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-- Minetest: builtin/misc.lua
local S = core.get_translator("__builtin")
--
-- Misc. API functions
--
-- @spec core.kick_player(String, String) :: Boolean
function core.kick_player(player_name, reason)
if type(reason) == "string" then
reason = "Kicked: " .. reason
else
reason = "Kicked."
end
return core.disconnect_player(player_name, reason)
end
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
function core.send_join_message(player_name)
if not core.is_singleplayer() then
core.chat_send_all("*** " .. S("@1 joined the game.", player_name))
end
end
function core.send_leave_message(player_name, timed_out)
local announcement = "*** " .. S("@1 left the game.", player_name)
if timed_out then
announcement = "*** " .. S("@1 left the game (timed out).", player_name)
end
core.chat_send_all(announcement)
end
core.register_on_joinplayer(function(player)
local player_name = player:get_player_name()
if not core.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()
core.send_leave_message(player_name, timed_out)
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
-- 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
-- To be overridden by Creative mods
local creative_mode_cache = core.settings:get_bool("creative_mode")
function core.is_creative_enabled(name)
return creative_mode_cache
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 = vector.new(x, y, 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
core.set_http_api_lua(function(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)
core.set_http_api_lua = nil
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
-- Used for callback handling with dynamic_add_media
core.dynamic_media_callbacks = {}
-- Transfer of certain globals into async environment
-- see builtin/async/game.lua for the other side
local function copy_filtering(t, seen)
if type(t) == "userdata" or type(t) == "function" then
return true -- don't use nil so presence can still be detected
elseif type(t) ~= "table" then
return t
end
local n = {}
seen = seen or {}
seen[t] = n
for k, v in pairs(t) do
local k_ = seen[k] or copy_filtering(k, seen)
local v_ = seen[v] or copy_filtering(v, seen)
n[k_] = v_
end
return n
end
function core.get_globals_to_transfer()
local all = {
registered_items = copy_filtering(core.registered_items),
registered_aliases = core.registered_aliases,
}
return core.serialize(all)
end
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