diff options
Diffstat (limited to '')
-rw-r--r-- | MCServer/Plugins/ProtectionAreas/PlayerAreas.lua | 218 |
1 files changed, 109 insertions, 109 deletions
diff --git a/MCServer/Plugins/ProtectionAreas/PlayerAreas.lua b/MCServer/Plugins/ProtectionAreas/PlayerAreas.lua index 5627f4d5f..f6106ee77 100644 --- a/MCServer/Plugins/ProtectionAreas/PlayerAreas.lua +++ b/MCServer/Plugins/ProtectionAreas/PlayerAreas.lua @@ -1,109 +1,109 @@ -
--- PlayerAreas.lua
--- Implements the cPlayerAreas class representing the per-player area storage object
-
---[[
-Each player instance is expected to have a separate object of type cPlayerAreas.
-Each object has an array of {cuboid, IsAllowed} tables, one for each area that is "within reach"
-The code can then ask each object, whether the player can interact with a certain block or not.
-A player can interact with a block if either one of these is true:
-1, There are no areas covering the block
-2, There is at least one area covering the block with IsAllowed set to true
-The object also has a m_SafeCuboid object that specified the area within which the player may move
-without the PlayerAreas needing a re-query.
-
-Also, a global table g_PlayerAreas is the actual map of PlayerID -> cPlayerAreas
---]]
-
-
-
-
-cPlayerAreas = {};
-
-g_PlayerAreas = {};
-
-
-
-
-
-function cPlayerAreas:new(a_SafeMinX, a_SafeMinZ, a_SafeMaxX, a_SafeMaxZ)
- assert(a_SafeMinX);
- assert(a_SafeMinZ);
- assert(a_SafeMaxX);
- assert(a_SafeMaxZ);
-
- local obj = {};
- setmetatable(obj, self);
- self.__index = self;
- self.m_SafeCuboid = cCuboid(a_SafeMinX, 0, a_SafeMinZ, a_SafeMaxX, 255, a_SafeMaxZ);
- return obj;
-end
-
-
-
-
--- Adds a new cuboid to the area list, where the player is either allowed or not, depending on the IsAllowed param
-function cPlayerAreas:AddArea(a_Cuboid, a_IsAllowed)
- table.insert(self, {m_Cuboid = a_Cuboid, m_IsAllowed = a_IsAllowed});
-end
-
-
-
-
-
---- returns true if the player owning this object can interact with the specified block
-function cPlayerAreas:CanInteractWithBlock(a_BlockX, a_BlockZ)
- assert(self);
-
- -- iterate through all the stored areas:
- local IsInsideAnyArea = false;
- for idx, Area in ipairs(self) do
- if (Area.m_Cuboid:IsInside(a_BlockX, 1, a_BlockZ)) then -- We don't care about Y coords, so use a dummy value
- if (Area.m_IsAllowed) then
- return true;
- end
- -- The coords are inside a cuboid for which the player doesn't have access, take a note of it
- IsInsideAnyArea = true;
- end
- end
-
- if (IsInsideAnyArea) then
- -- The specified coords are inside at least one area, but none of them allow the player to interact
- return false;
- end
-
- -- The coords are not inside any area
- return cConfig.m_AllowInteractNoArea;
-end
-
-
-
-
-
---- Calls the specified callback for each area contained within
--- a_Callback has a signature: function(a_Cuboid, a_IsAllowed)
--- Returns true if all areas have been enumerated, false if the callback has aborted by returning true
-function cPlayerAreas:ForEachArea(a_Callback)
- assert(self);
-
- for idx, Area in ipairs(self) do
- if (a_Callback(Area.m_Cuboid, Area.m_IsAllowed)) then
- return false;
- end
- end
- return true;
-end
-
-
-
-
-
---- Returns true if the player is withing the safe cuboid (no need to re-query the areas)
-function cPlayerAreas:IsInSafe(a_BlockX, a_BlockZ)
- assert(self);
- return self.m_SafeCuboid:IsInside(a_BlockX, 0, a_BlockZ);
-end
-
-
-
-
+ +-- PlayerAreas.lua +-- Implements the cPlayerAreas class representing the per-player area storage object + +--[[ +Each player instance is expected to have a separate object of type cPlayerAreas. +Each object has an array of {cuboid, IsAllowed} tables, one for each area that is "within reach" +The code can then ask each object, whether the player can interact with a certain block or not. +A player can interact with a block if either one of these is true: +1, There are no areas covering the block +2, There is at least one area covering the block with IsAllowed set to true +The object also has a m_SafeCuboid object that specified the area within which the player may move +without the PlayerAreas needing a re-query. + +Also, a global table g_PlayerAreas is the actual map of PlayerID -> cPlayerAreas +--]] + + + + +cPlayerAreas = {}; + +g_PlayerAreas = {}; + + + + + +function cPlayerAreas:new(a_SafeMinX, a_SafeMinZ, a_SafeMaxX, a_SafeMaxZ) + assert(a_SafeMinX); + assert(a_SafeMinZ); + assert(a_SafeMaxX); + assert(a_SafeMaxZ); + + local obj = {}; + setmetatable(obj, self); + self.__index = self; + self.m_SafeCuboid = cCuboid(a_SafeMinX, 0, a_SafeMinZ, a_SafeMaxX, 255, a_SafeMaxZ); + return obj; +end + + + + +-- Adds a new cuboid to the area list, where the player is either allowed or not, depending on the IsAllowed param +function cPlayerAreas:AddArea(a_Cuboid, a_IsAllowed) + table.insert(self, {m_Cuboid = a_Cuboid, m_IsAllowed = a_IsAllowed}); +end + + + + + +--- returns true if the player owning this object can interact with the specified block +function cPlayerAreas:CanInteractWithBlock(a_BlockX, a_BlockZ) + assert(self); + + -- iterate through all the stored areas: + local IsInsideAnyArea = false; + for idx, Area in ipairs(self) do + if (Area.m_Cuboid:IsInside(a_BlockX, 1, a_BlockZ)) then -- We don't care about Y coords, so use a dummy value + if (Area.m_IsAllowed) then + return true; + end + -- The coords are inside a cuboid for which the player doesn't have access, take a note of it + IsInsideAnyArea = true; + end + end + + if (IsInsideAnyArea) then + -- The specified coords are inside at least one area, but none of them allow the player to interact + return false; + end + + -- The coords are not inside any area + return cConfig.m_AllowInteractNoArea; +end + + + + + +--- Calls the specified callback for each area contained within +-- a_Callback has a signature: function(a_Cuboid, a_IsAllowed) +-- Returns true if all areas have been enumerated, false if the callback has aborted by returning true +function cPlayerAreas:ForEachArea(a_Callback) + assert(self); + + for idx, Area in ipairs(self) do + if (a_Callback(Area.m_Cuboid, Area.m_IsAllowed)) then + return false; + end + end + return true; +end + + + + + +--- Returns true if the player is withing the safe cuboid (no need to re-query the areas) +function cPlayerAreas:IsInSafe(a_BlockX, a_BlockZ) + assert(self); + return self.m_SafeCuboid:IsInside(a_BlockX, 0, a_BlockZ); +end + + + + |