diff options
Diffstat (limited to 'api.lua')
-rw-r--r-- | api.lua | 119 |
1 files changed, 82 insertions, 37 deletions
@@ -1,17 +1,54 @@ --- Returns a list of areas that include the provided position +--- Returns a list of areas that include the provided position. function areas:getAreasAtPos(pos) - local a = {} - local px, py, pz = pos.x, pos.y, pos.z - for id, area in pairs(self.areas) do - local ap1, ap2 = area.pos1, area.pos2 - if px >= ap1.x and px <= ap2.x and - py >= ap1.y and py <= ap2.y and - pz >= ap1.z and pz <= ap2.z then - a[id] = area + local res = {} + if self.store then + local a = self.store:get_areas_for_pos(pos, false, true) + for store_id, store_area in pairs(a) do + local id = tonumber(store_area.data) + res[id] = self.areas[id] + end + else + local px, py, pz = pos.x, pos.y, pos.z + for id, area in pairs(self.areas) do + local ap1, ap2 = area.pos1, area.pos2 + if + (px >= ap1.x and px <= ap2.x) and + (py >= ap1.y and py <= ap2.y) and + (pz >= ap1.z and pz <= ap2.z) then + res[id] = area + end end end - return a + return res +end + +--- Returns areas that intersect with the passed area. +function areas:getAreasIntersectingArea(pos1, pos2) + local res = {} + if self.store then + local a = self.store:get_areas_in_area(pos1, pos2, + true, false, true) + for store_id, store_area in pairs(a) do + local id = tonumber(store_area.data) + res[id] = self.areas[id] + end + else + self:sortPos(pos1, pos2) + local p1x, p1y, p1z = pos1.x, pos1.y, pos1.z + local p2x, p2y, p2z = pos2.x, pos2.y, pos2.z + for id, area in pairs(self.areas) do + local ap1, ap2 = area.pos1, area.pos2 + if + (ap1.x <= p2x and ap2.x >= p1x) and + (ap1.y <= p2y and ap2.y >= p1y) and + (ap1.z <= p2z and ap2.z >= p1z) then + -- Found an intersecting area. + res[id] = area + end + end + end + return res end -- Checks if the area is unprotected or owned by you @@ -43,41 +80,49 @@ end -- Note that this fails and returns false when the specified area is fully -- owned by the player, but with multiple protection zones, none of which -- cover the entire checked area. --- @param name (optional) player name. If not specified checks for any intersecting areas. --- @param allow_open Whether open areas should be counted as is they didn't exist. +-- @param name (optional) Player name. If not specified checks for any intersecting areas. +-- @param allow_open Whether open areas should be counted as if they didn't exist. -- @return Boolean indicating whether the player can interact in that area. --- @return Un-owned intersecting area id, if found. +-- @return Un-owned intersecting area ID, if found. function areas:canInteractInArea(pos1, pos2, name, allow_open) if name and minetest.check_player_privs(name, self.adminPrivs) then return true end - areas:sortPos(pos1, pos2) - -- First check for a fully enclosing owned area. - if name then - for id, area in pairs(self.areas) do - -- A little optimization: isAreaOwner isn't necessary - -- here since we're iterating through all areas. - if area.owner == name and - self:isSubarea(pos1, pos2, id) then - return true - end + self:sortPos(pos1, pos2) + + -- Intersecting non-owned area ID, if found. + local blocking_area = nil + + local areas = self:getAreasIntersectingArea(pos1, pos2) + for id, area in pairs(areas) do + -- First check for a fully enclosing owned area. + -- A little optimization: isAreaOwner isn't necessary + -- here since we're iterating over all relevant areas. + if area.owner == name and + self:isSubarea(pos1, pos2, id) then + return true end - end - -- Then check for intersecting (non-owned) areas. - for id, area in pairs(self.areas) do - local p1, p2 = area.pos1, area.pos2 - if (p1.x <= pos2.x and p2.x >= pos1.x) and - (p1.y <= pos2.y and p2.y >= pos1.y) and - (p1.z <= pos2.z and p2.z >= pos1.z) then - -- Found an intersecting area. - -- Return if the area is closed or open areas aren't - -- allowed, and the area isn't owned. - if (not allow_open or not area.open) and - (not name or not areas:isAreaOwner(id, name)) then - return false, id - end + + -- Then check for intersecting non-owned (blocking) areas. + -- We don't bother with this check if we've already found a + -- blocking area, as the check is somewhat expensive. + -- The area blocks if the area is closed or open areas aren't + -- acceptable to the caller, and the area isn't owned. + -- Note: We can't return directly here, because there might be + -- an exclosing owned area that we haven't gotten to yet. + if not blocking_area and + (not allow_open or not area.open) and + (not name or not self:isAreaOwner(id, name)) then + blocking_area = id end end + + if blocking_area then + return false, blocking_area + end + + -- There are no intersecting areas or they are only partially + -- intersecting areas and they are all owned by the player. return true end |