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https://github.com/sys4-fr/server-nalc.git
synced 2024-12-24 17:50:37 +01:00
better fix to issue https://github.com/MinetestForFun/server-minetestforfun/issues/161
remove old fix(itemdrop timer,now useless)
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c54bdbef03
@ -181,13 +181,27 @@ minetest.register_on_joinplayer(function(player)
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beds.read_spawns()
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end)
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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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--MFF DEBUT crabman(8/01/2016 ) respawn player in special area(event) if a spawn is set.
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if ((minetest.get_modpath("areas") ~= nil) and (areas:onRespawn(player))) then
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return true
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end
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local dead_players = {}
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local have_areas_mod = false
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if (minetest.get_modpath("areas") ~= nil) and areas.getSpawn then
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have_areas_mod = true
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end
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local function teleport_player(player, clear)
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local name = player:get_player_name()
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if not name or name == "" then return false end
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if have_areas_mod and dead_players[name] ~= nil then
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local pos = areas:getSpawn(dead_players[name])
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if clear then
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dead_players[name] = nil
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end
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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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if not enable_respawn then
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return false
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end
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@ -197,8 +211,31 @@ minetest.register_on_respawnplayer(function(player)
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player:setpos(pos)
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return true
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end
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--if not areas or bed spawnpoint, tp to the spawn
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local spawn = minetest.string_to_pos(minetest.setting_get("static_spawnpoint") or "0,0,0")
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player:setpos(spawn)
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return false
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end
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minetest.register_on_dieplayer(function(player)
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local name = player:get_player_name()
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if not name or name == "" then return end
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if have_areas_mod then
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local pos = player:getpos()
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if pos then
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dead_players[name] = pos
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end
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end
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minetest.after(0.20, teleport_player, player) -- tp after all others on_dieplayer callback otherwise their pos is wrong
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end)
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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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return teleport_player(player, true)
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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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@ -162,32 +162,13 @@ function areas:canMakeArea(pos1, pos2, name) --MFF crabman(25/02/2016) fix areas
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end
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--MFF DEBUT crabman(17/09/2015 ) respawn player in special area(event) if a spawn is set.
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--MFF crabman(5/03/2016 ) return special area pos if a spawn is set.
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--1 party (2 party in beds mod)
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local dead_players = {}
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minetest.register_on_dieplayer(function(player)
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local player_name = player:get_player_name()
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if not player_name then return end
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local pos = player:getpos()
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if pos then
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dead_players[player_name] = pos
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end
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end)
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function areas:onRespawn(player)
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local player_name = player:get_player_name()
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if not player_name or not dead_players[player_name] then return false end
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local pos = dead_players[player_name]
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dead_players[player_name] = nil
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if pos then
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for _, area in pairs(areas:getAreasAtPos(pos)) do
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if area.spawn then
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player:setpos(area.spawn)
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return true
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end
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function areas:getSpawn(pos)
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for _, area in pairs(areas:getAreasAtPos(pos)) do
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if area.spawn and area.spawn.x then
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return area.spawn
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end
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end
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return false
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return nil
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end
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--FIN
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@ -4,36 +4,6 @@ local creative_mode = minetest.setting_getbool("creative_mode")
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local TICK_UPDATE = 0.1
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local die_timeout = 20
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local die_time = {}
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local die_respawned = {}
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minetest.register_on_joinplayer(function(player)
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local player_name = player:get_player_name()
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die_time[player_name] = 0
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die_respawned[player_name] = false
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end)
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minetest.register_on_leaveplayer(function(player)
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local player_name = player:get_player_name()
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die_time[player_name] = nil
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die_respawned[player_name] = nil
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end)
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minetest.register_on_dieplayer(function(player)
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local player_name = player:get_player_name()
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if not player_name then return end
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die_respawned[player_name] = false
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die_time[player_name] = die_timeout
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end)
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minetest.register_on_respawnplayer(function(player)
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local player_name = player:get_player_name()
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if not player_name then return end
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die_respawned[player_name] = true
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end)
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-- Following edits by gravgun
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item_drop.drop_callbacks = {}
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@ -67,83 +37,76 @@ local pickup_inv_duration = 1/pickup_duration*0.7
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local function tick()
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local tstamp = minetest.get_us_time()
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for _,player in ipairs(minetest.get_connected_players()) do
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local player_name = player:get_player_name()
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if die_time[player_name] and die_time[player_name] < 1 then
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if player:get_hp() > 0 or not enable_damage then
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local pos = player:getpos()
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pos.y = pos.y + player_half_height
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local inv = player:get_inventory()
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if player:get_hp() > 0 or not enable_damage then
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local pos = player:getpos()
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pos.y = pos.y + player_half_height
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local inv = player:get_inventory()
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if inv then
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, scan_range)) do
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local luaEnt = object:get_luaentity()
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if luaEnt and luaEnt.name == "__builtin:item" then
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local ticky = luaEnt.item_drop_min_tstamp
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if ticky then
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if tstamp >= ticky then
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luaEnt.item_drop_min_tstamp = nil
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end
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elseif not luaEnt.item_drop_nopickup then
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-- Point-line distance computation, heavily simplified since the wanted line,
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-- being the player, is completely upright (no variation on X or Z)
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local pos2 = object:getpos()
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-- No sqrt, avoid useless computation
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-- (just take the radius, compare it to the square of what you want)
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-- Pos order doesn't really matter, we're squaring the result
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-- (but don't change it, we use the cached values afterwards)
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local dX = pos.x-pos2.x
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local dZ = pos.z-pos2.z
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local playerDistance = dX*dX+dZ*dZ
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if playerDistance <= pickup_range_squared then
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local itemStack = ItemStack(luaEnt.itemstring)
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if inv:room_for_item("main", itemStack) then
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local vec = {x=dX, y=pos.y-pos2.y, z=dZ}
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vec.x = vec.x*pickup_inv_duration
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vec.y = vec.y*pickup_inv_duration
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vec.z = vec.z*pickup_inv_duration
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object:setvelocity(vec)
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luaEnt.physical_state = false
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luaEnt.object:set_properties({
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physical = false
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})
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-- Mark the object as already picking up
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luaEnt.item_drop_nopickup = true
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if inv then
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, scan_range)) do
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local luaEnt = object:get_luaentity()
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if luaEnt and luaEnt.name == "__builtin:item" then
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local ticky = luaEnt.item_drop_min_tstamp
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if ticky then
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if tstamp >= ticky then
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luaEnt.item_drop_min_tstamp = nil
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end
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elseif not luaEnt.item_drop_nopickup then
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-- Point-line distance computation, heavily simplified since the wanted line,
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-- being the player, is completely upright (no variation on X or Z)
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local pos2 = object:getpos()
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-- No sqrt, avoid useless computation
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-- (just take the radius, compare it to the square of what you want)
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-- Pos order doesn't really matter, we're squaring the result
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-- (but don't change it, we use the cached values afterwards)
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local dX = pos.x-pos2.x
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local dZ = pos.z-pos2.z
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local playerDistance = dX*dX+dZ*dZ
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if playerDistance <= pickup_range_squared then
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local itemStack = ItemStack(luaEnt.itemstring)
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if inv:room_for_item("main", itemStack) then
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local vec = {x=dX, y=pos.y-pos2.y, z=dZ}
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vec.x = vec.x*pickup_inv_duration
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vec.y = vec.y*pickup_inv_duration
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vec.z = vec.z*pickup_inv_duration
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object:setvelocity(vec)
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luaEnt.physical_state = false
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luaEnt.object:set_properties({
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physical = false
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})
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-- Mark the object as already picking up
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luaEnt.item_drop_nopickup = true
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minetest.after(pickup_duration, function()
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local lua = luaEnt
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if object == nil or lua == nil or lua.itemstring == nil then
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return
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minetest.after(pickup_duration, function()
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local lua = luaEnt
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if object == nil or lua == nil or lua.itemstring == nil then
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return
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end
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if inv:room_for_item("main", itemStack) then
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inv:add_item("main", itemStack)
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if luaEnt.itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.3, max_hear_distance = 8})
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end
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if inv:room_for_item("main", itemStack) then
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inv:add_item("main", itemStack)
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if luaEnt.itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.3, max_hear_distance = 8})
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end
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luaEnt.itemstring = ""
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object:remove()
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for i, cb in ipairs(item_drop.pickup_callbacks) do
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cb(player, itemstack)
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end
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else
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object:setvelocity({x = 0,y = 0,z = 0})
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luaEnt.physical_state = true
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luaEnt.object:set_properties({
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physical = true
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})
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luaEnt.item_drop_nopickup = nil
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luaEnt.itemstring = ""
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object:remove()
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for i, cb in ipairs(item_drop.pickup_callbacks) do
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cb(player, itemstack)
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end
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end)
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end
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else
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object:setvelocity({x = 0,y = 0,z = 0})
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luaEnt.physical_state = true
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luaEnt.object:set_properties({
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physical = true
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})
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luaEnt.item_drop_nopickup = nil
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end
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end)
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end
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end
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end
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end
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end
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end
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else
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if die_respawned[player_name] then
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die_time[player_name] = (die_time[player_name] or die_timeout) - TICK_UPDATE
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end
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end
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end
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minetest.after(TICK_UPDATE, tick)
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