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Copy pathinit.lua
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455 lines (383 loc) · 14.6 KB
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-- c_o_shield/init.lua
-- Scudi personalizzati per rank (staffranks) con swap automatico.
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
-- 🔧 INIZIALIZZA LA TABELLA GLOBALE SUBITO!
if not c_o_shield then
c_o_shield = {}
end
-- CONFIGURAZIONE AMMINISTRATORE
-- Imposta true/false per abilitare/disabilitare ogni scudo
-- true = scudo abilitato | false = scudo disabilitato
-- c_o_shield/init.lua
-- Custom shields for ranks (staffranks) with automatic swap.
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
-- 🔧 INITIALIZE GLOBAL TABLE
if not c_o_shield then
c_o_shield = {}
end
-- ️ ADMINISTRATOR CONFIGURATION
-- Set true/false to enable/disable each shield
-- true = shield enabled | false = shield disabled
local ENABLED_SHIELDS = {
admin = true, -- Admin Shield
dev = false, -- Developer Shield
mod = true, -- Moderator Shield
manager = false, -- Manager Shield
builder = true, -- Builder Shield
guardian = false, -- Guardian Shield
tguardian = false, -- T-Guardian Shield
hacker = false, -- Hacker Shield
cont = true, -- Contributor Shield
noob = false, -- Noob Shield
idle = false, -- Idle Shield
}
-- Configuration: enable or disable automatic shield addition if not present
local auto_add_shield = true
-- 0) DEPENDENT MOD CHECKS
if not armor or not armor.register_armor then
minetest.log("error", "[" .. modname .. "] 3d_armor not found (global variable 'armor' missing).")
return
end
local shields_list = {
{name = "admin", descr = S("Admin Shield"), prot = 20},
{name = "dev", descr = S("Developer Shield"), prot = 18},
{name = "mod", descr = S("Moderator Shield"), prot = 15},
{name = "manager", descr = S("Manager Shield"), prot = 12},
{name = "builder", descr = S("Builder Shield"), prot = 14},
{name = "guardian", descr = S("Guardian Shield"), prot = 30},
{name = "tguardian", descr = S("T-Guardian Shield"), prot = 18},
{name = "hacker", descr = S("Hacker Shield"), prot = 20},
{name = "cont", descr = S("Contributor Shield"), prot = 15},
{name = "noob", descr = S("Noob Shield"), prot = 15},
{name = "idle", descr = S("Idle Shield"), prot = 510},
}
local valid_ranks = {}
-- Register only enabled shields
for _, s in ipairs(shields_list) do
if ENABLED_SHIELDS[s.name] then
valid_ranks[s.name] = true
armor:register_armor("c_o_shield:shield_" .. s.name, {
description = s.descr,
inventory_image = "c_o_shield_inv_" .. s.name .. ".png",
texture = "c_o_shield_shield_" .. s.name .. ".png",
preview = "c_o_shield_shield_" .. s.name .. "_preview.png",
groups = {
armor_shield = 1,
armor_heal = 0,
armor_use = 0,
armor_name = 1,
not_in_creative_inventory = 0,
},
armor_groups = {fleshy = s.prot},
damage_groups = {cracky = 2, snappy = 1, level = 3},
})
minetest.log("action", "[c_o_shield] Shield registered: " .. s.name)
else
minetest.log("action", "[c_o_shield] Shield disabled: " .. s.name)
end
end
local function get_rank_key(player)
local meta = player:get_meta()
local rank_key = (meta:get_string("staffranks:rank") or ""):lower()
rank_key = rank_key:gsub("^%s*(.-)%s*$", "%1") -- trim
-- If the rank is not enabled, use fallback "cont"
if not valid_ranks[rank_key] then
if valid_ranks["cont"] then
return "cont"
else
-- If "cont" is also disabled, use the first enabled shield
for rank, _ in pairs(valid_ranks) do
return rank
end
end
end
return rank_key
end
local function shield_item_for_rank(rank_key)
if not valid_ranks[rank_key] then
-- Fallback: use the first enabled shield
for rank, _ in pairs(valid_ranks) do
rank_key = rank
break
end
end
return "c_o_shield:shield_" .. rank_key
end
local function is_cos_item(name)
return type(name) == "string" and name:find("^c_o_shield:shield_") ~= nil
end
local function enforce_shield(player)
if not player then return end
local pname = player:get_player_name()
if not pname or pname == "" then return end
-- Exclude players with server privilege
if minetest.check_player_privs(pname, {server = true}) then
return
end
local rank_key = get_rank_key(player)
minetest.log("action", "[c_o_shield] enforce_shield - player: " .. pname .. ", rank_key: " .. rank_key)
local target_name = shield_item_for_rank(rank_key)
minetest.log("action", "[c_o_shield] target_shield: " .. target_name)
local target_stack = ItemStack(target_name)
local changed = false
-- CHECK 1: Equipped armor inventory (active slots)
local armor_inv = minetest.get_inventory({type="detached", name=pname.."_armor"})
if armor_inv then
minetest.log("action", "[c_o_shield] Found armor inventory for " .. pname)
-- Armor slots: 1=head, 2=torso, 3=legs, 4=feet, 5=shield
for i = 1, 6 do
local st = armor_inv:get_stack("armor", i)
if not st:is_empty() and is_cos_item(st:get_name()) then
local old_name = st:get_name()
minetest.log("action", "[c_o_shield] Found shield in armor slot " .. i .. ": " .. old_name)
if old_name ~= target_name then
minetest.log("action", "[c_o_shield] Swapping equipped shield " .. old_name .. " -> " .. target_name)
armor_inv:set_stack("armor", i, target_stack)
changed = true
else
minetest.log("action", "[c_o_shield] Equipped shield is already correct: " .. old_name)
end
break
end
end
else
minetest.log("action", "[c_o_shield] No armor inventory found for " .. pname)
end
-- CHECK 2: Main inventory (non-equipped shields)
local inv = player:get_inventory()
if inv then
local main_list = inv:get_list("main") or {}
minetest.log("action", "[c_o_shield] Checking main inventory for non-equipped shields")
for i = 1, #main_list do
local st = main_list[i]
if not st:is_empty() and is_cos_item(st:get_name()) then
local old_name = st:get_name()
if old_name ~= target_name then
minetest.log("action", "[c_o_shield] Found non-equipped shield in main slot " .. i .. ": " .. old_name)
minetest.log("action", "[c_o_shield] Swapping " .. old_name .. " -> " .. target_name)
inv:set_stack("main", i, target_stack)
changed = true
end
end
end
end
if changed then
armor:set_player_armor(player)
minetest.log("action", "[c_o_shield] Armor updated for " .. pname)
else
minetest.log("action", "[c_o_shield] No changes needed for " .. pname)
end
end
-- AUTOMATIC HOOK ON STAFFRANK (without modifying its code!)
minetest.register_on_mods_loaded(function()
if minetest.get_modpath("staffranks") and staffranks then
minetest.log("action", "[c_o_shield] Hooking into staffranks.add_rank")
-- Hook on staffrank's add_rank function
if staffranks.add_rank and type(staffranks.add_rank) == "function" then
local orig_add_rank = staffranks.add_rank
staffranks.add_rank = function(player_name, rankname, ...)
minetest.log("action", "[c_o_shield] staffranks.add_rank intercepted: " .. player_name .. " -> " .. rankname)
local result = orig_add_rank(player_name, rankname, ...)
local player = minetest.get_player_by_name(player_name)
if player then
minetest.after(0.1, function()
if player and player:is_player() then
minetest.log("action", "[c_o_shield] Running enforce_shield after rank change")
enforce_shield(player)
end
end)
end
return result
end
end
else
minetest.log("warning", "[c_o_shield] staffranks mod not found, automatic rank detection disabled")
end
end)
-- Player join + safety timer
minetest.register_on_joinplayer(function(player)
if staffranks and staffranks.init_nametag then
pcall(staffranks.init_nametag, player)
end
minetest.after(0.2, function()
if player and player:is_player() then
minetest.log("action", "[c_o_shield] Player joined: " .. player:get_player_name())
enforce_shield(player)
end
end)
end)
local t = 0
minetest.register_globalstep(function(dtime)
t = t + dtime
if t < 3 then return end
t = 0
for _, player in ipairs(minetest.get_connected_players()) do
enforce_shield(player)
end
end)
local valid_ranks = {}
-- Registra solo gli scudi abilitati
for _, s in ipairs(shields_list) do
if ENABLED_SHIELDS[s.name] then
valid_ranks[s.name] = true
armor:register_armor("c_o_shield:shield_" .. s.name, {
description = s.descr,
inventory_image = "c_o_shield_inv_" .. s.name .. ".png",
texture = "c_o_shield_shield_" .. s.name .. ".png",
preview = "c_o_shield_shield_" .. s.name .. "_preview.png",
groups = {
armor_shield = 1,
armor_heal = 0,
armor_use = 0,
armor_name = 1,
not_in_creative_inventory = 0,
},
armor_groups = {fleshy = s.prot},
damage_groups = {cracky = 2, snappy = 1, level = 3},
})
minetest.log("action", "[c_o_shield] Shield registered: " .. s.name)
else
minetest.log("action", "[c_o_shield] Shield disabled: " .. s.name)
end
end
local function get_rank_key(player)
local meta = player:get_meta()
local rank_key = (meta:get_string("staffranks:rank") or ""):lower()
rank_key = rank_key:gsub("^%s*(.-)%s*$", "%1") -- trim
-- Se il rank non è abilitato, usa il fallback "cont"
if not valid_ranks[rank_key] then
if valid_ranks["cont"] then
return "cont"
else
-- Se nemmeno "cont" è abilitato, cerca il primo scudo abilitato
for rank, _ in pairs(valid_ranks) do
return rank
end
end
end
return rank_key
end
local function shield_item_for_rank(rank_key)
if not valid_ranks[rank_key] then
-- Fallback: usa il primo scudo abilitato
for rank, _ in pairs(valid_ranks) do
rank_key = rank
break
end
end
return "c_o_shield:shield_" .. rank_key
end
local function is_cos_item(name)
return type(name) == "string" and name:find("^c_o_shield:shield_") ~= nil
end
local function enforce_shield(player)
if not player then return end
local pname = player:get_player_name()
if not pname or pname == "" then return end
-- Escludi chi ha il privilegio server
if minetest.check_player_privs(pname, {server = true}) then
return
end
local rank_key = get_rank_key(player)
minetest.log("action", "[c_o_shield] enforce_shield - player: " .. pname .. ", rank_key: " .. rank_key)
local target_name = shield_item_for_rank(rank_key)
minetest.log("action", "[c_o_shield] target_shield: " .. target_name)
local target_stack = ItemStack(target_name)
local changed = false
-- CONTROLLO 1: Inventario armor equipaggiato (slot attivi)
local armor_inv = minetest.get_inventory({type="detached", name=pname.."_armor"})
if armor_inv then
minetest.log("action", "[c_o_shield] Found armor inventory for " .. pname)
-- Slot armor: 1=head, 2=torso, 3=legs, 4=feet, 5=shield
for i = 1, 6 do
local st = armor_inv:get_stack("armor", i)
if not st:is_empty() and is_cos_item(st:get_name()) then
local old_name = st:get_name()
minetest.log("action", "[c_o_shield] Found shield in armor slot " .. i .. ": " .. old_name)
if old_name ~= target_name then
minetest.log("action", "[c_o_shield] Swapping equipped shield " .. old_name .. " -> " .. target_name)
armor_inv:set_stack("armor", i, target_stack)
changed = true
else
minetest.log("action", "[c_o_shield] Equipped shield is already correct: " .. old_name)
end
break
end
end
else
minetest.log("action", "[c_o_shield] No armor inventory found for " .. pname)
end
-- CONTROLLO 2: Inventario principale (scudi non equipaggiati)
local inv = player:get_inventory()
if inv then
local main_list = inv:get_list("main") or {}
minetest.log("action", "[c_o_shield] Checking main inventory for non-equipped shields")
for i = 1, #main_list do
local st = main_list[i]
if not st:is_empty() and is_cos_item(st:get_name()) then
local old_name = st:get_name()
if old_name ~= target_name then
minetest.log("action", "[c_o_shield] Found non-equipped shield in main slot " .. i .. ": " .. old_name)
minetest.log("action", "[c_o_shield] Swapping " .. old_name .. " -> " .. target_name)
inv:set_stack("main", i, target_stack)
changed = true
end
end
end
end
if changed then
armor:set_player_armor(player)
minetest.log("action", "[c_o_shield] Armor updated for " .. pname)
else
minetest.log("action", "[c_o_shield] No changes needed for " .. pname)
end
end
-- HOOK AUTOMATICO SU STAFFRANK (senza modificare il suo codice!)
minetest.register_on_mods_loaded(function()
if minetest.get_modpath("staffranks") and staffranks then
minetest.log("action", "[c_o_shield] Hooking into staffranks.add_rank")
-- Hook sulla funzione add_rank di staffrank
if staffranks.add_rank and type(staffranks.add_rank) == "function" then
local orig_add_rank = staffranks.add_rank
staffranks.add_rank = function(player_name, rankname, ...)
minetest.log("action", "[c_o_shield] staffranks.add_rank intercepted: " .. player_name .. " -> " .. rankname)
local result = orig_add_rank(player_name, rankname, ...)
local player = minetest.get_player_by_name(player_name)
if player then
minetest.after(0.1, function()
if player and player:is_player() then
minetest.log("action", "[c_o_shield] Running enforce_shield after rank change")
enforce_shield(player)
end
end)
end
return result
end
end
else
minetest.log("warning", "[c_o_shield] staffranks mod not found, automatic rank detection disabled")
end
end)
-- join + timer di sicurezza
minetest.register_on_joinplayer(function(player)
if staffranks and staffranks.init_nametag then
pcall(staffranks.init_nametag, player)
end
minetest.after(0.2, function()
if player and player:is_player() then
minetest.log("action", "[c_o_shield] Player joined: " .. player:get_player_name())
enforce_shield(player)
end
end)
end)
local t = 0
minetest.register_globalstep(function(dtime)
t = t + dtime
if t < 3 then return end
t = 0
for _, player in ipairs(minetest.get_connected_players()) do
enforce_shield(player)
end
end)