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playerstate.lua
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220 lines (127 loc) · 3.74 KB
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-- Contains all the active cPlayerState objects
local g_PlayerStates = {}
-- Defines the cPlayerState object
cPlayerState = {}
function cPlayerState:new(a_Player, a_IsLoggedIn)
local Obj = {}
setmetatable(Obj, cPlayerState)
self.__index = self
Obj.m_UUID = a_Player:GetUUID()
Obj.m_IsLoggedIn = a_IsLoggedIn
Obj.m_StartPos = Vector3f(a_Player:GetPosition())
Obj.m_Teleporting = false
Obj.m_MessageTick = g_Config.LoginMessageTime
if (not a_IsLoggedIn) then
local World = a_Player:GetWorld()
Obj:DoWithPlayer(
function(a_Player)
a_Player:TeleportToCoords(World:GetSpawnX(), World:GetSpawnY(), World:GetSpawnZ())
Obj.m_Teleporting = true;
end
)
end
return Obj
end
function cPlayerState:DoWithPlayer(a_Callback)
cRoot:Get():DoWithPlayerByUUID(self.m_UUID, a_Callback)
end
function cPlayerState:IsLoggedIn()
return self.m_IsLoggedIn
end
function cPlayerState:IsRegistered()
return self:Exists()
end
function cPlayerState:Exists()
return g_PassStorage:UUIDExists(self.m_UUID)
end
function cPlayerState:TickMessage()
if (self.m_IsLoggedIn) then
-- The player is logged in. We don't want to send him any more messages.
return
end
self.m_MessageTick = self.m_MessageTick - 1
if (self.m_MessageTick ~= 0) then
-- Not enough time has passed to send a new message
return
end
local Message
if (self:Exists()) then
Message = cCompositeChat():AddTextPart("Please login by using "):AddSuggestCommandPart("/login", "/login", "u")
else
Message = cCompositeChat():AddTextPart("Please register by using "):AddSuggestCommandPart("/register", "/register", "u")
end
self.m_MessageTick = g_Config.LoginMessageTime
self:DoWithPlayer(
function(a_Player)
a_Player:SendMessage(Message)
end
)
end
function cPlayerState:TryLogin(a_Password)
if (not self:Exists()) then
return false, "You are not registered yet"
end
if (g_PassStorage:GetPasswordFromUUID(self.m_UUID) ~= cCryptoHash.md5HexString(a_Password)) then
return false, "The password is incorrect"
end
self:TeleportBack()
self.m_IsLoggedIn = true
return true
end
function cPlayerState:TryRegister(a_Password)
if (self:Exists()) then
return false, "You already have registered"
end
local res, Err = g_PassStorage:RegisterOrChangePassword(self.m_UUID, a_Password)
if (not res) then
return false, Err
end
return true
end
function cPlayerState:TryChangePassword(a_OldPassword, a_NewPassword)
if (not self:Exists()) then
return false, "You are not registered"
end
if (g_PassStorage:GetPasswordFromUUID(self.m_UUID) ~= cCryptoHash.md5HexString(a_OldPassword)) then
return false, "The password is incorrect"
end
local res, Err = g_PassStorage:RegisterOrChangePassword(self.m_UUID, a_NewPassword)
if (not res) then
return false, Err
end
return true
end
function cPlayerState:TeleportBack()
if (self.m_IsLoggedIn) then
-- Don't teleport a player when he's already logged in
return false
end
-- Mark the player as teleporting. Otherwise the OnPlayerMoving hook might filter the teleport out.
self.m_Teleporting = true
self:DoWithPlayer(
function(a_Player)
a_Player:TeleportToCoords(
self.m_StartPos.x,
self.m_StartPos.y,
self.m_StartPos.z
)
end
)
return true
end
-- Returns the playerstate of a player. If it doesn't exist yet it creates it.
function GetPlayerState(a_Player, a_LoggedIn)
local LoggedIn = a_LoggedIn or false
local UUID = a_Player:GetUUID()
if (g_PlayerStates[UUID]) then
return g_PlayerStates[UUID]
end
local res = cPlayerState:new(a_Player, LoggedIn)
g_PlayerStates[UUID] = res
return res
end
-- Removes a player's playerstate
function RemovePlayerState(a_Player)
local UUID = a_Player:GetUUID()
g_PlayerStates[UUID] = nil
end