-------------- -- TODO: Check for terrain height -- Defines the edge of a world local edge = 30000 -- Radius which should be checked for a good teleportation place local radius = 2 -------------- local count = 0 local waiting_list = {} --[[ Explanation of waiting_list table Index = Player name Value = { player = Player to teleport pos = Destination obj = Attacked entity notified = When the player must wait longer... } ]] minetest.register_globalstep(function(dtime) count = count + dtime if count < 3 then return end count = 0 for k, v in pairs(waiting_list) do if v.player and v.player:is_player() then local pos = get_surface_pos(v.pos) if pos then v.obj:setpos(pos) minetest.after(0.2, function(p, o) p:set_detach() o:remove() end, v.player, v.obj) waiting_list[k] = nil elseif not v.notified then v.notified = true minetest.chat_send_player(k, "Sorry, we have not found a free place yet. Please be patient.") end else v.obj:remove() waiting_list[k] = nil end end local newedge = edge - 5 -- Check if the players are near the edge and teleport them local players = minetest.get_connected_players() for i, player in ipairs(players) do local name = player:get_player_name() if not waiting_list[name] then local pos = vector.round(player:getpos()) local newpos = nil if pos.x >= edge then newpos = {x = -newedge, y = 10, z = pos.z} elseif pos.x <= -edge then newpos = {x = newedge, y = 10, z = pos.z} end if pos.z >= edge then newpos = {x = pos.x, y = 10, z = -newedge} newpos.y = get_surface_pos(newpos).y elseif pos.z <= -edge then newpos = {x = pos.x, y = 10, z = newedge} newpos.y = get_surface_pos(newpos).y end -- Teleport the player if newpos then minetest.chat_send_player(name, "Please wait a few seconds. We will teleport you soon.") local obj = minetest.add_entity(newpos, "worldedge:lock") player:set_attach(obj, "", {x=0, y=0, z=0}, {x=0, y=0, z=0}) waiting_list[name] = { player = player, pos = newpos, obj = obj } obj:setpos(newpos) end end end end) function get_surface_pos(pos) local minp = { x = pos.x - radius - 1, y = -10, z = pos.z - radius - 1 } local maxp = { x = pos.x + radius - 1, y = 50, z = pos.z + radius - 1 } local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local vm = minetest.get_voxel_manip() local emin, emax = vm:read_from_map(minp, maxp) local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax} local data = vm:get_data() local seen_air = false local deepest_place = vector.new(pos) deepest_place.y = 50 for x = minp.x, maxp.x do for z = minp.z, maxp.z do local solid = 0 for y = deepest_place.y, -10, -1 do local node = data[area:index(x, y, z)] if y < deepest_place.y and node == c_air then deepest_place = vector.new(x, y, z) seen_air = true end if solid > 5 then -- Do not find caves! break end if node ~= c_air and node ~= c_ignore then solid = solid + 1 end end end end if seen_air then return deepest_place else return false end end minetest.register_entity("worldedge:lock", { initial_properties = { is_visible = false }, on_activate = function(staticdata, dtime_s) --self.object:set_armor_groups({immortal = 1}) end })