mff_game/mods/beds/functions.lua

272 lines
6.3 KiB
Lua
Executable File

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)