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minetest_game/mods/beds/functions.lua

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