Mineclonia/mods/PLAYER/mcl_spawn/init.lua

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mcl_spawn = {}
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local S = minetest.get_translator("mcl_spawn")
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local mg_name = minetest.get_mapgen_setting("mg_name")
local node_search_list =
{
--[[1]] {x = 0, y = 0, z = -1}, --
--[[2]] {x = -1, y = 0, z = 0}, --
--[[3]] {x = -1, y = 0, z = 1}, --
--[[4]] {x = 0, y = 0, z = 2}, -- z^ 8 4 9
--[[5]] {x = 1, y = 0, z = 1}, -- | 3 5
--[[6]] {x = 1, y = 0, z = 0}, -- | 2 * 6
--[[7]] {x = -1, y = 0, z = -1}, -- | 7 1 A
--[[8]] {x = -1, y = 0, z = 2}, -- +----->
--[[9]] {x = 1, y = 0, z = 2}, -- x
--[[A]] {x = 1, y = 0, z = -1}, --
--[[B]] {x = 0, y = 1, z = 0}, --
--[[C]] {x = 0, y = 1, z = 1}, --
}
local cached_world_spawn
mcl_spawn.get_world_spawn_pos = function()
local spawn
spawn = minetest.setting_get_pos("static_spawnpoint")
if spawn then
return spawn
end
if cached_world_spawn then
return cached_world_spawn
end
-- 32 attempts to find a suitable spawn point
spawn = { x=math.random(-16, 16), y=8, z=math.random(-16, 16) }
for i=1, 32 do
local y = minetest.get_spawn_level(spawn.x, spawn.z)
if y then
spawn.y = y
cached_world_spawn = spawn
minetest.log("action", "[mcl_spawn] Dynamic world spawn determined to be "..minetest.pos_to_string(spawn))
return spawn
end
-- Random walk
spawn.x = spawn.x + math.random(-64, 64)
spawn.z = spawn.z + math.random(-64, 64)
end
minetest.log("action", "[mcl_spawn] Failed to determine dynamic world spawn!")
-- Use dummy position if nothing found
return { x=math.random(-16, 16), y=8, z=math.random(-16, 16) }
end
-- Returns a spawn position of player.
-- If player is nil or not a player, a world spawn point is returned.
-- The second return value is true if returned spawn point is player-chosen,
-- false otherwise.
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mcl_spawn.get_spawn_pos = function(player)
local spawn, custom_spawn = nil, false
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if player ~= nil and player:is_player() then
local attr = player:get_meta():get_string("mcl_beds:spawn")
if attr ~= nil and attr ~= "" then
spawn = minetest.string_to_pos(attr)
custom_spawn = true
end
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end
if not spawn or spawn == "" then
spawn = mcl_spawn.get_world_spawn_pos()
custom_spawn = false
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end
return spawn, custom_spawn
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end
-- Sets the player's spawn position to pos.
-- Set pos to nil to clear the spawn position.
-- If message is set, informs the player with a chat message when the spawn position
-- changed.
mcl_spawn.set_spawn_pos = function(player, pos, message)
local spawn_changed = false
local meta = player:get_meta()
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if pos == nil then
if meta:get_string("mcl_beds:spawn") ~= "" then
spawn_changed = true
if message then
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minetest.chat_send_player(player:get_player_name(), S("Respawn position cleared!"))
end
end
meta:set_string("mcl_beds:spawn", "")
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else
local oldpos = minetest.string_to_pos(meta:get_string("mcl_beds:spawn"))
meta:set_string("mcl_beds:spawn", minetest.pos_to_string(pos))
if oldpos then
-- We don't bother sending a message if the new spawn pos is basically the same
spawn_changed = vector.distance(pos, oldpos) > 0.1
else
-- If it wasn't set and now it will be set, it means it is changed
spawn_changed = true
end
if spawn_changed and message then
minetest.chat_send_player(player:get_player_name(), S("New respawn position set!"))
end
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end
return spawn_changed
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end
local function get_far_node(pos)
local node = minetest.get_node(pos)
if node.name ~= "ignore" then
return node
end
minetest.get_voxel_manip():read_from_map(pos, pos)
return minetest.get_node(pos)
end
local function good_for_respawn(pos)
local node0 = get_far_node({x = pos.x, y = pos.y - 1, z = pos.z})
local node1 = get_far_node({x = pos.x, y = pos.y, z = pos.z})
local node2 = get_far_node({x = pos.x, y = pos.y + 1, z = pos.z})
local def0 = minetest.registered_nodes[node0.name]
local def1 = minetest.registered_nodes[node1.name]
local def2 = minetest.registered_nodes[node2.name]
return def0.walkable and (not def1.walkable) and (not def2.walkable) and
(def1.damage_per_second == nil or def2.damage_per_second <= 0) and
(def1.damage_per_second == nil or def2.damage_per_second <= 0)
end
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-- Respawn player at specified respawn position
minetest.register_on_respawnplayer(function(player)
local pos, custom_spawn = mcl_spawn.get_spawn_pos(player)
if pos and custom_spawn then
-- Check if bed is still there
local node_bed = get_far_node(pos)
local bgroup = minetest.get_item_group(node_bed.name, "bed")
if bgroup ~= 1 and bgroup ~= 2 then
-- Bed is destroyed:
if player ~= nil and player:is_player() then
player:get_meta():set_string("mcl_beds:spawn", "")
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end
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minetest.chat_send_player(player:get_player_name(), S("Your spawn bed was missing or blocked."))
return false
end
-- Find spawning position on/near the bed free of solid or damaging blocks iterating a square spiral 15x15:
local dir = minetest.facedir_to_dir(minetest.get_node(pos).param2)
local offset
for _, o in ipairs(node_search_list) do
if dir.z == -1 then
offset = {x = o.x, y = o.y, z = o.z}
elseif dir.z == 1 then
offset = {x = -o.x, y = o.y, z = -o.z}
elseif dir.x == -1 then
offset = {x = o.z, y = o.y, z = -o.x}
else -- dir.x == 1
offset = {x = -o.z, y = o.y, z = o.x}
end
local spawn_pos = vector.add(pos, offset)
if good_for_respawn(spawn_pos) then
player:set_pos(spawn_pos)
return true
end
end
-- We here if we didn't find suitable place for respawn:
return false
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end
end)