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-rw-r--r--MCServer/Plugins/ProtectionAreas/PlayerAreas.lua218
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
+
+
+
+