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mirror of https://github.com/Sokomine/cottages.git synced 2026-01-11 11:35:46 +01:00

rewrite sitting/sleeping

- makes use of the modern player_api
- fixes a crash due to api-change in set_physics_override
- fixes eye offset issue
This commit is contained in:
tour
2025-09-07 18:37:51 +02:00
parent cb9bbb0989
commit 280316e404
3 changed files with 113 additions and 171 deletions

View File

@@ -1,5 +1,5 @@
name = cottages
description = Contains a lot of blocks that fit to medieval settlements and small cottages. Comes with hammer & anvil to repair tools. Threshing floor and handmill help process grains etc.
optional_depends = default, farming, stairs, homedecor, intllib, trees, wool, moreblocks, unified_inventory, mcl_core
optional_depends = default, farming, stairs, player_api, homedecor, intllib, trees, wool, moreblocks, unified_inventory, mcl_core
author = Sokomine
title = Blocks for building cottages.

View File

@@ -98,7 +98,7 @@ minetest.register_node("cottages:sleeping_mat", {
paramtype = 'light',
paramtype2 = "facedir",
walkable = false,
groups = { snappy = 3 },
groups = { snappy = 3, sleeping_mat = 1 },
sounds = cottages.sounds.leaves,
selection_box = {
type = "wallmounted",
@@ -132,7 +132,7 @@ minetest.register_node("cottages:sleeping_mat_head", {
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "facedir",
groups = { snappy = 3 },
groups = { snappy = 3, sleeping_mat = 1 },
sounds = cottages.sounds.leaves,
node_box = {
type = "fixed",
@@ -368,203 +368,145 @@ minetest.register_node("cottages:washing", {
-- functions for sitting or sleeping
---------------------------------------------------------------------------------------
cottages.allow_sit = function( player )
cottages.allow_sit = function( player, pos )
-- no check possible
if( not( player.get_player_velocity )) then
return true;
end
local velo = player:get_player_velocity();
if( not( velo )) then
if not minetest.is_player(player) then
return false;
end
local pname = player:get_player_name()
local p_above = minetest.get_node( {x=pos.x, y=pos.y+1, z=pos.z});
if( not( p_above) or not( p_above.name ) or p_above.name ~= 'air' ) then
minetest.chat_send_player( pname, "This place is too narrow for sitting. At least for you!")
return
end
local velo = player:get_player_velocity()
local max_velo = 0.0001;
if( math.abs(velo.x) < max_velo
and math.abs(velo.y) < max_velo
and math.abs(velo.z) < max_velo ) then
if vector.length(velo) < max_velo then
return true;
end
return false;
end
cottages.sit_on_bench = function( pos, node, clicker, itemstack, pointed_thing )
if( not( clicker ) or not( default.player_get_animation ) or not( cottages.allow_sit( clicker ))) then
return;
cottages.is_bed = function(pos, node)
if node.name == "cottages:bed_head" then
local second_pos = vector.subtract(pos, minetest.facedir_to_dir(node.param2))
local second_node = minetest.get_node(second_pos)
return second_node.name == "cottages:bed_foot", second_pos
elseif node.name == "cottages:bed_foot" then
local second_pos = vector.add(pos, minetest.facedir_to_dir(node.param2))
local second_node = minetest.get_node(second_pos)
return second_node.name == "cottages:bed_head", second_pos
elseif minetest.get_item_group(node.name, "sleeping_mat") ~= 0 then
local search_offsets = {
vector.new(1, 0, 0),
vector.new(-1, 0, 0),
vector.new(0, 0, 1),
vector.new(0, 0, -1)
}
for _, offset in ipairs(search_offsets) do
local second_pos = vector.add(pos, offset)
local second_node = minetest.get_node(second_pos)
if minetest.get_item_group(second_node.name, "sleeping_mat") ~= 0 then
return true, second_pos
end
end
end
return false
end
local animation = default.player_get_animation( clicker );
local pname = clicker:get_player_name();
cottages.stand = function (player)
local pname = player:get_player_name()
player_api.player_attached[pname] = false
player:set_physics_override({speed = 1, jump = 1, gravity = 1})
player_api.set_animation(player, "stand", 30)
end
if( animation and animation.animation=="sit") then
default.player_attached[pname] = false
cottages.sit = function (player)
local pname = player:get_player_name()
player_api.set_animation(player, "sit", 30)
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
player_api.player_attached[pname] = true
end
cottages.lay = function (player)
local pname = player:get_player_name()
player_api.set_animation(player, "lay", 30)
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
player_api.player_attached[pname] = true
end
cottages.sit_on_bench = function( pos, node, clicker, itemstack, pointed_thing )
if not(player_api and cottages.allow_sit(clicker, pos)) then
return;
end
local animation = player_api.get_animation(clicker)
if (animation and animation.animation=="sit") then
clicker:set_pos({x=pos.x,y=pos.y-0.5,z=pos.z})
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
clicker:set_physics_override(1, 1, 1)
default.player_set_animation(clicker, "stand", 30)
cottages.stand(clicker, pos)
else
-- the bench is not centered; prevent the player from sitting on air
local p2 = {x=pos.x, y=pos.y, z=pos.z};
if not( node ) or node.param2 == 0 then
p2.z = p2.z+0.3;
elseif node.param2 == 1 then
p2.x = p2.x+0.3;
elseif node.param2 == 2 then
p2.z = p2.z-0.3;
elseif node.param2 == 3 then
p2.x = p2.x-0.3;
end
local offset = minetest.facedir_to_dir(node.param2)
local p2 = vector.add(pos, vector.multiply(offset, 0.3))
clicker:set_eye_offset({x=0,y=-7,z=2}, {x=0,y=0,z=0})
clicker:set_pos( p2 )
default.player_set_animation(clicker, "sit", 30)
clicker:set_physics_override(0, 0, 0)
default.player_attached[pname] = true
cottages.sit(clicker)
end
end
cottages.sleep_in_bed = function( pos, node, clicker, itemstack, pointed_thing )
if( not( clicker ) or not( node ) or not( node.name ) or not( pos ) or not( cottages.allow_sit( clicker))) then
if not(player_api and cottages.allow_sit(clicker, pos)) then
return;
end
local animation = default.player_get_animation( clicker );
local pname = clicker:get_player_name();
local animation = player_api.get_animation(clicker)
local pname = clicker:get_player_name()
local p_above = minetest.get_node( {x=pos.x, y=pos.y+1, z=pos.z});
if( not( p_above) or not( p_above.name ) or p_above.name ~= 'air' ) then
minetest.chat_send_player( pname, "This place is too narrow for sleeping. At least for you!");
return;
end
local place_name = 'place';
-- if only one node is present, the player can only sit;
-- sleeping requires a bed head+foot or two sleeping mats
local allow_sleep = false;
local new_animation = 'sit';
local is_bed, second_pos = cottages.is_bed(pos, node)
-- let players get back up
if( animation and animation.animation=="lay" ) then
default.player_attached[pname] = false
clicker:set_pos({x=pos.x,y=pos.y-0.5,z=pos.z})
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
clicker:set_physics_override(1, 1, 1)
default.player_set_animation(clicker, "stand", 30)
minetest.chat_send_player( pname, 'That was enough sleep for now. You stand up again.');
return;
local player_pos = vector.copy(pos)
local place_name = "place"
if is_bed then
player_pos = vector.divide(vector.add(pos, second_pos), 2)
end
local second_node_pos = {x=pos.x, y=pos.y, z=pos.z};
-- the node that will contain the head of the player
local p = {x=pos.x, y=pos.y, z=pos.z};
-- the player's head is pointing in this direction
local dir = node.param2;
-- it would be odd to sleep in half a bed
if( node.name=='cottages:bed_head' ) then
if( node.param2==0 ) then
second_node_pos.z = pos.z-1;
elseif( node.param2==1) then
second_node_pos.x = pos.x-1;
elseif( node.param2==2) then
second_node_pos.z = pos.z+1;
elseif( node.param2==3) then
second_node_pos.x = pos.x+1;
end
local node2 = minetest.get_node( second_node_pos );
if( not( node2 ) or not( node2.param2 ) or not( node.param2 )
or node2.name ~= 'cottages:bed_foot'
or node2.param2 ~= node.param2 ) then
allow_sleep = false;
else
allow_sleep = true;
end
place_name = 'bed';
-- if the player clicked on the foot of the bed, locate the head
elseif( node.name=='cottages:bed_foot' ) then
if( node.param2==2 ) then
second_node_pos.z = pos.z-1;
elseif( node.param2==3) then
second_node_pos.x = pos.x-1;
elseif( node.param2==0) then
second_node_pos.z = pos.z+1;
elseif( node.param2==1) then
second_node_pos.x = pos.x+1;
end
local node2 = minetest.get_node( second_node_pos );
if( not( node2 ) or not( node2.param2 ) or not( node.param2 )
or node2.name ~= 'cottages:bed_head'
or node2.param2 ~= node.param2 ) then
allow_sleep = false;
else
allow_sleep = true;
end
if( allow_sleep==true ) then
p = {x=second_node_pos.x, y=second_node_pos.y, z=second_node_pos.z};
end
place_name = 'bed';
elseif( node.name=='cottages:sleeping_mat' or node.name=='cottages:straw_mat' or node.name=='cottages:sleeping_mat_head') then
place_name = 'mat';
dir = node.param2;
allow_sleep = false;
-- search for a second mat right next to this one
local offset = {{x=0,z=-1}, {x=-1,z=0}, {x=0,z=1}, {x=1,z=0}};
for i,off in ipairs( offset ) do
local node2 = minetest.get_node( {x=pos.x+off.x, y=pos.y, z=pos.z+off.z} );
if( node2.name == 'cottages:sleeping_mat' or node2.name=='cottages:straw_mat' or node.name=='cottages:sleeping_mat_head' ) then
-- if a second mat is found, sleeping is possible
allow_sleep = true;
dir = i-1;
end
end
end
-- set the right height for the bed
if( place_name=='bed' ) then
p.y = p.y+0.4;
end
if( allow_sleep==true ) then
-- set the right position (middle of the bed)
if( dir==0 ) then
p.z = p.z-0.5;
elseif( dir==1 ) then
p.x = p.x-0.5;
elseif( dir==2 ) then
p.z = p.z+0.5;
elseif( dir==3 ) then
p.x = p.x+0.5;
end
end
if( default.player_attached[pname] and animation.animation=="sit") then
-- just changing the animation...
if( allow_sleep==true ) then
default.player_set_animation(clicker, "lay", 30)
clicker:set_eye_offset({x=0,y=-14,z=2}, {x=0,y=0,z=0})
minetest.chat_send_player( pname, 'You lie down and take a nap. A right-click will wake you up.');
return;
-- no sleeping on this place
else
default.player_attached[pname] = false
clicker:set_pos({x=pos.x,y=pos.y-0.5,z=pos.z})
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
clicker:set_physics_override(1, 1, 1)
default.player_set_animation(clicker, "stand", 30)
minetest.chat_send_player( pname, 'That was enough sitting around for now. You stand up again.');
return;
end
end
clicker:set_eye_offset({x=0,y=-7,z=2}, {x=0,y=0,z=0})
clicker:set_pos( p );
default.player_set_animation(clicker, new_animation, 30)
clicker:set_physics_override(0, 0, 0)
default.player_attached[pname] = true
if( allow_sleep==true) then
minetest.chat_send_player( pname, 'Aaah! What a comftable '..place_name..'. A second right-click will let you sleep.');
if minetest.get_item_group(node.name, "sleeping_mat") ~= 0 then
player_pos.y = player_pos.y - 0.5 + 1/16
place_name = "mat"
else
minetest.chat_send_player( pname, 'Comftable, but not good enough for a nap. Right-click again if you want to get back up.');
player_pos.y = player_pos.y + 0.3
place_name = "bed"
end
if is_bed then
if (animation and (animation.animation=="lay")) then -- let the player up
clicker:set_pos({x=pos.x,y=pos.y-0.5,z=pos.z})
cottages.stand(clicker)
minetest.chat_send_player( pname, 'That was enough sleep for now. You stand up again.');
elseif (animation and animation.animation=="sit") then
clicker:set_pos( player_pos )
cottages.lay(clicker)
minetest.chat_send_player( pname, 'You lie down and take a nap. A right-click will wake you up.');
else
clicker:set_pos( player_pos )
cottages.sit(clicker)
minetest.chat_send_player( pname, 'Aaah! What a comftable '..place_name..'. A second right-click will let you sleep.');
end
else
if (animation and animation.animation=="sit") then -- let the player up
clicker:set_pos({x=pos.x,y=pos.y-0.5,z=pos.z})
cottages.stand(clicker)
minetest.chat_send_player( pname, 'That was enough sitting around for now. You stand up again.')
else
clicker:set_pos( player_pos )
cottages.sit(clicker)
minetest.chat_send_player( pname, 'Comftable, but not good enough for a nap. Right-click again if you want to get back up.');
end
end
end

View File

@@ -61,7 +61,7 @@ minetest.register_node("cottages:straw_mat", {
paramtype = 'light',
paramtype2 = "facedir",
walkable = false,
groups = { hay = 3, snappy = 2, oddly_breakable_by_hand = 2, flammable=3 },
groups = { hay = 3, snappy = 2, oddly_breakable_by_hand = 2, flammable=3 , sleeping_mat=1, },
sounds = cottages.sounds.leaves,
node_box = {
type = "fixed",