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			306 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			306 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
local pi = math.pi
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local is_sp = minetest.is_singleplayer()
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local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
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if enable_respawn == nil then
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	enable_respawn = true
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end
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-- support for MT game translation.
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local S = beds.get_translator
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-- Helper functions
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local function get_look_yaw(pos)
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	local rotation = minetest.get_node(pos).param2
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	if rotation > 3 then
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		rotation = rotation % 4 -- Mask colorfacedir values
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	end
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	if rotation == 1 then
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		return pi / 2, rotation
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	elseif rotation == 3 then
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		return -pi / 2, rotation
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	elseif rotation == 0 then
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		return pi, rotation
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	else
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		return 0, rotation
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	end
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end
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local function is_night_skip_enabled()
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	local enable_night_skip = minetest.settings:get_bool("enable_bed_night_skip")
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	if enable_night_skip == nil then
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		enable_night_skip = true
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	end
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	return enable_night_skip
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end
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local function check_in_beds(players)
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	local in_bed = beds.player
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	if not players then
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		players = minetest.get_connected_players()
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	end
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	for n, player in ipairs(players) do
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		local name = player:get_player_name()
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		if not in_bed[name] then
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			return false
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		end
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	end
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	return #players > 0
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end
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local function lay_down(player, pos, bed_pos, state, skip)
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	local name = player:get_player_name()
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	local hud_flags = player:hud_get_flags()
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	if not player or not name then
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		return
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	end
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	-- stand up
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	if state ~= nil and not state then
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		if not beds.player[name] then
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			-- player not in bed, do nothing
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			return false
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		end
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		beds.bed_position[name] = nil
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		-- skip here to prevent sending player specific changes (used for leaving players)
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		if skip then
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			return
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		end
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		player:set_pos(beds.pos[name])
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		-- physics, eye_offset, etc
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		local physics_override = beds.player[name].physics_override
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		beds.player[name] = nil
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		player:set_physics_override({
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			speed = physics_override.speed,
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			jump = physics_override.jump,
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			gravity = physics_override.gravity
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		})
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		player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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		player:set_look_horizontal(math.random(1, 180) / 100)
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		player_api.player_attached[name] = false
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		hud_flags.wielditem = true
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		player_api.set_animation(player, "stand" , 30)
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	-- lay down
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	else
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		-- Check if bed is occupied
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		for _, other_pos in pairs(beds.bed_position) do
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			if vector.distance(bed_pos, other_pos) < 0.1 then
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				minetest.chat_send_player(name, S("This bed is already occupied!"))
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				return false
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			end
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		end
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		-- Check if player is moving
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		if vector.length(player:get_velocity()) > 0.001 then
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			minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
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			return false
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		end
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		-- Check if player is attached to an object
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		if player:get_attach() then
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			return false
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		end
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		if beds.player[name] then
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			-- player already in bed, do nothing
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			return false
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		end
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		beds.pos[name] = pos
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		beds.bed_position[name] = bed_pos
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		beds.player[name] = {physics_override = player:get_physics_override()}
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		local yaw, param2 = get_look_yaw(bed_pos)
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		player:set_look_horizontal(yaw)
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		local dir = minetest.facedir_to_dir(param2)
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		-- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed),
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		-- to avoid sinking down through the bed.
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		local p = {
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			x = bed_pos.x + dir.x / 2,
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			y = bed_pos.y + 0.07,
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			z = bed_pos.z + dir.z / 2
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		}
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		player:set_physics_override({speed = 0, jump = 0, gravity = 0})
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		player:set_pos(p)
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		player_api.player_attached[name] = true
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		hud_flags.wielditem = false
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		player_api.set_animation(player, "lay" , 0)
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	end
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	player:hud_set_flags(hud_flags)
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end
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local function get_player_in_bed_count()
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	local c = 0
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	for _, _ in pairs(beds.player) do
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		c = c + 1
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	end
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	return c
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end
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local function update_formspecs(finished)
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	local ges = #minetest.get_connected_players()
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	local player_in_bed = get_player_in_bed_count()
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	local is_majority = (ges / 2) < player_in_bed
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	local form_n
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	local esc = minetest.formspec_escape
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	if finished then
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		form_n = beds.formspec .. "label[2.7,9;" .. esc(S("Good morning.")) .. "]"
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	else
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		form_n = beds.formspec .. "label[2.2,9;" ..
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			esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]"
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		if is_majority and is_night_skip_enabled() then
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			form_n = form_n .. "button_exit[2,6;4,0.75;force;" ..
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				esc(S("Force night skip")) .. "]"
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		end
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	end
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	for name,_ in pairs(beds.player) do
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		minetest.show_formspec(name, "beds_form", form_n)
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	end
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end
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-- Public functions
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function beds.kick_players()
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	for name, _ in pairs(beds.player) do
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		local player = minetest.get_player_by_name(name)
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		lay_down(player, nil, nil, false)
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	end
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end
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function beds.skip_night()
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	minetest.set_timeofday(0.23)
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end
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local update_scheduled = false
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local function schedule_update()
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	if update_scheduled then
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		-- there already is an update scheduled; don't schedule more to prevent races
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		return
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	end
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	update_scheduled = true
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	minetest.after(2, function()
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		update_scheduled = false
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		if not is_sp then
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			update_formspecs(is_night_skip_enabled())
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		end
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		if is_night_skip_enabled() then
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			-- skip the night and let all players stand up
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			beds.skip_night()
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			beds.kick_players()
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		end
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	end)
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end
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function beds.on_rightclick(pos, player)
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	local name = player:get_player_name()
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	local ppos = player:get_pos()
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	local tod = minetest.get_timeofday()
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	if tod > beds.day_interval.start and tod < beds.day_interval.finish then
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		if beds.player[name] then
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			lay_down(player, nil, nil, false)
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		end
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		minetest.chat_send_player(name, S("You can only sleep at night."))
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		return
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	end
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	-- move to bed
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	if not beds.player[name] then
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		lay_down(player, ppos, pos)
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		beds.set_spawns() -- save respawn positions when entering bed
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	else
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		lay_down(player, nil, nil, false)
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	end
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	if not is_sp then
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		update_formspecs(false)
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	end
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	if check_in_beds() then
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		schedule_update()
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	end
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end
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function beds.can_dig(bed_pos)
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	-- Check all players in bed which one is at the expected position
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	for _, player_bed_pos in pairs(beds.bed_position) do
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		if vector.equals(bed_pos, player_bed_pos) 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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-- Callbacks
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-- Only register respawn callback if respawn enabled
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if enable_respawn then
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	-- respawn player at bed if enabled and valid position is found
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	minetest.register_on_respawnplayer(function(player)
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		local name = player:get_player_name()
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		local pos = beds.spawn[name]
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		if pos then
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			player:set_pos(pos)
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			return true
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		end
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	end)
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end
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minetest.register_on_leaveplayer(function(player)
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	local name = player:get_player_name()
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	lay_down(player, nil, nil, false, true)
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	beds.player[name] = nil
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	if check_in_beds() then
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		schedule_update()
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	end
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end)
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minetest.register_on_dieplayer(function(player)
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	local name = player:get_player_name()
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	local in_bed = beds.player
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	local pos = player:get_pos()
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	local yaw = get_look_yaw(pos)
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	if in_bed[name] then
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		lay_down(player, nil, pos, false)
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		player:set_look_horizontal(yaw)
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		player:set_pos(pos)
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	end
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end)
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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	if formname ~= "beds_form" then
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		return
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	end
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	-- Because "Force night skip" button is a button_exit, it will set fields.quit
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	-- and lay_down call will change value of player_in_bed, so it must be taken
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	-- earlier.
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	local last_player_in_bed = get_player_in_bed_count()
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	if fields.quit or fields.leave then
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		lay_down(player, nil, nil, false)
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		update_formspecs(false)
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	end
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	if fields.force then
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		local is_majority = (#minetest.get_connected_players() / 2) < last_player_in_bed
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		if is_majority and is_night_skip_enabled() then
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			update_formspecs(true)
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			beds.skip_night()
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			beds.kick_players()
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		else
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			update_formspecs(false)
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		end
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	end
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end)
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