-- Minetest: builtin/misc.lua -- -- Misc. API functions -- function core.check_player_privs(name, ...) if core.is_player(name) then name = name:get_player_name() elseif type(name) ~= "string" then error("core.check_player_privs expects a player or playername as " .. "argument.", 2) end local requested_privs = {...} local player_privs = core.get_player_privs(name) local missing_privileges = {} if type(requested_privs[1]) == "table" then -- We were provided with a table like { privA = true, privB = true }. for priv, value in pairs(requested_privs[1]) do if value and not player_privs[priv] then missing_privileges[#missing_privileges + 1] = priv end end else -- Only a list, we can process it directly. for key, priv in pairs(requested_privs) do if not player_privs[priv] then missing_privileges[#missing_privileges + 1] = priv end end end if #missing_privileges > 0 then return false, missing_privileges end return true, "" end local player_list = {} function core.send_join_message(player_name) if not core.is_singleplayer() then core.chat_send_all("*** " .. player_name .. " joined the game.") end end function core.send_leave_message(player_name, timed_out) local announcement = "*** " .. player_name .. " left the game." if timed_out then announcement = announcement .. " (timed out)" end core.chat_send_all(announcement) end core.register_on_joinplayer(function(player) local player_name = player:get_player_name() player_list[player_name] = player if not minetest.is_singleplayer() then local status = core.get_server_status(player_name, true) if status and status ~= "" then core.chat_send_player(player_name, status) end end core.send_join_message(player_name) end) core.register_on_leaveplayer(function(player, timed_out) local player_name = player:get_player_name() player_list[player_name] = nil core.send_leave_message(player_name, timed_out) end) function core.get_connected_players() local temp_table = {} for index, value in pairs(player_list) do if value:is_player_connected() then temp_table[#temp_table + 1] = value end end return temp_table end function core.is_player(player) -- a table being a player is also supported because it quacks sufficiently -- like a player if it has the is_player function local t = type(player) return (t == "userdata" or t == "table") and type(player.is_player) == "function" and player:is_player() end function core.player_exists(name) return core.get_auth_handler().get_auth(name) ~= nil end -- Returns two position vectors representing a box of `radius` in each -- direction centered around the player corresponding to `player_name` function core.get_player_radius_area(player_name, radius) local player = core.get_player_by_name(player_name) if player == nil then return nil end local p1 = player:get_pos() local p2 = p1 if radius then p1 = vector.subtract(p1, radius) p2 = vector.add(p2, radius) end return p1, p2 end function core.hash_node_position(pos) return (pos.z + 32768) * 65536 * 65536 + (pos.y + 32768) * 65536 + pos.x + 32768 end function core.get_position_from_hash(hash) local pos = {} pos.x = (hash % 65536) - 32768 hash = math.floor(hash / 65536) pos.y = (hash % 65536) - 32768 hash = math.floor(hash / 65536) pos.z = (hash % 65536) - 32768 return pos end function core.get_item_group(name, group) if not core.registered_items[name] or not core.registered_items[name].groups[group] then return 0 end return core.registered_items[name].groups[group] end function core.get_node_group(name, group) core.log("deprecated", "Deprecated usage of get_node_group, use get_item_group instead") return core.get_item_group(name, group) end function core.setting_get_pos(name) local value = core.settings:get(name) if not value then return nil end return core.string_to_pos(value) end -- To be overriden by protection mods function core.is_protected(pos, name) return false end function core.record_protection_violation(pos, name) for _, func in pairs(core.registered_on_protection_violation) do func(pos, name) end end -- Checks if specified volume intersects a protected volume function core.is_area_protected(minp, maxp, player_name, interval) -- 'interval' is the largest allowed interval for the 3D lattice of checks. -- Compute the optimal float step 'd' for each axis so that all corners and -- borders are checked. 'd' will be smaller or equal to 'interval'. -- Subtracting 1e-4 ensures that the max co-ordinate will be reached by the -- for loop (which might otherwise not be the case due to rounding errors). -- Default to 4 interval = interval or 4 local d = {} for _, c in pairs({"x", "y", "z"}) do if minp[c] > maxp[c] then -- Repair positions: 'minp' > 'maxp' local tmp = maxp[c] maxp[c] = minp[c] minp[c] = tmp end if maxp[c] > minp[c] then d[c] = (maxp[c] - minp[c]) / math.ceil((maxp[c] - minp[c]) / interval) - 1e-4 else d[c] = 1 -- Any value larger than 0 to avoid division by zero end end for zf = minp.z, maxp.z, d.z do local z = math.floor(zf + 0.5) for yf = minp.y, maxp.y, d.y do local y = math.floor(yf + 0.5) for xf = minp.x, maxp.x, d.x do local x = math.floor(xf + 0.5) local pos = {x = x, y = y, z = z} if core.is_protected(pos, player_name) then return pos end end end end return false end local raillike_ids = {} local raillike_cur_id = 0 function core.raillike_group(name) local id = raillike_ids[name] if not id then raillike_cur_id = raillike_cur_id + 1 raillike_ids[name] = raillike_cur_id id = raillike_cur_id end return id end -- HTTP callback interface function core.http_add_fetch(httpenv) httpenv.fetch = function(req, callback) local handle = httpenv.fetch_async(req) local function update_http_status() local res = httpenv.fetch_async_get(handle) if res.completed then callback(res) else core.after(0, update_http_status) end end core.after(0, update_http_status) end return httpenv end function core.close_formspec(player_name, formname) return core.show_formspec(player_name, formname, "") end function core.cancel_shutdown_requests() core.request_shutdown("", false, -1) end