2013-07-29 07:13:03 -04:00
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-- PlayerAreas.lua
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-- Implements the cPlayerAreas class representing the per-player area storage object
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--[[
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Each player instance is expected to have a separate object of type cPlayerAreas.
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Each object has an array of {cuboid, IsAllowed} tables, one for each area that is "within reach"
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The code can then ask each object, whether the player can interact with a certain block or not.
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A player can interact with a block if either one of these is true:
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1, There are no areas covering the block
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2, There is at least one area covering the block with IsAllowed set to true
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The object also has a m_SafeCuboid object that specified the area within which the player may move
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without the PlayerAreas needing a re-query.
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Also, a global table g_PlayerAreas is the actual map of PlayerID -> cPlayerAreas
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--]]
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cPlayerAreas = {};
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g_PlayerAreas = {};
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function cPlayerAreas:new(a_SafeMinX, a_SafeMinZ, a_SafeMaxX, a_SafeMaxZ)
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assert(a_SafeMinX);
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assert(a_SafeMinZ);
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assert(a_SafeMaxX);
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assert(a_SafeMaxZ);
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local obj = {};
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setmetatable(obj, self);
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self.__index = self;
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self.m_SafeCuboid = cCuboid(a_SafeMinX, 0, a_SafeMinZ, a_SafeMaxX, 255, a_SafeMaxZ);
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return obj;
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end
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-- Adds a new cuboid to the area list, where the player is either allowed or not, depending on the IsAllowed param
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function cPlayerAreas:AddArea(a_Cuboid, a_IsAllowed)
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table.insert(self, {m_Cuboid = a_Cuboid, m_IsAllowed = a_IsAllowed});
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end
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--- returns true if the player owning this object can interact with the specified block
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function cPlayerAreas:CanInteractWithBlock(a_BlockX, a_BlockZ)
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assert(self);
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-- iterate through all the stored areas:
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local IsInsideAnyArea = false;
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for idx, Area in ipairs(self) do
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if (Area.m_Cuboid:IsInside(a_BlockX, 1, a_BlockZ)) then -- We don't care about Y coords, so use a dummy value
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if (Area.m_IsAllowed) then
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return true;
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end
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-- The coords are inside a cuboid for which the player doesn't have access, take a note of it
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IsInsideAnyArea = true;
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end
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end
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if (IsInsideAnyArea) then
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-- The specified coords are inside at least one area, but none of them allow the player to interact
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return false;
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end
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-- The coords are not inside any area
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return cConfig.m_AllowInteractNoArea;
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end
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--- Calls the specified callback for each area contained within
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-- a_Callback has a signature: function(a_Cuboid, a_IsAllowed)
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-- Returns true if all areas have been enumerated, false if the callback has aborted by returning true
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function cPlayerAreas:ForEachArea(a_Callback)
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assert(self);
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for idx, Area in ipairs(self) do
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if (a_Callback(Area.m_Cuboid, Area.m_IsAllowed)) then
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return false;
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end
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end
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return true;
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end
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--- Returns true if the player is withing the safe cuboid (no need to re-query the areas)
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function cPlayerAreas:IsInSafe(a_BlockX, a_BlockZ)
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assert(self);
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return self.m_SafeCuboid:IsInside(a_BlockX, 0, a_BlockZ);
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end
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