mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-11-03 17:10:27 +01:00
a5dc4b1611
- Added compassgps mod (solves #53) - Added /MFF flags on modified lines of worldedge/init.lua, and used `y+1` instead of `y` for `setpos()`
146 lines
3.4 KiB
Lua
146 lines
3.4 KiB
Lua
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-- TODO: Check for terrain height
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-- Defines the edge of a world
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local edge = 30000
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-- Radius which should be checked for a good teleportation place
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local radius = 2
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--------------
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local count = 0
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local waiting_list = {}
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--[[ Explanation of waiting_list table
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Index = Player name
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Value = {
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player = Player to teleport
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pos = Destination
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obj = Attacked entity
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notified = When the player must wait longer...
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}
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]]
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minetest.register_globalstep(function(dtime)
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count = count + dtime
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if count < 3 then
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return
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end
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count = 0
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for k, v in pairs(waiting_list) do
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if v.player and v.player:is_player() then
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local pos = get_surface_pos(v.pos)
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if pos then
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v.obj:setpos(pos)
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minetest.after(0.2, function(p, o)
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p:set_detach()
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o:remove()
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end, v.player, v.obj)
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waiting_list[k] = nil
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elseif not v.notified then
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v.notified = true
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minetest.chat_send_player(k, "Sorry, we have not found a free place yet. Please be patient.")
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end
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else
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v.obj:remove()
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waiting_list[k] = nil
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end
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end
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local newedge = edge - 5
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-- Check if the players are near the edge and teleport them
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local players = minetest.get_connected_players()
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for i, player in ipairs(players) do
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local name = player:get_player_name()
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if not waiting_list[name] then
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local pos = vector.round(player:getpos())
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local newpos = nil
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if pos.x >= edge then
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newpos = {x = -newedge, y = 10, z = pos.z}
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elseif pos.x <= -edge then
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newpos = {x = newedge, y = 10, z = pos.z}
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end
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if pos.z >= edge then
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newpos = {x = pos.x, y = 10, z = -newedge}
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newpos.y = get_surface_pos(newpos).y+1 -- /MFF (Mg|19/05//15)
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elseif pos.z <= -edge then
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newpos = {x = pos.x, y = 10, z = newedge}
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newpos.y = get_surface_pos(newpos).y+1 -- /MFF (Mg|19/05/15)
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end
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-- Teleport the player
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if newpos then
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minetest.chat_send_player(name, "Please wait a few seconds. We will teleport you soon.")
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local obj = minetest.add_entity(newpos, "worldedge:lock")
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player:set_attach(obj, "", {x=0, y=0, z=0}, {x=0, y=0, z=0})
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waiting_list[name] = {
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player = player,
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pos = newpos,
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obj = obj
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}
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obj:setpos(newpos)
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end
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end
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end
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end)
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function get_surface_pos(pos)
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local minp = {
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x = pos.x - radius - 1,
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y = -10,
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z = pos.z - radius - 1
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}
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local maxp = {
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x = pos.x + radius - 1,
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y = 50,
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z = pos.z + radius - 1
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}
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local vm = minetest.get_voxel_manip()
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local emin, emax = vm:read_from_map(minp, maxp)
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local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
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local data = vm:get_data()
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local seen_air = false
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local deepest_place = vector.new(pos)
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deepest_place.y = 50
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for x = minp.x, maxp.x do
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for z = minp.z, maxp.z do
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local solid = 0
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for y = deepest_place.y, -10, -1 do
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local node = data[area:index(x, y, z)]
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if y < deepest_place.y and node == c_air then
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deepest_place = vector.new(x, y, z)
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seen_air = true
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end
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if solid > 5 then
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-- Do not find caves!
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break
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end
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if node ~= c_air and node ~= c_ignore then
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solid = solid + 1
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end
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end
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end
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end
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if seen_air then
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return deepest_place
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else
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return false
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end
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end
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minetest.register_entity("worldedge:lock", {
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initial_properties = {
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is_visible = false
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},
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on_activate = function(staticdata, dtime_s)
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--self.object:set_armor_groups({immortal = 1})
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end
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})
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