local pi = math.pi local player_in_bed = 0 local is_sp = minetest.is_singleplayer() local enable_respawn = minetest.setting_getbool("enable_bed_respawn") if enable_respawn == nil then enable_respawn = true end -- helper functions local function get_look_yaw(pos) local n = minetest.get_node(pos) if n.param2 == 1 then return pi/2, n.param2 elseif n.param2 == 3 then return -pi/2, n.param2 elseif n.param2 == 0 then return pi, n.param2 else return 0, n.param2 end end local function is_night_skip_enabled() local enable_night_skip = minetest.setting_getbool("enable_bed_night_skip") if enable_night_skip == nil then enable_night_skip = true end return enable_night_skip end local function check_in_beds(players) local in_bed = beds.player if not players then players = minetest.get_connected_players() end for n, player in ipairs(players) do local name = player:get_player_name() if not in_bed[name] then return false end end return #players > 0 end local function lay_down(player, pos, bed_pos, state, skip) local name = player:get_player_name() local hud_flags = player:hud_get_flags() if not player or not name then return end -- stand up if state ~= nil and not state then local p = beds.pos[name] or nil if beds.player[name] ~= nil then beds.player[name] = nil player_in_bed = player_in_bed - 1 end -- skip here to prevent sending player specific changes (used for leaving players) if skip then return end if p then player:setpos(p) end -- physics, eye_offset, etc player:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0}) player:set_look_yaw(math.random(1, 180)/100) default.player_attached[name] = false player:set_physics_override(1, 1, 1) hud_flags.wielditem = true default.player_set_animation(player, "stand" , 30) -- lay down else beds.player[name] = 1 beds.pos[name] = pos player_in_bed = player_in_bed + 1 -- physics, eye_offset, etc player:set_eye_offset({x=0,y=-13,z=0}, {x=0,y=0,z=0}) local yaw, param2 = get_look_yaw(bed_pos) player:set_look_yaw(yaw) local dir = minetest.facedir_to_dir(param2) local p = {x=bed_pos.x+dir.x/2,y=bed_pos.y,z=bed_pos.z+dir.z/2} player:set_physics_override(0, 0, 0) player:setpos(p) default.player_attached[name] = true hud_flags.wielditem = false default.player_set_animation(player, "lay" , 0) end player:hud_set_flags(hud_flags) end local function update_formspecs(finished) local ges = #minetest.get_connected_players() local form_n = "" local is_majority = (ges/2) < player_in_bed if finished then form_n = beds.formspec .. "label[2.7,11; Good morning.]" else form_n = beds.formspec .. "label[2.2,11;"..tostring(player_in_bed).." of "..tostring(ges).." players are in bed]" if is_majority and is_night_skip_enabled() then form_n = form_n .. "button_exit[2,8;4,0.75;force;Force night skip]" end end for name,_ in pairs(beds.player) do minetest.show_formspec(name, "beds_form", form_n) end end -- public functions function beds.kick_players() for name,_ in pairs(beds.player) do local player = minetest.get_player_by_name(name) lay_down(player, nil, nil, false) end end function beds.skip_night() minetest.set_timeofday(0.23) beds.set_spawns() end function beds.on_rightclick(pos, player) local name = player:get_player_name() local ppos = player:getpos() local tod = minetest.get_timeofday() if tod > 0.2 and tod < 0.805 then if beds.player[name] then lay_down(player, nil, nil, false) end minetest.chat_send_player(name, "You can only sleep at night.") return end -- move to bed if not beds.player[name] then lay_down(player, ppos, pos) else lay_down(player, nil, nil, false) end if not is_sp then update_formspecs(false) end -- skip the night and let all players stand up if check_in_beds() then minetest.after(2, function() if not is_sp then update_formspecs(is_night_skip_enabled()) end if is_night_skip_enabled() then beds.skip_night() beds.kick_players() end end) end end -- callbacks --[[ --MFF (Crabman) It's useless to read each join player, read only once at load. function moved/called in spawn.lua minetest.register_on_joinplayer(function(player) beds.read_spawns() end) --]] local dead_players = {} local have_areas_mod = false if (minetest.get_modpath("areas") ~= nil) and areas.getSpawn then have_areas_mod = true end local function teleport_player(player, clear) local name = player:get_player_name() if not name or name == "" then return false end if have_areas_mod and dead_players[name] ~= nil then local pos = areas:getSpawn(dead_players[name]) if clear then dead_players[name] = nil end if pos then player:setpos(pos) return true end end if not enable_respawn then return false end local name = player:get_player_name() local pos = beds.spawn[name] or nil if pos then player:setpos(pos) return true end --if not areas or bed spawnpoint, tp to the spawn local spawn = minetest.string_to_pos(minetest.setting_get("static_spawnpoint") or "0,0,0") player:setpos(spawn) return false end minetest.register_on_dieplayer(function(player) local name = player:get_player_name() if not name or name == "" then return end if have_areas_mod then local pos = player:getpos() if pos then dead_players[name] = pos end end minetest.after(0.20, teleport_player, player) -- tp after all others on_dieplayer callback otherwise their pos is wrong end) -- respawn player at bed if enabled and valid position is found minetest.register_on_respawnplayer(function(player) return teleport_player(player, true) end) minetest.register_on_leaveplayer(function(player) local name = player:get_player_name() lay_down(player, nil, nil, false, true) beds.player[name] = nil if check_in_beds() then minetest.after(2, function() update_formspecs(is_night_skip_enabled()) if is_night_skip_enabled() then beds.skip_night() beds.kick_players() end end) end end) minetest.register_on_player_receive_fields(function(player, formname, fields) if formname ~= "beds_form" then return end if fields.quit or fields.leave then lay_down(player, nil, nil, false) update_formspecs(false) end if fields.force then update_formspecs(is_night_skip_enabled()) if is_night_skip_enabled() then beds.skip_night() beds.kick_players() end end end)