forked from minetest/minetest_game
75caa9167c
Currently all minetest_game PR's are failing travis since the upstream luacheck now also warns about whitespace issues, and there are a few of those in the code. This fixes all of them so we can yet again rely on luacheck.
221 lines
5.2 KiB
Lua
221 lines
5.2 KiB
Lua
local pi = math.pi
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local player_in_bed = 0
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local is_sp = minetest.is_singleplayer()
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local enable_respawn = minetest.setting_getbool("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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-- Helper functions
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local function get_look_yaw(pos)
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local n = minetest.get_node(pos)
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if n.param2 == 1 then
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return pi / 2, n.param2
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elseif n.param2 == 3 then
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return -pi / 2, n.param2
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elseif n.param2 == 0 then
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return pi, n.param2
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else
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return 0, n.param2
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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.setting_getbool("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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local p = beds.pos[name] or nil
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if beds.player[name] ~= nil then
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beds.player[name] = nil
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player_in_bed = player_in_bed - 1
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end
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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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if p then
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player:setpos(p)
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end
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-- physics, eye_offset, etc
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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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default.player_attached[name] = false
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player:set_physics_override(1, 1, 1)
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hud_flags.wielditem = true
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default.player_set_animation(player, "stand" , 30)
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-- lay down
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else
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beds.player[name] = 1
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beds.pos[name] = pos
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player_in_bed = player_in_bed + 1
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-- physics, eye_offset, etc
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player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
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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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local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
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player:set_physics_override(0, 0, 0)
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player:setpos(p)
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default.player_attached[name] = true
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hud_flags.wielditem = false
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default.player_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 update_formspecs(finished)
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local ges = #minetest.get_connected_players()
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local form_n
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local is_majority = (ges / 2) < player_in_bed
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if finished then
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form_n = beds.formspec .. "label[2.7,11; Good morning.]"
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else
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form_n = beds.formspec .. "label[2.2,11;" .. tostring(player_in_bed) ..
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" of " .. tostring(ges) .. " players are in bed]"
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if is_majority and is_night_skip_enabled() then
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form_n = form_n .. "button_exit[2,8;4,0.75;force;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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function beds.on_rightclick(pos, player)
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local name = player:get_player_name()
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local ppos = player:getpos()
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local tod = minetest.get_timeofday()
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if tod > 0.2 and tod < 0.805 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, "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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-- skip the night and let all players stand up
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if check_in_beds() then
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minetest.after(2, function()
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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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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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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:setpos(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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minetest.after(2, function()
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update_formspecs(is_night_skip_enabled())
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if is_night_skip_enabled() then
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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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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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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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update_formspecs(is_night_skip_enabled())
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if is_night_skip_enabled() then
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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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