forked from thunderdog1138/star_wars
Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it with lockable nodes. Currently supported lockable items are the Steel Door, the Steel Trapdoor, and the Locked Chest. The goal of this modification is to introduce a fine-grained multi- player permission system that is intuitive and usable without any console or chat commands, and doesn't require extra privileges to be granted or setup. Keys can also physically be conveyed to other players, adding to gameplay and adding some personality that is preferable to console commands or editing formspecs. A skeleton key can be crafted with 1 gold ingot. Skeleton keys can then be matched to a lockable node by right-clicking the skeleton key on a lockable node, which changes the skeleton key to a "key". Gold was chosen as it's currently a not-so very useful item, and therefore it's likely that players have some, but aren't really using it for any purpose. This key can subsequently used by any player to open or access that lockable node, including retrieving items from Locked Chests, or putting items in them. They key is programmed to fit only the particular locked node it is programmed to. This is achieved by storing a secret value in both key and locked node. If this secret value doesn't match, the key will not open the locked node. This allows many keys to be created for one chest or door, but a key will only fit one node ever. The secrets are stored in node, and item meta for the key. If a locked node is removed, all keys that opened it are no longer valid. Even if a new door/chest is placed in exactly the same spot, the old keys will no longer fit that node. Keys can be smelted back in gold ingots if they are no longer useful. The method of storing a secret in nodemeta and itemstackmeta is secure as there is no way for the client to create new items on the server with a particular secret metadata value. Even if you could possible create such an itemstack on the client, the server does not ever read itemstackmeta from a client package. The patch adds an API that allows other nodes and nodes added by mods to use the same keys as well. The method how to implement this is described in game_api.txt. The mod should add 2 callbacks to it's node definition. Example code is given. Textures are from PixelBOX, thanks to Gambit.
This commit is contained in:
parent
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58
game_api.txt
58
game_api.txt
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@ -672,3 +672,61 @@ Carts
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like speed, acceleration, player attachment. The handler will
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likely be called many times per second, so the function needs
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to make sure that the event is handled properly.
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Key API
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-------
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The key API allows mods to add key functionality to nodes that have
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ownership or specific permissions. Using the API will make it so
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that a node owner can use skeleton keys on their nodes to create keys
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for that node in that location, and give that key to other players,
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allowing them some sort of access that they otherwise would not have
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due to node protection.
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To make your new nodes work with the key API, you need to register
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two callback functions in each nodedef:
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`on_key_use(pos, player)`
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* Is called when a player right-clicks (uses) a normal key on your
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* node.
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* `pos` - position of the node
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* `player` - PlayerRef
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* return value: none, ignored
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The `on_key_use` callback should validate that the player is wielding
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a key item with the right key meta secret. If needed the code should
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deny access to the node functionality.
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If formspecs are used, the formspec callbacks should duplicate these
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checks in the metadata callback functions.
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`on_skeleton_key_use(pos, player, newsecret)`
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* Is called when a player right-clicks (uses) a skeleton key on your
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* node.
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* `pos` - position of the node
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* `player` - PlayerRef
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* `newsecret` - a secret value(string)
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* return values:
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* `secret` - `nil` or the secret value that unlocks the door
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* `name` - a string description of the node ("a locked chest")
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* `owner` - name of the node owner
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The `on_skeleton_key_use` function should validate that the player has
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the right permissions to make a new key for the item. The newsecret
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value is useful if the node has no secret value. The function should
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store this secret value somewhere so that in the future it may compare
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key secrets and match them to allow access. If a node already has a
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secret value, the function should return that secret value instead
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of the newsecret value. The secret value stored for the node should
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not be overwritten, as this would invalidate existing keys.
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Aside from the secret value, the function should retun a descriptive
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name for the node and the owner name. The return values are all
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encoded in the key that will be given to the player in replacement
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for the wielded skeleton key.
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if `nil` is returned, it is assumed that the wielder did not have
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permissions to create a key for this node, and no key is created.
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@ -177,6 +177,8 @@ Gambit (CC BY-SA 3.0):
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default_snow.png
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default_snow_side.png
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default_snowball.png
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default_key.png
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default_key_skeleton.png
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asl97 (CC BY-SA 3.0):
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default_ice.png
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@ -352,6 +352,13 @@ minetest.register_craft({
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}
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})
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minetest.register_craft({
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output = 'default:skeleton_key',
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recipe = {
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{'default:gold_ingot'},
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}
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})
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minetest.register_craft({
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output = 'default:chest',
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recipe = {
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@ -781,6 +788,20 @@ minetest.register_craft({
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recipe = "default:clay_lump",
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})
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minetest.register_craft({
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type = 'cooking',
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output = 'default:gold_ingot',
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recipe = 'default:skeleton_key',
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cooktime = 5,
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})
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minetest.register_craft({
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type = 'cooking',
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output = 'default:gold_ingot',
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recipe = 'default:key',
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cooktime = 5,
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})
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--
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-- Fuels
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--
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@ -1619,16 +1619,30 @@ local function get_locked_chest_formspec(pos)
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end
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local function has_locked_chest_privilege(meta, player)
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local name = ""
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if player then
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if minetest.check_player_privs(player, "protection_bypass") then
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return true
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end
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name = player:get_player_name()
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end
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if name ~= meta:get_string("owner") then
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else
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return false
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end
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-- is player wielding the right key?
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local item = player:get_wielded_item()
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if item:get_name() == "default:key" then
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local key_meta = minetest.parse_json(item.get_metadata())
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local secret = meta:get_string("key_lock_secret")
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if secret ~= key_meta.secret then
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return false
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end
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return true
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end
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if player:get_player_name() ~= meta:get_string("owner") then
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return false
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end
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return true
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end
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@ -1748,6 +1762,41 @@ minetest.register_node("default:chest_locked", {
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return itemstack
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end,
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on_blast = function() end,
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on_key_use = function(pos, player)
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local secret = minetest.get_meta(pos):get_string("key_lock_secret")
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local itemstack = player:get_wielded_item()
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local key_meta = minetest.parse_json(itemstack:get_metadata())
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if secret ~= key_meta.secret then
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return
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end
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minetest.show_formspec(
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player:get_player_name(),
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"default:chest_locked",
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get_locked_chest_formspec(pos)
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)
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end,
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on_skeleton_key_use = function(pos, player, newsecret)
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local meta = minetest.get_meta(pos)
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local owner = meta:get_string("owner")
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local name = player:get_player_name()
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-- verify placer is owner of lockable chest
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if owner ~= name then
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minetest.record_protection_violation(pos, name)
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minetest.chat_send_player(name, "You do not own this chest.")
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return nil
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end
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local secret = meta:get_string("key_lock_secret")
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if secret == "" then
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secret = newsecret
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meta:set_string("key_lock_secret", secret)
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end
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return secret, "a locked chest", owner
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end,
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})
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@ -378,3 +378,75 @@ minetest.register_tool("default:sword_diamond", {
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},
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sound = {breaks = "default_tool_breaks"},
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})
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minetest.register_tool("default:skeleton_key", {
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description = "Skeleton Key",
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inventory_image = "default_key_skeleton.png",
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groups = {key = 1},
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return itemstack
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end
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local pos = pointed_thing.under
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local node = minetest.get_node(pos)
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if not node then
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return itemstack
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end
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local on_skeleton_key_use = minetest.registered_nodes[node.name].on_skeleton_key_use
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if on_skeleton_key_use then
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-- make a new key secret in case the node callback needs it
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local random = math.random
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local newsecret = string.format(
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"%04x%04x%04x%04x",
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random(2^16) - 1, random(2^16) - 1,
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random(2^16) - 1, random(2^16) - 1)
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local secret, _, _ = on_skeleton_key_use(pos, placer, newsecret)
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if secret then
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-- finish and return the new key
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itemstack:take_item()
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itemstack:add_item("default:key")
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itemstack:set_metadata(minetest.write_json({
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secret = secret
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}))
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return itemstack
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end
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end
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return nil
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end
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})
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minetest.register_tool("default:key", {
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description = "Key",
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inventory_image = "default_key.png",
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groups = {key = 1, not_in_creative_inventory = 1},
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stack_max = 1,
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return itemstack
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end
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local pos = pointed_thing.under
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local node = minetest.get_node(pos)
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if not node or node.name == "ignore" then
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return itemstack
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end
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local ndef = minetest.registered_nodes[node.name]
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if not ndef then
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return itemstack
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end
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local on_key_use = ndef.on_key_use
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if on_key_use then
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on_key_use(pos, placer)
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end
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return nil
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end
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})
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@ -140,8 +140,17 @@ function _doors.door_toggle(pos, node, clicker)
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end
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if clicker and not minetest.check_player_privs(clicker, "protection_bypass") then
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-- is player wielding the right key?
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local item = clicker:get_wielded_item()
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local owner = meta:get_string("doors_owner")
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if owner ~= "" then
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if item:get_name() == "default:key" then
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local key_meta = minetest.parse_json(item:get_metadata())
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local secret = meta:get_string("key_lock_secret")
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if secret ~= key_meta.secret then
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return false
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end
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elseif owner ~= "" then
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if clicker:get_player_name() ~= owner then
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return false
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end
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if def.protected then
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def.can_dig = can_dig_door
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def.on_blast = function() end
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def.on_key_use = function(pos, player)
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local door = doors.get(pos)
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door:toggle(player)
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end
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def.on_skeleton_key_use = function(pos, player, newsecret)
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local meta = minetest.get_meta(pos)
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local owner = meta:get_string("doors_owner")
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local pname = player:get_player_name()
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-- verify placer is owner of lockable door
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if owner ~= pname then
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minetest.record_protection_violation(pos, pname)
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minetest.chat_send_player(pname, "You do not own this locked door.")
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return nil
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end
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local secret = meta:get_string("key_lock_secret")
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if secret == "" then
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secret = newsecret
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meta:set_string("key_lock_secret", secret)
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end
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return secret, "a locked door", owner
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end
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else
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def.on_blast = function(pos, intensity)
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minetest.remove_node(pos)
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@ -491,9 +524,18 @@ end
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function _doors.trapdoor_toggle(pos, node, clicker)
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node = node or minetest.get_node(pos)
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if clicker and not minetest.check_player_privs(clicker, "protection_bypass") then
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-- is player wielding the right key?
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local item = clicker:get_wielded_item()
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local meta = minetest.get_meta(pos)
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local owner = meta:get_string("doors_owner")
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if owner ~= "" then
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if item:get_name() == "default:key" then
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local key_meta = minetest.parse_json(item:get_metadata())
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local secret = meta:get_string("key_lock_secret")
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if secret ~= key_meta.secret then
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return false
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end
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elseif owner ~= "" then
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if clicker:get_player_name() ~= owner then
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return false
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end
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@ -546,6 +588,30 @@ function doors.register_trapdoor(name, def)
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end
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def.on_blast = function() end
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def.on_key_use = function(pos, player)
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local door = doors.get(pos)
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door:toggle(player)
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end
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def.on_skeleton_key_use = function(pos, player, newsecret)
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local meta = minetest.get_meta(pos)
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local owner = meta:get_string("doors_owner")
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local pname = player:get_player_name()
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-- verify placer is owner of lockable door
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if owner ~= pname then
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minetest.record_protection_violation(pos, pname)
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minetest.chat_send_player(pname, "You do not own this trapdoor.")
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return nil
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end
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local secret = meta:get_string("key_lock_secret")
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if secret == "" then
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secret = newsecret
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meta:set_string("key_lock_secret", secret)
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end
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return secret, "a locked trapdoor", owner
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end
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else
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def.on_blast = function(pos, intensity)
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minetest.remove_node(pos)
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