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protection.lua
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protection.lua
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-- Intllib
local S = mg_villages.intllib
-- get the id of the village pos lies in (or nil if outside of villages)
mg_villages.get_town_id_at_pos = function( pos )
for id, v in pairs( mg_villages.all_villages ) do
local height_diff = pos.y - v.vh;
if( height_diff < 40 and height_diff > -10 ) then
local size = v.vs * 3;
if( ( math.abs( pos.x - v.vx ) < size )
and ( math.abs( pos.z - v.vz ) < size )) then
local village_noise = minetest.get_perlin(7635, 3, 0.5, 16);
if( mg_villages.inside_village_area( pos.x, pos.z, v, village_noise)) then
local node = minetest.get_node( pos );
-- leaves can be digged in villages
if( node and node.name ) then
if( minetest.registered_nodes[ node.name ]
and minetest.registered_nodes[ node.name ].groups
and minetest.registered_nodes[ node.name ].groups.leaves ) then
return nil;
elseif( node.name=='default:snow' ) then
return nil;
-- bones can be digged in villages
elseif( node.name == 'bones:bones' ) then
return nil;
else
return id;
end
else
return id;
end
end
end
end
end
return nil;
end
-- checks if the plot marker is still present; places a new one if needed
-- p: plot data (position, size, orientation, owner, ..)
mg_villages.check_plot_marker = function( p, plot_nr, village_id )
-- roads cannot be bought
if( p.btype and p.btype=="road" ) then
return;
end
local plot_pos = { x=p.x, y=p.y, z=p.z };
if( p.o==3 ) then
plot_pos = { x=p.x, y=p.y+1, z=p.z-1 };
elseif( p.o==1 ) then
plot_pos = { x=p.x+p.bsizex-1, y=p.y+1, z=p.z+p.bsizez };
elseif ( p.o==2 ) then
plot_pos = { x=p.x+p.bsizex, y=p.y+1, z=p.z };
elseif ( p.o==0 ) then
plot_pos = { x=p.x-1, y=p.y+1, z=p.z+p.bsizez-1 };
end
-- is the plotmarker still present?
local node = minetest.get_node( plot_pos );
if( not(node) or not(node.name) or node.name ~= "mg_villages:plotmarker" ) then
-- place a new one if needed
minetest.set_node( plot_pos, {name="mg_villages:plotmarker", param2=p.o});
local meta = minetest.get_meta( plot_pos );
-- strange error happend; maybe we're more lucky next time...
if( not( meta )) then
return;
end
meta:set_string('village_id', village_id );
meta:set_int( 'plot_nr', plot_nr );
end
end
local old_is_protected = minetest.is_protected
minetest.is_protected = function(pos, name)
if( not( mg_villages.ENABLE_PROTECTION )) then
return old_is_protected( pos, name );
end
-- allow players with protection_bypass to build anyway
if( minetest.check_player_privs( name, {protection_bypass=true})) then
return false;
end
local village_id = mg_villages.get_town_id_at_pos( pos );
if( village_id ) then
local is_houseowner = false;
for nr, p in ipairs( mg_villages.all_villages[ village_id ].to_add_data.bpos ) do
local trustedusers = p.can_edit
local trustedUser = false
if trustedusers ~= nil then
for _,trusted in ipairs(trustedusers) do
if trusted == name then
trustedUser = true
end
end
end
-- we have located the right plot; the player can build here if he owns this particular plot
if( p.x <= pos.x and (p.x + p.bsizex) >= pos.x
and p.z <= pos.z and (p.z + p.bsizez) >= pos.z) then
-- place a new plot marker if necessary
mg_villages.check_plot_marker( p, nr, village_id );
-- If player has been trusted by owner, can build
if (trustedUser) then
return false;
-- If player is owner, can build
elseif( p.owner and p.owner == name ) then
return false;
-- the allmende can be used by all
elseif( mg_villages.BUILDINGS[p.btype] and mg_villages.BUILDINGS[p.btype].typ=="allmende" ) then
return false;
-- the player cannot modify other plots, even though he may be house owner of another house and be allowed to modify common ground
else
return true;
end
-- if the player just owns another plot in the village, check if it's one where villagers may live
elseif( p.owner and p.owner == name or trustedUser) then
local btype = mg_villages.all_villages[ village_id ].to_add_data.bpos[ nr ].btype;
if( btype ~= 'road'
and mg_villages.BUILDINGS[btype]
and mg_villages.BUILDINGS[btype].inh
and mg_villages.BUILDINGS[btype].inh > 0 ) then
is_houseowner = true;
-- check the node below
local node = minetest.get_node( {x=pos.x, y=pos.y-1, z=pos.z});
-- replace the fake, inaktive village soil with real farming soil if a player diggs the plant above
if( node and node.name and node.name=="mg_villages:soil" ) then
minetest.swap_node( {x=pos.x, y=pos.y-1, z=pos.z}, {name="farming:soil_wet"});
end
end
end
end
-- players who own a house in town where villagers may live (not only work!)
-- are allowed to modify common ground
if( is_houseowner ) then
return false;
end
return true;
end
return old_is_protected(pos, name);
end
minetest.register_on_protection_violation( function(pos, name)
if( not( mg_villages.ENABLE_PROTECTION )) then
return;
end
local found = mg_villages.get_town_id_at_pos( pos );
if( not( found ) or not( mg_villages.all_villages[ found ])) then
minetest.chat_send_player( name, S("Error: This area does not belong to a village."));
return;
end
minetest.chat_send_player( name, S("You are inside of the area of the village @1. The inhabitants do not allow you any modifications.", tostring( mg_villages.all_villages[ found ].name )))
end );
mg_villages.plotmarker_formspec = function( pos, formname, fields, player )
-- if( not( mg_villages.ENABLE_PROTECTION )) then
-- return;
-- end
local meta = minetest.get_meta( pos );
if( not( meta )) then
return;
end
local village_id = meta:get_string('village_id');
local plot_nr = meta:get_int( 'plot_nr');
local pname = player:get_player_name();
if( not( village_id )
or not( mg_villages.all_villages )
or not( mg_villages.all_villages[ village_id ] )
or not( plot_nr )
or not( mg_villages.all_villages[ village_id ].to_add_data )
or not( mg_villages.all_villages[ village_id ].to_add_data.bpos )
or not( mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ] )) then
minetest.chat_send_player( pname, S("Error. This plot marker is not configured correctly.").." "..minetest.serialize({village_id,plot_nr }));
return;
end
local village = mg_villages.all_villages[ village_id ];
local plot = mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ];
local owner_name = plot.owner;
if( not( owner_name ) or owner_name == "" ) then
if( plot.btype=="road" ) then
owner_name = " - "..S("the village community").." - ";
else
owner_name = " - "..S("for sale").." - ";
end
end
local building_name = mg_villages.BUILDINGS[ plot.btype ].mts_path..mg_villages.BUILDINGS[ plot.btype ].scm;
-- show coordinates of the village center to the player
local village_pos = minetest.pos_to_string( {x=village.vx, y=village.vh, z=village.vz});
-- distance from village center
local distance = math.floor( math.sqrt( (village.vx - pos.x ) * (village.vx - pos.x )
+ (village.vh - pos.y ) * (village.vh - pos.y )
+ (village.vz - pos.z ) * (village.vz - pos.z ) ));
-- create the header
local formspec = "size[9,8,true]"..
default.gui_bg..default.gui_bg_img..
"label[0.3,0.0;"..S("Plot No. : @1, with @2", tostring( plot_nr ), tostring( mg_villages.BUILDINGS[ plot.btype ].scm )).."]"..
"label[0.3,0.4;"..S("Located at").." : ]" ..
"label[2.3,0.4;"..(minetest.pos_to_string( pos ) or '?')..S(", which is").."]"..
"label[2.3,0.8;"..tostring( distance )..' '..S("m away")..' '..S("from the village center").."]"..
"label[0.3,1.2;"..S("Part of village").." :]" ..
"label[2.3,1.2;"..(village.name or " - "..S("name unknown")).." - ".."]"
.."label[4.9,1.2;"..S("Located at").." : "..(village_pos).."]"..
"label[0.3,1.6;"..S("Owned by").." : ]" .."label[2.3,1.6;"..(owner_name).."]"..
"label[0.3,2.2;"..S("Click on a menu entry to select it").." : ]"..
"field[20,20;0.1,0.1;pos2str;Pos;"..minetest.pos_to_string( pos ).."]";
build_chest.show_size_data( building_name );
if( plot and plot.traders ) then
if( #plot.traders > 1 ) then
formspec = formspec.."label[0.3,4.8;"..S("Some traders live here. One works as a")..' '..S(tostring(plot.traders[1].typ))..".]";
for i=2,#plot.traders do
formspec = formspec.."label[0.3,"..(4.5+i).."; "..S("Another trader works as a")..' '..S(tostring(plot.traders[i].typ))..".]";
end
elseif( plot.traders[1] and plot.traders[1].typ) then
formspec = formspec..
"label[0.3,4.8;"..S("A trader lives here. He works as a")..' '..tostring( plot.traders[1].typ )..".]";
else
formspec = formspec..
"label[0.3,4.8;"..S("No trader currently works at this place.").."]";
end
-- add buttons for visiting (teleport to trader), calling (teleporting trader to plot) and firing the trader
for i,trader in ipairs(plot.traders) do
local trader_entity = mg_villages.plotmarker_search_trader( trader, village.vh );
formspec = formspec..
"button[0.3.0,"..(4.5+i)..";2.8,0.5;visit_trader_"..i..";"..S("visit").."]"..
"button[3.2,"..(4.5+i)..";2.8,0.5;call_trader_"..i..";"..S("call").."]"..
"button[6.2,"..(4.5+i)..";2.8,0.5;fire_trader_"..i..";"..S("fire").."]";
if( fields[ "visit_trader_"..i ] ) then
player:moveto( {x=trader.x, y=(village.vh+1), z=trader.z} );
minetest.chat_send_player( pname, S("You are visiting the")..' '..S(tostring( trader.typ ))..' '..
S("trader, who is supposed to be somewhere here. He might also be on a floor above you."));
return;
end
if( fields[ "visit_call_"..i ] ) then
-- TODO: spawning: mob_basics.spawn_mob( {x=v.x, y=v.y, z=v.z}, v.typ, nil, nil, nil, nil, true );
end
-- TODO: fire mob
end
formspec = formspec.."button[4.4,"..(5.5+math.max(1,#plot.traders))..";4.6,0.5;hire_trader;"..S("Hire a new random trader").."]";
-- TODO: hire mob
end
local replace_row = -1;
-- the player selected a material which ought to be replaced
if( fields.build_chest_replacements ) then
local event = minetest.explode_table_event( fields.build_chest_replacements );
if( event and event.row and event.row > 0 ) then
replace_row = event.row;
fields.show_materials = "show_materials";
end
-- the player provided the name of the material for the replacement of the currently selected
elseif( fields.store_replacement and fields.store_repalcement ~= ""
and fields.replace_row_with and fields.replace_row_with ~= ""
and fields.replace_row_material and fields.replace_row_material ~= "") then
build_chest.replacements_apply( pos, meta, fields.replace_row_material, fields.replace_row_with, village_id );
fields.show_materials = "show_materials";
-- group selections for easily changing several nodes at once
elseif( fields.wood_selection ) then
build_chest.replacements_apply_for_group( pos, meta, 'wood', fields.wood_selection, fields.set_wood, village_id );
fields.set_wood = nil;
fields.show_materials = "show_materials";
elseif( fields.farming_selection ) then
build_chest.replacements_apply_for_group( pos, meta, 'farming', fields.farming_selection, fields.set_farming, village_id );
fields.set_farming = nil;
fields.show_materials = "show_materials";
elseif( fields.roof_selection ) then
build_chest.replacements_apply_for_group( pos, meta, 'roof', fields.roof_selection, fields.set_roof, village_id );
fields.set_roof = nil;
fields.show_materials = "show_materials";
-- actually store the new group replacement
elseif( (fields.set_wood and fields.set_wood ~= "")
or (fields.set_farming and fields.set_farming ~= "" )
or (fields.set_roof and fields.set_roof ~= "" )) then
minetest.show_formspec( pname, "mg_villages:plotmarker",
handle_schematics.get_formspec_group_replacement( pos, fields, formspec ));
return;
end
-- show which materials (and replacements!) where used for the building
if( (fields.show_materials and fields.show_materials ~= "" )
or (fields.replace_row_with and fields.replace_row_with ~= "")
or (fields.replace_row_material and fields.replace_row_material ~= "")) then
-- big formspec for the material list
formspec ="size[13,10]"..
default.gui_bg..default.gui_bg_img..
"button[9.9,0.4;2,0.5;back;"..S("Back").."]"..
"field[20,20;0.1,0.1;pos2str;Pos;"..minetest.pos_to_string( pos ).."]";
if( not( minetest.check_player_privs( pname, {protection_bypass=true}))) then
-- do not allow any changes; just show the materials and their replacements
minetest.show_formspec( pname, "mg_villages:plotmarker",
formspec..build_chest.replacements_get_list_formspec( pos, nil, 0, meta, village_id, building_name, replace_row ));
else
minetest.show_formspec( pname, "mg_villages:plotmarker",
formspec..build_chest.replacements_get_list_formspec( pos, nil, 1, nil, village_id, building_name, replace_row ));
end
return;
-- place the building again
elseif( (fields.reset_building and fields.reset_building ~= "")
or (fields.remove_building and fields.remove_building ~= "")) then
formspec = formspec.."button[7.4,0.1;1.5,0.5;back;"..S("Back").."]";
if( not( minetest.check_player_privs( pname, {protection_bypass=true}))) then
minetest.show_formspec( pname, "mg_villages:plotmarker", formspec..
"label[0.3,3;"..S("You need the 'protection_bypass' priv in order to use this function.").."]"
);
return;
end
local selected_building = build_chest.building[ building_name ];
local start_pos = {x=plot.x, y=plot.y, z=plot.z, brotate=plot.brotate};
if( selected_building.yoff ) then
start_pos.y = start_pos.y + selected_building.yoff;
end
local end_pos = {x=plot.x+plot.bsizex-1,
y=plot.y+selected_building.yoff-1+selected_building.ysize,
z=plot.z+plot.bsizez-1};
local replacements = build_chest.replacements_get_current( meta, village_id );
if( fields.remove_building and fields.remove_building ~= "" ) then
-- clear the space above ground, put dirt below ground, but keep the
-- surface intact
handle_schematics.clear_area( start_pos, end_pos, pos.y-1, replacements);
-- also clear the meta data to avoid strange effects
handle_schematics.clear_meta( start_pos, end_pos );
formspec = formspec.."label[3,3;"..S("The plot has been cleared.").."]";
else
-- actually place it (disregarding mirroring)
local error_msg = handle_schematics.place_building_from_file(
start_pos,
end_pos,
building_name,
replacements,
plot.o,
build_chest.building[ building_name ].axis, plot.mirror, 1, true );
formspec = formspec.."label[3,3;"..S("The building has been reset.").."]";
if( error_msg ) then
formspec = formspec..'label[4,3;Error: '..tostring( fields.error_msg ).."]";
end
end
minetest.show_formspec( pname, "mg_villages:plotmarker", formspec );
return;
elseif( fields.info and fields.info ~= "" ) then
local show_material_text = S("Change materials used");
if( not( minetest.check_player_privs( pname, {protection_bypass=true}))) then
show_material_text = S("Show materials used");
end
minetest.show_formspec( pname, "mg_villages:plotmarker",
formspec..
"button[7.4,0.1;1.5,0.5;back;"..S("Back").."]"..
"button[0.2,3;4.5,0.4;create_backup;"..S("Create backup of current stage").."]"..
"button[0.2,4;4.5,0.4;show_materials;"..show_material_text.."]"..
"button[4.6,3;4.5,0.4;reset_building;"..S("Reset building").."]"..
"button[4.6,4;4.5,0.4;remove_building;"..S("Remove building").."]"
);
return;
end
local owner = plot.owner;
local btype = plot.btype;
local original_formspec = "size[8,4,true]"..
default.gui_bg..default.gui_bg_img..
"button[7.0,0.0;1.0,0.5;info;"..S("Info").."]"..
"label[0.3.0,0.1;"..S("Plot No.").." : "..tostring( plot_nr ).."]"..
"label[0.3,0.5;"..S("Building").." : ]"..
"label[1.9,0.5;"..tostring( mg_villages.BUILDINGS[btype].scm ).."]"..
"field[20,20;0.1,0.1;pos2str;Pos;"..minetest.pos_to_string( pos ).."]";
local formspec = "";
local ifinhabit = "";
-- Get Price
local price = "default:gold_ingot 2";
if (btype ~= 'road' and mg_villages.BUILDINGS[btype]) then
local plot_descr = S("Plot No. : @1, with @2", tostring( plot_nr ), tostring( mg_villages.BUILDINGS[btype].scm))
if (mg_villages.BUILDINGS[btype].price) then
price = mg_villages.BUILDINGS[btype].price;
elseif (mg_villages.BUILDINGS[btype].typ and mg_villages.prices[ mg_villages.BUILDINGS[btype].typ ]) then
price = mg_villages.prices[ mg_villages.BUILDINGS[btype].typ ];
end
-- Get if is inhabitant house
if (mg_villages.BUILDINGS[btype].inh and mg_villages.BUILDINGS[btype].inh > 0 ) then
ifinhabit = "label[0.3,2.2;"..S("Owners of this plot count as village inhabitants.").."]";
end
end
-- Determine price depending on building type
local price_stack= ItemStack( price );
-- If nobody owns the plot
if (not(owner) or owner=='') then
formspec = original_formspec ..
"label[0.3,1;"..S("You can buy this plot for").."]"..
"label[3.5,1.7;"..tostring( price_stack:get_count() ).." x ]"..
"item_image[4,1.5;0.8,0.8;"..( price_stack:get_name() ).."]"..
ifinhabit..
"button[3,3.4;1.5,0.5;buy;"..S("Buy plot").."]"..
"button_exit[5.75,3.4;1.5,0.5;abort;"..S("Exit").."]";
--"button_exit[4,3.4;1.5,0.5;abort;"..S("Exit").."]";
-- On Press buy button
if (fields['buy']) then
local inv = player:get_inventory();
if not mg_villages.all_villages[village_id].ownerlist then
mg_villages.all_villages[village_id].ownerlist = {}
end
-- Check if player already has a house in the village
if mg_villages.all_villages[village_id].ownerlist[pname] then
formspec = formspec.."label[0.3,1.9;"..S("Sorry. You already have a plot in this village.").."]";
-- Check if the price can be paid
elseif( inv and inv:contains_item( 'main', price_stack )) then
formspec = original_formspec..
"label[0.3,1;"..S("Congratulations! You have bought this plot.").."]"..
"button_exit[5.75,3.4;1.5,0.5;abort;"..S("Exit").."]";
mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].owner = pname;
if mg_villages.all_villages[village_id].ownerlist then
mg_villages.all_villages[village_id].ownerlist[pname] = true;
else
mg_villages.all_villages[village_id].ownerlist[pname] = true;
end
meta:set_string('infotext', S("Plot No.").." "..tostring( plot_nr ).." "..S("with").." "..tostring( mg_villages.BUILDINGS[btype].scm).." ("..S("owned by").." "..tostring( pname )..")");
-- save the data so that it survives server restart
mg_villages.save_data();
-- substract the price from the players inventory
inv:remove_item( 'main', price_stack );
else
formspec = formspec.."label[0.3,1.9;"..S("Sorry. You are not able to pay the price.").."]";
end
end
-- If player is the owner of the plot
elseif (owner==pname) then
-- Check if inhabitant house
if(btype ~= 'road'
and mg_villages.BUILDINGS[btype]
and mg_villages.BUILDINGS[btype].inh
and mg_villages.BUILDINGS[btype].inh > 0 ) then
ifinhabit = "label[0.3,1.5;"..S("You are allowed to modify the common village area.").."]";
end
formspec = original_formspec.."size[8,4,true]"..
default.gui_bg..default.gui_bg_img..
"label[0.3,1;"..S("This is your plot. You have bought it.").."]"..
"button[0.25,3.4;3.5,0.5;add_remove;"..S("Add/Remove Players").."]"..
ifinhabit..
"button_exit[3.75,3.4;2.0,0.5;abandon;"..S("Abandon plot").."]"..
"button_exit[5.75,3.4;1.5,0.5;abort;"..S("Exit").."]";
-- If Player wants to abandon plot
if(fields['abandon'] ) then
formspec = original_formspec..
"label[0.3,1;"..S("You have abandoned this plot.").."]"..
"button_exit[5.75,3.4;1.5,0.5;abort;"..S("Exit").."]";
mg_villages.all_villages[village_id].ownerlist[pname] = nil;
mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit = {}
mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].owner = nil;
-- Return price to player
local inv = player:get_inventory();
inv:add_item( 'main', price_stack );
meta:set_string('infotext', S("Plot No.").." "..tostring( plot_nr ).." "..S("with").." "..tostring( mg_villages.BUILDINGS[btype].scm) );
mg_villages.save_data();
end
-- If Player wants to add/remove trusted players
if (fields['add_remove']) then
local previousTrustees = mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit
local output = "";
if previousTrustees == nil then
previousTrustees = {}
else
for _, player in ipairs(previousTrustees) do
output = output..player.."\n"
end
end
formspec = "size[8,3]"..
default.gui_bg..default.gui_bg_img..
"field[20,20;0.1,0.1;pos2str;Pos;"..minetest.pos_to_string( pos ).."]"..
"textarea[0.3,0.2;8,2.5;ownerplayers;"..S("Trusted Players")..";"..output.."]"..
"button[3,2.5;2,0.5;savetrustees;"..S("Save").."]";
mg_villages.save_data()
end
-- Save trusted players
if (fields["savetrustees"] == "Save") then
if not mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit then
mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit = {}
end
local x = 1;
for _, player in ipairs(fields.ownerplayers:split("\n")) do
mg_villages.all_villages[ village_id ].to_add_data.bpos[ plot_nr ].can_edit[x] = player
x = x + 1
end
mg_villages.save_data();
end
-- If A different Player owns plot
else
formspec = original_formspec.."label[0.3,1;"..tostring( owner )..' '..S("owns this plot")..".]"..
"button_exit[3,3.4;1.5,0.5;abort;"..S("Exit").."]";
end
minetest.show_formspec( pname, "mg_villages:plotmarker", formspec );
end
mg_villages.form_input_handler = function( player, formname, fields)
-- mg_villages.print(mg_villages.DEBUG_LEVEL_NORMAL,minetest.serialize(fields));
if( not( mg_villages.ENABLE_PROTECTION )) then
return false;
end
if( (formname == "mg_villages:plotmarker") and fields.pos2str and not( fields.abort )) then
local pos = minetest.string_to_pos( fields.pos2str );
mg_villages.plotmarker_formspec( pos, formname, fields, player );
return true;
end
return false;
end
minetest.register_on_player_receive_fields( mg_villages.form_input_handler )