nalc_game/mods/spawn/init.lua
sfan5 8863527bb6 Fix respawn not working at all when suitable position was not found
The player should always be teleported away when they die and
we can still fall back to the engine spawning code.
2020-04-04 13:06:40 +02:00

159 lines
3.5 KiB
Lua

-- spawn/init.lua
-- Disable by mapgen, setting or if 'static_spawnpoint' is set
--------------------------------------------------------------
local mg_name = minetest.get_mapgen_setting("mg_name")
if mg_name == "v6" or mg_name == "singlenode" or
minetest.settings:get("static_spawnpoint") or
minetest.settings:get_bool("engine_spawn") then
return
end
-- Parameters
-------------
-- Resolution of search grid in nodes.
local res = 64
-- Number of points checked in the square search grid (edge * edge).
local checks = 128 * 128
-- Starting point for biome checks. This also sets the y co-ordinate for all
-- points checked, so the suitable biomes must be active at this y.
local pos = {x = 0, y = 8, z = 0}
-- Table of suitable biomes
local biome_ids = {
minetest.get_biome_id("taiga"),
minetest.get_biome_id("coniferous_forest"),
minetest.get_biome_id("deciduous_forest"),
minetest.get_biome_id("grassland"),
minetest.get_biome_id("savanna"),
}
-- End of parameters
--------------------
-- Direction table
local dirs = {
{x = 0, y = 0, z = 1},
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = -1},
{x = 1, y = 0, z = 0},
}
-- Initial variables
local edge_len = 1
local edge_dist = 0
local dir_step = 0
local dir_ind = 1
local searched = false
local success = false
local spawn_pos = {}
-- Get world 'mapgen_limit' and 'chunksize' to calculate 'spawn_limit'.
-- This accounts for how mapchunks are not generated if they or their shell exceed
-- 'mapgen_limit'.
local mapgen_limit = tonumber(minetest.get_mapgen_setting("mapgen_limit"))
local chunksize = tonumber(minetest.get_mapgen_setting("chunksize"))
local spawn_limit = math.max(mapgen_limit - (chunksize + 1) * 16, 0)
--Functions
-----------
-- Get next position on square search spiral
local function next_pos()
if edge_dist == edge_len then
edge_dist = 0
dir_ind = dir_ind + 1
if dir_ind == 5 then
dir_ind = 1
end
dir_step = dir_step + 1
edge_len = math.floor(dir_step / 2) + 1
end
local dir = dirs[dir_ind]
local move = vector.multiply(dir, res)
edge_dist = edge_dist + 1
return vector.add(pos, move)
end
-- Spawn position search
local function search()
for iter = 1, checks do
local biome_data = minetest.get_biome_data(pos)
-- Sometimes biome_data is nil
local biome = biome_data and biome_data.biome
for id_ind = 1, #biome_ids do
local biome_id = biome_ids[id_ind]
if biome == biome_id then
local spawn_y = minetest.get_spawn_level(pos.x, pos.z)
if spawn_y then
spawn_pos = {x = pos.x, y = spawn_y, z = pos.z}
return true
end
end
end
pos = next_pos()
-- Check for position being outside world edge
if math.abs(pos.x) > spawn_limit or math.abs(pos.z) > spawn_limit then
return false
end
end
return false
end
-- On new player spawn and player respawn
-- Search for spawn position once per server session. If successful, store
-- position and reposition players, otherwise leave them at engine spawn
-- position.
local function on_spawn(player)
if not searched then
success = search()
searched = true
end
if success then
player:set_pos(spawn_pos)
end
return success
end
minetest.register_on_newplayer(function(player)
on_spawn(player)
end)
local enable_bed_respawn = minetest.settings:get_bool("enable_bed_respawn")
if enable_bed_respawn == nil then
enable_bed_respawn = true
end
minetest.register_on_respawnplayer(function(player)
-- Avoid respawn conflict with beds mod
if beds and enable_bed_respawn and
beds.spawn[player:get_player_name()] then
return
end
return on_spawn(player)
end)