatori +Protection Block=Blocco di protezione +Protection (owned by @1)=Protezione (di proprietà di @1) +Protection Logo=Logo di protezione +[MOD] Protector Redo loaded=[MOD] Protector Redo caricato +Spawn @1 has been protected up to a @2 block radius.=Lo spawn @1 è stato protetto fino a un raggio di @2 blocchi. +This area is owned by @1=Quest'area è di proprietà di @1 + +### hud.lua ### +Owner: @1=Proprietario: @1 + +### tool.lua ### +Protector Placer Tool (stand near protector, face direction and use)=Strumento di posizionamento protettore (stai vicino al protettore, guarda la direzione e usa) +Protector already in place!=Protettore già presente! +No protectors available to place!=Nessun protettore disponibile da posizionare! +Protector placed at @1=Protettore posizionato a @1 +Out of bounds!= +Cannot place protector, already protected at @1= Cannot place protector, container at @1= \ No newline at end of file diff --git a/locale/protector.ru.tr b/locale/protector.ru.tr index 2c6c904..be826cf 100644 --- a/locale/protector.ru.tr +++ b/locale/protector.ru.tr @@ -1,62 +1,62 @@ -# textdomain: protector -# author: SkyBuilder1717 -# last update: 2025/Jan/27 - -### admin.lua ### -Remove Protectors around players (separate names with spaces)=Удалить Защитников вокруг игроков (отделяйте имена с помощью пробела) -=<игроки> -Replace Protector Owner with name provided=Заменить Владельца Защитника с доставленным именем - =<владелец> <новый владелец> -Replacing Protector name '@1' with '@2'=Замена Имени Защитника '@1' с '@2' -Show protected areas of your nearby protectors=Показать защищённые зоны Защитниками с вами неподалёку -Protector Names to remove: @1=Имена Защитников чтобы удалить: @1 -Name List Reset=Сброс Список Имён -Invalid player name!=Неправильное имя игрока! -Player name too long=Имя игрока слишком длинное -Player not found.=Игрок не найден. - -### doors_chest.lua ### -Protected Wooden Door=Защищённая Деревянная Дверь -Protected Steel Door=Защищённая Стальная Дверь -Protected Trapdoor=Защищённый Люк -Protected Steel Trapdoor=Защищённый Стальной Люк -Protected Chest=Защищённый Сундук -To Chest=В Сундук -To Inventory=В Инвентарь -Protected Chest (@1)=Защищённый Сундук (@1) - -### init.lua ### --- Protector interface --=-- Интерфейс Защитника -- -PUNCH node to show protected area=УДАРЬТЕ по блоку чтобы показать защищённую зону -USE for area check=ИСПОЛЬЗУЙТЕ для проверки зоны -Members:=Участники: -Close=Закрыть -Allow faction access=Разрешить частичный доступ -Protection located at: @1=Защитник расположен на: @1 -Members: @1.=Участники: @1. -This area is not protected.=Эта зона не защищена. -You can build here.=Вы можете здесь строить. -Overlaps into above players protected area=Перекрывает защищенную зону вышеперечисленных игроков -Protection Block=Блок Защиты -Protection (owned by @1)=Защита (владелец: @1) -Protection Logo=Логотип Защиты -[MOD] Protector Redo loaded=[MOD] Protector Redo загружен -Spawn @1 has been protected up to a @2 block radius.=Спавн @1 был защищён радиусом в блоках @2. -This area is owned by @1=Эта зона принадлежит @1. - -### pvp.lua ### -[Protector] on_punchplayer called with nil objects=on_punchplayer вызван на нулевом объекте -[Protector] pvp_protect not active, update your version of Luanti=[Protector] pvp_protect не активен, обновите версию Luanti -[Protector] pvp_protect is disabled=[Protector] pvp_protect выключен - -### hud.lua ### -Owner: @1=Владелец: @1 - -### tool.lua ### -Protector Placer Tool (stand near protector, face direction and use)=Инструмент Размещения Защитника (встаньте рядом с Защитником, повернитесь к нему и используйте предмет) -Protector already in place!=Защитник уже стоит на этом месте! -No protectors available to place!=Нет доступных Защитников чтобы поставить! -Out of bounds!=За пределами! -Protector placed at @1=Защитник размещён на @1 -Cannot place protector, already protected at @1=Нельзя поставить Защитник, другой Защитник уже на @1 +# textdomain: protector +# author: SkyBuilder1717 +# last update: 2025/Jan/27 + +### admin.lua ### +Remove Protectors around players (separate names with spaces)=Удалить Защитников вокруг игроков (отделяйте имена с помощью пробела) +=<игроки> +Replace Protector Owner with name provided=Заменить Владельца Защитника с доставленным именем + =<владелец> <новый владелец> +Replacing Protector name '@1' with '@2'=Замена Имени Защитника '@1' с '@2' +Show protected areas of your nearby protectors=Показать защищённые зоны Защитниками с вами неподалёку +Protector Names to remove: @1=Имена Защитников чтобы удалить: @1 +Name List Reset=Сброс Список Имён +Invalid player name!=Неправильное имя игрока! +Player name too long=Имя игрока слишком длинное +Player not found.=Игрок не найден. + +### doors_chest.lua ### +Protected Wooden Door=Защищённая Деревянная Дверь +Protected Steel Door=Защищённая Стальная Дверь +Protected Trapdoor=Защищённый Люк +Protected Steel Trapdoor=Защищённый Стальной Люк +Protected Chest=Защищённый Сундук +To Chest=В Сундук +To Inventory=В Инвентарь +Protected Chest (@1)=Защищённый Сундук (@1) + +### init.lua ### +-- Protector interface --=-- Интерфейс Защитника -- +PUNCH node to show protected area=УДАРЬТЕ по блоку чтобы показать защищённую зону +USE for area check=ИСПОЛЬЗУЙТЕ для проверки зоны +Members:=Участники: +Close=Закрыть +Allow faction access=Разрешить частичный доступ +Protection located at: @1=Защитник расположен на: @1 +Members: @1.=Участники: @1. +This area is not protected.=Эта зона не защищена. +You can build here.=Вы можете здесь строить. +Overlaps into above players protected area=Перекрывает защищенную зону вышеперечисленных игроков +Protection Block=Блок Защиты +Protection (owned by @1)=Защита (владелец: @1) +Protection Logo=Логотип Защиты +[MOD] Protector Redo loaded=[MOD] Protector Redo загружен +Spawn @1 has been protected up to a @2 block radius.=Спавн @1 был защищён радиусом в блоках @2. +This area is owned by @1=Эта зона принадлежит @1. + +### pvp.lua ### +[Protector] on_punchplayer called with nil objects=on_punchplayer вызван на нулевом объекте +[Protector] pvp_protect not active, update your version of Luanti=[Protector] pvp_protect не активен, обновите версию Luanti +[Protector] pvp_protect is disabled=[Protector] pvp_protect выключен + +### hud.lua ### +Owner: @1=Владелец: @1 + +### tool.lua ### +Protector Placer Tool (stand near protector, face direction and use)=Инструмент Размещения Защитника (встаньте рядом с Защитником, повернитесь к нему и используйте предмет) +Protector already in place!=Защитник уже стоит на этом месте! +No protectors available to place!=Нет доступных Защитников чтобы поставить! +Out of bounds!=За пределами! +Protector placed at @1=Защитник размещён на @1 +Cannot place protector, already protected at @1=Нельзя поставить Защитник, другой Защитник уже на @1 Cannot place protector, container at @1=Нельзя поставить Защитник, контейнер на @1 \ No newline at end of file diff --git a/locale/protector.tr.tr b/locale/protector.tr.tr index 97a0d84..4156a83 100644 --- a/locale/protector.tr.tr +++ b/locale/protector.tr.tr @@ -1,57 +1,57 @@ -# textdomain: protector -# author: CodeXP and TenPlus1 -# last update: 2020/Jul/12 - -### admin.lua ### -Remove Protectors around players (separate names with spaces)=Ismi verilen oyuncuların yanındaki korumaları kaldır. (İsimleri boşlukla ayır) -= -Replace Protector Owner with name provided=Koruyucu Sahibini belirtilen adla değiştirin - = -Replacing Protector name '@1' with '@2'='@1' Koruyucu adını '@2' ile değiştirin -Show protected areas of your nearby protectors=Yakındaki koruyucuların korunan alanlarını göster -Protector Names to remove: @1=Silinecek korumaların isimleri: @1 -Name List Reset=İsim listesini sıfırla -Invalid player name!= -Player name too long= -Player not found.= - -### doors_chest.lua ### -Protected Wooden Door=Korumalı ahşap kapı -Protected Steel Door=Korumalı çelik kapı -Protected Trapdoor=Korumalı tuzak kapısı -Protected Steel Trapdoor=Korumalı çelik tuzak kapısı -Protected Chest=Korumalı sandık -To Chest=Sandığa -To Inventory=Envantere -Protected Chest (@1)=Korumalı sandık (@1) - -### init.lua ### --- Protector interface --=-- Koruyucu arayüz -- -PUNCH node to show protected area=Korunan alanı göstermek için yumruk -USE for area check=Bölge kontrolü için kullan -Members:=Üyeler -Close=Kapat -Protection located at: @1=Korumanın bulunduğu yer @1 -Members: @1.=Üyeler @1. -Allow faction access= -This area is not protected.=Bu alan korumalı değildir. -You can build here.=Buraya inşaa edebilirsiniz. -Overlaps into above players protected area=Yukarıdaki oyuncuların koruma alanı ile çakışıyor -Protection Block=Koruma kutusu -Protection (owned by @1)=Koruma (@1 sahibidir) -Protection Logo=Koruma arması -[MOD] Protector Redo loaded=[MOD] Protector Redo yüklendi -Spawn @1 has been protected up to a @2 block radius.=Spawn @1, @2 blok yarıçapa kadar korunur. -This area is owned by @1=Burasının sahibi @1! - -### hud.lua ### -Owner: @1=Sahip: @1 - -### tool.lua ### -Protector Placer Tool (stand near protector, face direction and use)=Koruyucu Yerleştirme Aleti (koruyucunun yanında durun, yüz yönü ve kullanım) -Protector already in place!=Koruyucu zaten yerinde! -No protectors available to place!=Yerleştirilecek koruyucu yok! -Protector placed at @1=Korumanın bulunduğu yer @1 -Out of bounds!= -Cannot place protector, already protected at @1= +# textdomain: protector +# author: CodeXP and TenPlus1 +# last update: 2020/Jul/12 + +### admin.lua ### +Remove Protectors around players (separate names with spaces)=Ismi verilen oyuncuların yanındaki korumaları kaldır. (İsimleri boşlukla ayır) += +Replace Protector Owner with name provided=Koruyucu Sahibini belirtilen adla değiştirin + = +Replacing Protector name '@1' with '@2'='@1' Koruyucu adını '@2' ile değiştirin +Show protected areas of your nearby protectors=Yakındaki koruyucuların korunan alanlarını göster +Protector Names to remove: @1=Silinecek korumaların isimleri: @1 +Name List Reset=İsim listesini sıfırla +Invalid player name!= +Player name too long= +Player not found.= + +### doors_chest.lua ### +Protected Wooden Door=Korumalı ahşap kapı +Protected Steel Door=Korumalı çelik kapı +Protected Trapdoor=Korumalı tuzak kapısı +Protected Steel Trapdoor=Korumalı çelik tuzak kapısı +Protected Chest=Korumalı sandık +To Chest=Sandığa +To Inventory=Envantere +Protected Chest (@1)=Korumalı sandık (@1) + +### init.lua ### +-- Protector interface --=-- Koruyucu arayüz -- +PUNCH node to show protected area=Korunan alanı göstermek için yumruk +USE for area check=Bölge kontrolü için kullan +Members:=Üyeler +Close=Kapat +Protection located at: @1=Korumanın bulunduğu yer @1 +Members: @1.=Üyeler @1. +Allow faction access= +This area is not protected.=Bu alan korumalı değildir. +You can build here.=Buraya inşaa edebilirsiniz. +Overlaps into above players protected area=Yukarıdaki oyuncuların koruma alanı ile çakışıyor +Protection Block=Koruma kutusu +Protection (owned by @1)=Koruma (@1 sahibidir) +Protection Logo=Koruma arması +[MOD] Protector Redo loaded=[MOD] Protector Redo yüklendi +Spawn @1 has been protected up to a @2 block radius.=Spawn @1, @2 blok yarıçapa kadar korunur. +This area is owned by @1=Burasının sahibi @1! + +### hud.lua ### +Owner: @1=Sahip: @1 + +### tool.lua ### +Protector Placer Tool (stand near protector, face direction and use)=Koruyucu Yerleştirme Aleti (koruyucunun yanında durun, yüz yönü ve kullanım) +Protector already in place!=Koruyucu zaten yerinde! +No protectors available to place!=Yerleştirilecek koruyucu yok! +Protector placed at @1=Korumanın bulunduğu yer @1 +Out of bounds!= +Cannot place protector, already protected at @1= Cannot place protector, container at @1= \ No newline at end of file diff --git a/locale/protector.uk.tr b/locale/protector.uk.tr index fffab3a..ba49cc3 100644 --- a/locale/protector.uk.tr +++ b/locale/protector.uk.tr @@ -1,56 +1,56 @@ -# textdomain: protector - -Protector Redo=Захист -Lets players craft special blocks to protect their builds or disable PVP in areas.=Дозволяє гравцям створювати спеціальні блоки для захисту їхніх споруд або вимкнення PVP на певних територіях. - -### admin.lua ### -Remove Protectors around players (separate names with spaces)=Видалити захист поряд із гравцями (перечислити імена, розділяючи пробілами) -=<список імен> -Replace Protector Owner with name provided=Замінити власника захисту новим власником - =<ім'я власника> <ім'я нового власника> -Replacing Protector name '@1' with '@2'=Заміняється власник захисту із '@1' на '@2' -Show protected areas of your nearby protectors=Показати найближчі захищені території -Protector Names to remove: @1=Імена, які будуть видалені: @1 -Name List Reset=Очистити список імен - -### doors_chest.lua ### -Protected Wooden Door=Захищені дерев'яні двері -Protected Steel Door=Захищені сталеві двері -Protected Trapdoor=Захищений дерев'яний люк -Protected Steel Trapdoor=Захищений сталевий люк -Protected Chest=Захищена скриня -To Chest=В скриню -To Inventory=В інвентар -Protected Chest (@1)=Захищена скриня (@1) - -### init.lua ### --- Protector interface --=-- Налаштування захисту -- -PUNCH node to show protected area=ВДАРИТИ блок для підсвітки захищеної території -USE for area check=ЛКМ для перевірки захищеної території -Members:=Учасники: -Close=Закрити -Protection located at: @1=Захист знаходиться на координатах: @1 -Members: @1.=Учасники: @1. -This area is not protected.=Територія вільна. -You can build here.=Тут можна будувати. -Overlaps into above players protected area=Блок захисту не може бути встановлений тут, десь поруч є територія іншого гравця -Protection Block=Блок захисту території -Protection (owned by @1)=Захист території гравця @1 -Protection Logo=Захисний знак -[MOD] Protector Redo loaded=[МОД] Protector Redo завантажено -Spawn @1 has been protected up to a @2 block radius.=Спавн @1 захищений у радіусі @2 блока. -This area is owned by @1=Ця територія належить гравцю @1 - -### pvp.lua ### -[Protector] on_punchplayer called with nil objects=[Захист] on_punchplayer викликана із нульовими об'єктами -[Protector] pvp_protect not active, update your version of Minetest=[Захист] pvp_protect неактивний, оновіть версію Luanti -[Protector] pvp_protect is disabled=[Защита] pvp_protect вимкнений - -### hud.lua ### -Owner: @1=Територія належить @1 - -### tool.lua ### -Protector Placer Tool (stand near protector, face direction and use)=Інструмент встановлення захисту (встаньте поруч із захистом, поверніться в потрібному напрямку і використайте) -Protector already in place!=Захист уже встановлено! -No protectors available to place!=У вас немає блоків захисту території в інвентарю! -Protector placed at @1=Захист знаходиться на координатах @1 +# textdomain: protector + +Protector Redo=Захист +Lets players craft special blocks to protect their builds or disable PVP in areas.=Дозволяє гравцям створювати спеціальні блоки для захисту їхніх споруд або вимкнення PVP на певних територіях. + +### admin.lua ### +Remove Protectors around players (separate names with spaces)=Видалити захист поряд із гравцями (перечислити імена, розділяючи пробілами) +=<список імен> +Replace Protector Owner with name provided=Замінити власника захисту новим власником + =<ім'я власника> <ім'я нового власника> +Replacing Protector name '@1' with '@2'=Заміняється власник захисту із '@1' на '@2' +Show protected areas of your nearby protectors=Показати найближчі захищені території +Protector Names to remove: @1=Імена, які будуть видалені: @1 +Name List Reset=Очистити список імен + +### doors_chest.lua ### +Protected Wooden Door=Захищені дерев'яні двері +Protected Steel Door=Захищені сталеві двері +Protected Trapdoor=Захищений дерев'яний люк +Protected Steel Trapdoor=Захищений сталевий люк +Protected Chest=Захищена скриня +To Chest=В скриню +To Inventory=В інвентар +Protected Chest (@1)=Захищена скриня (@1) + +### init.lua ### +-- Protector interface --=-- Налаштування захисту -- +PUNCH node to show protected area=ВДАРИТИ блок для підсвітки захищеної території +USE for area check=ЛКМ для перевірки захищеної території +Members:=Учасники: +Close=Закрити +Protection located at: @1=Захист знаходиться на координатах: @1 +Members: @1.=Учасники: @1. +This area is not protected.=Територія вільна. +You can build here.=Тут можна будувати. +Overlaps into above players protected area=Блок захисту не може бути встановлений тут, десь поруч є територія іншого гравця +Protection Block=Блок захисту території +Protection (owned by @1)=Захист території гравця @1 +Protection Logo=Захисний знак +[MOD] Protector Redo loaded=[МОД] Protector Redo завантажено +Spawn @1 has been protected up to a @2 block radius.=Спавн @1 захищений у радіусі @2 блока. +This area is owned by @1=Ця територія належить гравцю @1 + +### pvp.lua ### +[Protector] on_punchplayer called with nil objects=[Захист] on_punchplayer викликана із нульовими об'єктами +[Protector] pvp_protect not active, update your version of Minetest=[Захист] pvp_protect неактивний, оновіть версію Luanti +[Protector] pvp_protect is disabled=[Защита] pvp_protect вимкнений + +### hud.lua ### +Owner: @1=Територія належить @1 + +### tool.lua ### +Protector Placer Tool (stand near protector, face direction and use)=Інструмент встановлення захисту (встаньте поруч із захистом, поверніться в потрібному напрямку і використайте) +Protector already in place!=Захист уже встановлено! +No protectors available to place!=У вас немає блоків захисту території в інвентарю! +Protector placed at @1=Захист знаходиться на координатах @1 diff --git a/locale/template.txt b/locale/template.txt index 90ea1fc..33523d5 100644 --- a/locale/template.txt +++ b/locale/template.txt @@ -1,59 +1,59 @@ -# textdomain: protector -# author: ? -# last update: 2020/Jul/12 - -### admin.lua ### -Remove Protectors around players (separate names with spaces)= -= -Replace Protector Owner with name provided= - = -Replacing Protector name '@1' with '@2'= -Show protected areas of your nearby protectors= -Protector Names to remove: @1= -Name List Reset= -Invalid player name!= -Player name too long= -Player not found.= - -### doors_chest.lua ### -Protected Wooden Door= -Protected Steel Door= -Protected Trapdoor= -Protected Steel Trapdoor= -Protected Chest= -To Chest= -To Inventory= -Protected Chest (@1)= - -### init.lua ### --- Protector interface --= -PUNCH node to show protected area= -USE for area check= -Members:= -Close= -Protection located at: @1= -Members: @1.= -Allow faction access= -This area is not protected.= -You can build here.= -Overlaps into above players protected area= -Protection Block= -Protection (owned by @1)= -Protection Logo= -[MOD] Protector Redo loaded= -Spawn @1 has been protected up to a @2 block radius.= -This area is owned by @1= -Add member names to local protection -Remove member names from local protection - -### hud.lua ### -Owner: @1= - -### tool.lua ### -Protector Placer Tool (stand near protector, face direction and use)= -Protector already in place!= -Out of bounds!= -No protectors available to place!= -Protector placed at @1= -Cannot place protector, already protected at @1= -Cannot place protector, container at @1= +# textdomain: protector +# author: ? +# last update: 2020/Jul/12 + +### admin.lua ### +Remove Protectors around players (separate names with spaces)= += +Replace Protector Owner with name provided= + = +Replacing Protector name '@1' with '@2'= +Show protected areas of your nearby protectors= +Protector Names to remove: @1= +Name List Reset= +Invalid player name!= +Player name too long= +Player not found.= + +### doors_chest.lua ### +Protected Wooden Door= +Protected Steel Door= +Protected Trapdoor= +Protected Steel Trapdoor= +Protected Chest= +To Chest= +To Inventory= +Protected Chest (@1)= + +### init.lua ### +-- Protector interface --= +PUNCH node to show protected area= +USE for area check= +Members:= +Close= +Protection located at: @1= +Members: @1.= +Allow faction access= +This area is not protected.= +You can build here.= +Overlaps into above players protected area= +Protection Block= +Protection (owned by @1)= +Protection Logo= +[MOD] Protector Redo loaded= +Spawn @1 has been protected up to a @2 block radius.= +This area is owned by @1= +Add member names to local protection +Remove member names from local protection + +### hud.lua ### +Owner: @1= + +### tool.lua ### +Protector Placer Tool (stand near protector, face direction and use)= +Protector already in place!= +Out of bounds!= +No protectors available to place!= +Protector placed at @1= +Cannot place protector, already protected at @1= +Cannot place protector, container at @1= diff --git a/lucky_block.lua b/lucky_block.lua index 7a69e81..62a4188 100644 --- a/lucky_block.lua +++ b/lucky_block.lua @@ -1,15 +1,15 @@ - --- add lucky blocks - -lucky_block:add_blocks({ - {"dro", {"protector:protect"}, 2}, - {"dro", {"protector:protect2"}, 2}, - {"dro", {"protector:door_wood"}, 2}, - {"dro", {"protector:door_steel"}, 2}, - {"exp", 5, true}, - {"dro", {"protector:trapdoor"}, 2}, - {"dro", {"protector:trapdoor_steel"}, 2}, - {"dro", {"protector:tool"}, 1}, - {"dro", {"protector:chest"}, 1}, - {"exp"} -}) + +-- add lucky blocks + +lucky_block:add_blocks({ + {"dro", {"protector:protect"}, 2}, + {"dro", {"protector:protect2"}, 2}, + {"dro", {"protector:door_wood"}, 2}, + {"dro", {"protector:door_steel"}, 2}, + {"exp", 5, true}, + {"dro", {"protector:trapdoor"}, 2}, + {"dro", {"protector:trapdoor_steel"}, 2}, + {"dro", {"protector:tool"}, 1}, + {"dro", {"protector:chest"}, 1}, + {"exp"} +}) diff --git a/mod.conf b/mod.conf index 3c3abb6..11a6516 100644 --- a/mod.conf +++ b/mod.conf @@ -1,4 +1,4 @@ -name = protector -description = Lets players craft special blocks to protect their builds or disable PVP in areas. -optional_depends = default, lucky_block, mesecons_mvps, playerfactions, mcl_core, mcl_formspec, mcl_sounds -min_minetest_version = 5.0 +name = protector +description = Lets players craft special blocks to protect their builds or disable PVP in areas. +optional_depends = default, lucky_block, mesecons_mvps, playerfactions, mcl_core, mcl_formspec, mcl_sounds +min_minetest_version = 5.0 diff --git a/pvp.lua b/pvp.lua index 5d22250..5ef141b 100644 --- a/pvp.lua +++ b/pvp.lua @@ -1,70 +1,70 @@ - --- get static spawn position - -local statspawn = core.string_to_pos(core.settings:get("static_spawnpoint")) - or {x = 0, y = 2, z = 0} - --- is spawn protected - -local protector_spawn = tonumber(core.settings:get("protector_spawn") - or core.settings:get("protector_pvp_spawn")) or 0 - --- is night-only pvp enabled - -local protector_night_pvp = core.settings:get_bool("protector_night_pvp") - --- disables PVP in your own protected areas - -if core.settings:get_bool("enable_pvp") -and core.settings:get_bool("protector_pvp") then - - if core.register_on_punchplayer then - - core.register_on_punchplayer(function(player, hitter, - time_from_last_punch, tool_capabilities, dir, damage) - - if not player or not hitter then - print("[MOD] Protector - on_punchplayer called with nil objects") - return false - end - - if not hitter:is_player() then return false end - - -- no pvp at spawn area - local pos = player:get_pos() - - if pos.x < statspawn.x + protector_spawn - and pos.x > statspawn.x - protector_spawn - and pos.y < statspawn.y + protector_spawn - and pos.y > statspawn.y - protector_spawn - and pos.z < statspawn.z + protector_spawn - and pos.z > statspawn.z - protector_spawn then - return true - end - - -- do we enable pvp at night time only ? - if protector_night_pvp then - - -- get time of day - local tod = core.get_timeofday() or 0 - - if tod > 0.2 and tod < 0.8 then - -- - else - return false - end - end - - -- is player being punched inside a protected area ? - if core.is_protected(pos, hitter:get_player_name()) then - return true - end - - return false - end) - else - print("[MOD] Protector - pvp_protect not active, update your version of Minetest") - end -else - print("[MOD] Protector - pvp_protect is disabled") -end + +-- get static spawn position + +local statspawn = core.string_to_pos(core.settings:get("static_spawnpoint")) + or {x = 0, y = 2, z = 0} + +-- is spawn protected + +local protector_spawn = tonumber(core.settings:get("protector_spawn") + or core.settings:get("protector_pvp_spawn")) or 0 + +-- is night-only pvp enabled + +local protector_night_pvp = core.settings:get_bool("protector_night_pvp") + +-- disables PVP in your own protected areas + +if core.settings:get_bool("enable_pvp") +and core.settings:get_bool("protector_pvp") then + + if core.register_on_punchplayer then + + core.register_on_punchplayer(function(player, hitter, + time_from_last_punch, tool_capabilities, dir, damage) + + if not player or not hitter then + print("[MOD] Protector - on_punchplayer called with nil objects") + return false + end + + if not hitter:is_player() then return false end + + -- no pvp at spawn area + local pos = player:get_pos() + + if pos.x < statspawn.x + protector_spawn + and pos.x > statspawn.x - protector_spawn + and pos.y < statspawn.y + protector_spawn + and pos.y > statspawn.y - protector_spawn + and pos.z < statspawn.z + protector_spawn + and pos.z > statspawn.z - protector_spawn then + return true + end + + -- do we enable pvp at night time only ? + if protector_night_pvp then + + -- get time of day + local tod = core.get_timeofday() or 0 + + if tod > 0.2 and tod < 0.8 then + -- + else + return false + end + end + + -- is player being punched inside a protected area ? + if core.is_protected(pos, hitter:get_player_name()) then + return true + end + + return false + end) + else + print("[MOD] Protector - pvp_protect not active, update your version of Minetest") + end +else + print("[MOD] Protector - pvp_protect is disabled") +end diff --git a/settingtypes.txt b/settingtypes.txt index 7cd6b55..c7a962e 100644 --- a/settingtypes.txt +++ b/settingtypes.txt @@ -1,35 +1,35 @@ -# Size of protected area around protection node limiting player interaction -protector_radius (Protector Radius [max 30]) int 5 - -# Flips player around when accessing protected area to stop lag griefing -protector_flip (Protector Flip) bool false - -# Hurts player by amount entered when accessing protected area, 0 to disable -protector_hurt (Protector Hurt) int 0 - -# Sets a protected area around spawn by node radius given -protector_spawn (Protector Spawn) int 0 - -# Enables PVP inside of protected areas -protector_pvp (Protector PVP) bool false - -# When true will allow PVP inside protected spawn area -protector_pvp_spawn (Protector PVP Spawn) int 0 - -# When true will allow PVP inside all protected areas at night time only -protector_night_pvp (Protector Night PVP) bool false - -# Interval in seconds that protection field is shown -protector_show_interval (Protector Show Interval) int 5 - -# Interval in seconds that HUD ownership text is updated, 0 to disable -protector_hud_interval (Protector HUD Interval) int 5 - -# Enables craft recipe for protection block -protector_recipe (Enable Protector recipe) bool true - -# Enables craft recipes for protected doors and chest -protector_crafts (Enable Protector door/chest recipes) bool true - -# Enables protection messages in player chat -protector_msg (Enable Protector Messages) bool true +# Length of protected cube from the corner of the protection node +protector_length (Protector Length [max 60]) int 15 + +# Flips player around when accessing protected area to stop lag griefing +protector_flip (Protector Flip) bool false + +# Hurts player by amount entered when accessing protected area, 0 to disable +protector_hurt (Protector Hurt) int 0 + +# Sets a protected area around spawn by node radius given +protector_spawn (Protector Spawn) int 0 + +# Enables PVP inside of protected areas +protector_pvp (Protector PVP) bool false + +# When true will allow PVP inside protected spawn area +protector_pvp_spawn (Protector PVP Spawn) int 0 + +# When true will allow PVP inside all protected areas at night time only +protector_night_pvp (Protector Night PVP) bool false + +# Interval in seconds that protection field is shown +protector_show_interval (Protector Show Interval) int 5 + +# Interval in seconds that HUD ownership text is updated, 0 to disable +protector_hud_interval (Protector HUD Interval) int 5 + +# Enables craft recipe for protection block +protector_recipe (Enable Protector recipe) bool true + +# Enables craft recipes for protected doors and chest +protector_crafts (Enable Protector door/chest recipes) bool true + +# Enables protection messages in player chat +protector_msg (Enable Protector Messages) bool true diff --git a/textures/license.txt b/textures/license.txt index acf6423..4c125c4 100644 --- a/textures/license.txt +++ b/textures/license.txt @@ -1,34 +1,34 @@ - -following Textures created by Fernando Zapata (CC BY-SA 3.0): - doors_wood.png - doors_wood_a.png - doors_wood_b.png - doors_brown.png - -following Textures created by BlockMen (WTFPL): - doors_trapdoor.png - -following textures created by celeron55 (CC BY-SA 3.0): - doors_trapdoor_side.png - -following textures created by PilzAdam (WTFPL): - doors_steel.png - doors_steel_a.png - doors_steel_b.png - doors_grey.png - doors_trapdoor_steel.png - doors_trapdoor_steel_side.png - -following textures by Cisoun (WTFPL): - default_chest_front.png - default_chest_side.png - default_chest_top.png - -following textures by TenPlus1 (CC BY-SA 3.0): - protector_logo.png - protector_display.png - protector_overlay.png - -following textures by Kilbith (CC BY-SA 3.0): - protector_up_icon.png - protector_down_icon.png (both rotated) + +following Textures created by Fernando Zapata (CC BY-SA 3.0): + doors_wood.png + doors_wood_a.png + doors_wood_b.png + doors_brown.png + +following Textures created by BlockMen (WTFPL): + doors_trapdoor.png + +following textures created by celeron55 (CC BY-SA 3.0): + doors_trapdoor_side.png + +following textures created by PilzAdam (WTFPL): + doors_steel.png + doors_steel_a.png + doors_steel_b.png + doors_grey.png + doors_trapdoor_steel.png + doors_trapdoor_steel_side.png + +following textures by Cisoun (WTFPL): + default_chest_front.png + default_chest_side.png + default_chest_top.png + +following textures by TenPlus1 (CC BY-SA 3.0): + protector_logo.png + protector_display.png + protector_overlay.png + +following textures by Kilbith (CC BY-SA 3.0): + protector_up_icon.png + protector_down_icon.png (both rotated) diff --git a/tool.lua b/tool.lua index 6d36086..cc09dfe 100644 --- a/tool.lua +++ b/tool.lua @@ -1,168 +1,173 @@ - --- protector placement tool (thanks to Shara for code and idea) - -local S = core.get_translator("protector") - --- get protection radius - -local r = protector.radius - --- protector placement tool - -core.register_craftitem("protector:tool", { - description = S("Protector Placer Tool (stand near protector, face direction and use)"), - inventory_image = "protector_tool.png", - stack_max = 1, - - on_use = function(itemstack, user, pointed_thing) - - local name = user:get_player_name() - - -- check for protector near player (2 block radius) - local pos = user:get_pos() - local pp = core.find_nodes_in_area( - vector.subtract(pos, 2), vector.add(pos, 2), - {"protector:protect", "protector:protect2", "protector:protect_hidden"}) - - if #pp == 0 then return end -- none found - - pos = pp[1] -- take position of first protector found - - -- get members on protector - local meta = core.get_meta(pos) - local members = meta:get_string("members") or "" - local factions = meta:get_string("factions") or "" - - -- get direction player is facing - local dir = core.dir_to_facedir( user:get_look_dir() ) - local vec = {x = 0, y = 0, z = 0} - local gap = (r * 2) + 1 - local pit = user:get_look_vertical() - - -- set placement coords - if pit > 1.2 then vec.y = -gap -- up - elseif pit < -1.2 then vec.y = gap -- down - elseif dir == 0 then vec.z = gap -- north - elseif dir == 1 then vec.x = gap -- east - elseif dir == 2 then vec.z = -gap -- south - elseif dir == 3 then vec.x = -gap -- west - end - - -- new position - pos.x = pos.x + vec.x - pos.y = pos.y + vec.y - pos.z = pos.z + vec.z - - -- does placing a protector overlap existing area - if not protector.can_dig(r * 2, pos, user:get_player_name(), true, 3) then - - core.chat_send_player(name, - S("Overlaps into above players protected area")) - - return - end - - -- does a protector already exist ? - if #core.find_nodes_in_area(pos, pos, - {"protector:protect", "protector:protect2", - "protector:protect_hidden"}) > 0 then - - core.chat_send_player(name, S("Protector already in place!")) - - return - end - - -- do not place protector out of map bounds or replace bedrock - if #core.find_nodes_in_area(pos, pos, {"ignore", "mcl_core:bedrock"}) > 0 then - - core.chat_send_player(name, S("Out of bounds!")) - - return - end - - -- do we have protectors to use ? - local nod - local inv = user:get_inventory() - - if not inv:contains_item("main", "protector:protect") - and not inv:contains_item("main", "protector:protect2") then - - core.chat_send_player(name, - S("No protectors available to place!")) - - return - end - - -- take protector (block first then logo) - if inv:contains_item("main", "protector:protect") then - - inv:remove_item("main", "protector:protect") - - nod = "protector:protect" - - elseif inv:contains_item("main", "protector:protect2") then - - inv:remove_item("main", "protector:protect2") - - nod = "protector:protect2" - end - - -- do not replace containers with inventory space - local inv = core.get_inventory({type = "node", pos = pos}) - - if inv then - core.chat_send_player(name, - S("Cannot place protector, container at @1", - core.pos_to_string(pos))) - return - end - - -- protection check for other mods like Areas - if core.is_protected(pos, name) then - - core.chat_send_player(name, - S("Cannot place protector, already protected at @1", - core.pos_to_string(pos))) - return - end - - -- place protector - core.set_node(pos, {name = nod, param2 = 1}) - - -- set protector metadata - local meta = core.get_meta(pos) - - meta:set_string("owner", name) - meta:set_string("infotext", "Protection (owned by " .. name .. ")") - - -- copy members across if holding sneak when using tool - if user:get_player_control().sneak then - meta:set_string("members", members) - meta:set_string("factions", factions) - else - meta:set_string("members", "") - end - - core.add_entity(pos, "protector:display") - - core.chat_send_player(name, - S("Protector placed at @1", core.pos_to_string(pos))) - end -}) - --- tool recipe - -local df = "default:steel_ingot" - -if core.get_modpath("mcl_core") then - df = "mcl_core:iron_ingot" -end - -core.register_craft({ - output = "protector:tool", - recipe = { - {df, df, df}, - {df, "protector:protect", df}, - {df, df, df} - } -}) + +-- protector placement tool (thanks to Shara for code and idea) + +local S = core.get_translator("protector") + +-- get protection length + +local r = protector.length + +-- protector placement tool + +core.register_craftitem("protector:tool", { + description = S("Protector Placer Tool (stand near protector, face direction and use)"), + inventory_image = "protector_tool.png", + stack_max = 1, + + on_use = function(itemstack, user, pointed_thing) + + local name = user:get_player_name() + + -- check for protector near player (2 block search) + local pos = user:get_pos() + local pp = core.find_nodes_in_area( + vector.subtract(pos, 2), vector.add(pos, 2), + {"protector:protect", "protector:protect2", "protector:protect_hidden"}) + + if #pp == 0 then return end -- none found + + pos = pp[1] -- take position of first protector found + + -- get members on protector + local meta = core.get_meta(pos) + local members = meta:get_string("members") or "" + local factions = meta:get_string("factions") or "" + + -- get direction player is facing + local dir = core.dir_to_facedir( user:get_look_dir() ) + local vec = {x = 0, y = 0, z = 0} + local gap = r + 1 + local pit = user:get_look_vertical() + + -- set placement coords + if pit > 1.2 then vec.y = -gap -- up + elseif pit < -1.2 then vec.y = gap -- down + elseif dir == 0 then vec.z = gap -- north + elseif dir == 1 then vec.x = gap -- east + elseif dir == 2 then vec.z = -gap -- south + elseif dir == 3 then vec.x = -gap -- west + end + + -- new position + pos.x = pos.x + vec.x + pos.y = pos.y + vec.y + pos.z = pos.z + vec.z + + -- does placing a protector overlap existing area + local ov = core.find_nodes_in_area( + {x = pos.x - r, y = pos.y - r, z = pos.z - r}, + {x = pos.x + r, y = pos.y + r, z = pos.z + r}, + {"protector:protect", "protector:protect2", "protector:protect_hidden"}) + + for _, npos in ipairs(ov) do + if core.get_meta(npos):get_string("owner") ~= name then + core.chat_send_player(name, + S("Overlaps into above players protected area")) + return + end + end + + -- does a protector already exist ? + if #core.find_nodes_in_area(pos, pos, + {"protector:protect", "protector:protect2", + "protector:protect_hidden"}) > 0 then + + core.chat_send_player(name, S("Protector already in place!")) + + return + end + + -- do not place protector out of map bounds or replace bedrock + if #core.find_nodes_in_area(pos, pos, {"ignore", "mcl_core:bedrock"}) > 0 then + + core.chat_send_player(name, S("Out of bounds!")) + + return + end + + -- do we have protectors to use ? + local nod + local inv = user:get_inventory() + + if not inv:contains_item("main", "protector:protect") + and not inv:contains_item("main", "protector:protect2") then + + core.chat_send_player(name, + S("No protectors available to place!")) + + return + end + + -- take protector (block first then logo) + if inv:contains_item("main", "protector:protect") then + + inv:remove_item("main", "protector:protect") + + nod = "protector:protect" + + elseif inv:contains_item("main", "protector:protect2") then + + inv:remove_item("main", "protector:protect2") + + nod = "protector:protect2" + end + + -- do not replace containers with inventory space + local inv = core.get_inventory({type = "node", pos = pos}) + + if inv then + core.chat_send_player(name, + S("Cannot place protector, container at @1", + core.pos_to_string(pos))) + return + end + + -- protection check for other mods like Areas + if core.is_protected(pos, name) then + + core.chat_send_player(name, + S("Cannot place protector, already protected at @1", + core.pos_to_string(pos))) + return + end + + -- place protector + core.set_node(pos, {name = nod, param2 = 1}) + + -- set protector metadata + local meta = core.get_meta(pos) + + meta:set_string("owner", name) + meta:set_string("infotext", "Protection (owned by " .. name .. ")") + + -- copy members across if holding sneak when using tool + if user:get_player_control().sneak then + meta:set_string("members", members) + meta:set_string("factions", factions) + else + meta:set_string("members", "") + end + + core.add_entity({x=pos.x+r/2, y=pos.y+r/2, z=pos.z+r/2}, "protector:display") + + core.chat_send_player(name, + S("Protector placed at @1", core.pos_to_string(pos))) + end +}) + +-- tool recipe + +local df = "default:steel_ingot" + +if core.get_modpath("mcl_core") then + df = "mcl_core:iron_ingot" +end + +core.register_craft({ + output = "protector:tool", + recipe = { + {df, df, df}, + {df, "protector:protect", df}, + {df, df, df} + } +})