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-rw-r--r--MCServer/Plugins/ProtectionAreas/PlayerAreas.lua109
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diff --git a/MCServer/Plugins/ProtectionAreas/PlayerAreas.lua b/MCServer/Plugins/ProtectionAreas/PlayerAreas.lua
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+
+-- 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
+
+
+
+