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local S = minetest.get_translator ( minetest.get_current_modname ( ) )
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local F = minetest.formspec_escape
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local math = math
local vector = vector
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local player_in_bed = 0
local is_sp = minetest.is_singleplayer ( )
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local weather_mod = minetest.get_modpath ( " mcl_weather " )
local explosions_mod = minetest.get_modpath ( " mcl_explosions " )
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local spawn_mod = minetest.get_modpath ( " mcl_spawn " )
local worlds_mod = minetest.get_modpath ( " mcl_worlds " )
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local function mcl_log ( message )
mcl_util.mcl_log ( message , " [Beds] " )
end
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-- Helper functions
local function get_look_yaw ( pos )
local n = minetest.get_node ( pos )
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local param = n.param2
if param == 1 then
return math.pi / 2 , param
elseif param == 3 then
return - math.pi / 2 , param
elseif param == 0 then
return math.pi , param
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else
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return 0 , param
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end
end
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local function players_in_bed_setting ( )
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return tonumber ( minetest.settings : get ( " mcl_playersSleepingPercentage " ) ) or 100
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end
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local function is_night_skip_enabled ( )
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return players_in_bed_setting ( ) <= 100
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end
local function check_in_beds ( players )
if not players then
players = minetest.get_connected_players ( )
end
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if player_in_bed <= 0 then
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return false
end
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return players_in_bed_setting ( ) <= ( player_in_bed * 100 ) / # players
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end
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-- These monsters do not prevent sleep
local monster_exceptions = {
[ " mobs_mc:ghast " ] = true ,
[ " mobs_mc:enderdragon " ] = true ,
[ " mobs_mc:killer_bunny " ] = true ,
[ " mobs_mc:slime_big " ] = true ,
[ " mobs_mc:slime_small " ] = true ,
[ " mobs_mc:slime_tiny " ] = true ,
[ " mobs_mc:magma_cube_big " ] = true ,
[ " mobs_mc:magma_cube_small " ] = true ,
[ " mobs_mc:magma_cube_tiny " ] = true ,
[ " mobs_mc:shulker " ] = true ,
}
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function mcl_beds . is_night ( tod )
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-- Values taken from Minecraft Wiki with offset of +600
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if not tod then
tod = minetest.get_timeofday ( )
end
tod = ( tod * 24000 ) % 24000
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return tod > 18541 or tod < 5458
end
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local function lay_down ( player , pos , bed_pos , state , skip )
local name = player : get_player_name ( )
local hud_flags = player : hud_get_flags ( )
if not player or not name then
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return false
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end
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local yaw , param2 , dir , bed_pos2 , bed_center
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if bed_pos then
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yaw , param2 = get_look_yaw ( bed_pos )
dir = minetest.facedir_to_dir ( param2 )
bed_pos2 = { x = bed_pos.x - dir.x , y = bed_pos.y , z = bed_pos.z - dir.z }
bed_center = { x = bed_pos.x - dir.x / 2 , y = bed_pos.y + 0.1 , z = bed_pos.z - dir.z / 2 }
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-- save respawn position when entering bed
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if spawn_mod and mcl_spawn.set_spawn_pos ( player , bed_pos , nil ) then
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minetest.chat_send_player ( name , S ( " New respawn position set! " ) )
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awards.unlock ( player : get_player_name ( ) , " mcl:sweetDreams " )
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end
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if not mcl_beds.is_night ( ) and ( not weather_mod or ( mcl_weather.get_weather ( ) ~= " thunder " ) ) then
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return false , S ( " You can only sleep at night or during a thunderstorm. " )
end
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-- No sleeping if too far away
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if vector.distance ( bed_pos , pos ) > 2 and vector.distance ( bed_pos2 , pos ) > 2 then
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return false , S ( " You can't sleep, the bed's too far away! " )
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end
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for _ , other_pos in pairs ( mcl_beds.bed_pos ) do
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if vector.distance ( bed_pos2 , other_pos ) < 0.1 then
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return false , S ( " This bed is already occupied! " )
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end
end
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-- No sleeping while moving. Slightly different behaviour than in MC.
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-- FIXME: Velocity threshold should be 0.01 but Minetest 5.3.0
-- sometimes reports incorrect Y speed. A velocity threshold
-- of 0.125 still seems good enough.
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if vector.length ( player : get_velocity ( ) or player : get_player_velocity ( ) ) > 0.125 then
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return false , S ( " You have to stop moving before going to bed! " )
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end
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-- No sleeping if monsters nearby.
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for _ , obj in pairs ( minetest.get_objects_inside_radius ( bed_pos , 8 ) ) do
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if obj and not obj : is_player ( ) then
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local ent = obj : get_luaentity ( )
local mobname = ent.name
local def = minetest.registered_entities [ mobname ]
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-- Approximation of monster detection range
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if def.is_mob and ( def.type == " monster " or mobname == " mobs_mc:zombified_piglin " ) then
if monster_exceptions [ mobname ] or
( mobname == " mobs_mc:zombified_piglin " and ent.state ~= " attack " ) then
-- Some exceptions do not prevent sleep. Zombie piglin only prevent sleep while they are hostile.
else
if math.abs ( bed_pos.y - obj : get_pos ( ) . y ) <= 5 then
return false , S ( " You can't sleep now, monsters are nearby! " )
end
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end
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end
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end
end
end
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-- stand up
if state ~= nil and not state then
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local p = mcl_beds.pos [ name ] or nil
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if mcl_beds.player [ name ] then
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mcl_beds.player [ name ] = nil
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player_in_bed = player_in_bed - 1
end
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mcl_beds.pos [ name ] = nil
mcl_beds.bed_pos [ name ] = nil
if p then
player : set_pos ( p )
end
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-- skip here to prevent sending player specific changes (used for leaving players)
if skip then
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return false
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end
-- physics, eye_offset, etc
player : set_eye_offset ( { x = 0 , y = 0 , z = 0 } , { x = 0 , y = 0 , z = 0 } )
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if player : get_look_vertical ( ) > 0 then
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player : set_look_vertical ( 0 )
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end
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mcl_player.player_attached [ name ] = false
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playerphysics.remove_physics_factor ( player , " speed " , " mcl_beds:sleeping " )
playerphysics.remove_physics_factor ( player , " jump " , " mcl_beds:sleeping " )
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player : get_meta ( ) : set_string ( " mcl_beds:sleeping " , " false " )
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hud_flags.wielditem = true
mcl_player.player_set_animation ( player , " stand " , 30 )
-- lay down
else
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local n1 = minetest.get_node ( { x = bed_pos.x , y = bed_pos.y + 1 , z = bed_pos.z } )
local n2 = minetest.get_node ( { x = bed_pos2.x , y = bed_pos2.y + 1 , z = bed_pos2.z } )
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local def1 = minetest.registered_nodes [ n1.name ]
local def2 = minetest.registered_nodes [ n2.name ]
if def1.walkable or def2.walkable then
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return false , S ( " You can't sleep, the bed is obstructed! " )
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elseif ( def1.damage_per_second and def1.damage_per_second > 0 ) or ( def2.damage_per_second and def2.damage_per_second > 0 ) then
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return false , S ( " It's too dangerous to sleep here! " )
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end
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mcl_beds.player [ name ] = 1
mcl_beds.pos [ name ] = pos
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mcl_beds.bed_pos [ name ] = bed_pos2
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player_in_bed = player_in_bed + 1
-- physics, eye_offset, etc
player : set_eye_offset ( { x = 0 , y = - 13 , z = 0 } , { x = 0 , y = 0 , z = 0 } )
player : set_look_horizontal ( yaw )
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-- With head tracking:
player : set_look_vertical ( 0 )
-- Without head tracking:
-- player:set_look_vertical(-(math.pi/2))
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player : get_meta ( ) : set_string ( " mcl_beds:sleeping " , " true " )
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playerphysics.add_physics_factor ( player , " speed " , " mcl_beds:sleeping " , 0 )
playerphysics.add_physics_factor ( player , " jump " , " mcl_beds:sleeping " , 0 )
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player : set_pos ( bed_center )
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mcl_player.player_attached [ name ] = true
hud_flags.wielditem = false
mcl_player.player_set_animation ( player , " lay " , 0 )
end
player : hud_set_flags ( hud_flags )
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return true
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end
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local function update_formspecs ( finished , ges )
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local ges = ges or # minetest.get_connected_players ( )
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local form_n = " size[12,5;true] "
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local all_in_bed = players_in_bed_setting ( ) <= ( player_in_bed * 100 ) / ges
local night_skip = is_night_skip_enabled ( )
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local button_leave = " button_exit[4,3;4,0.75;leave; " .. F ( S ( " Leave bed " ) ) .. " ] "
local button_abort = " button_exit[4,3;4,0.75;leave; " .. F ( S ( " Abort sleep " ) ) .. " ] "
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local bg_presleep = " bgcolor[#00000080;true] "
local bg_sleep = " bgcolor[#000000FF;true] "
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local chatbox = " field[0.2,4.5;9,1;chatmessage; " .. F ( S ( " Chat: " ) ) .. " ;] "
local chatsubmit = " button[9.2,3.75;1,2;chatsubmit; " .. F ( S ( " send! " ) ) .. " ] "
local defaultmessagebutton = " button[10.2,3.75;1,2;defaultmessage;zzZzzZ] "
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form_n = form_n .. chatbox .. chatsubmit --because these should be in the formspec in ANY case, they might as well be added here already
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if finished then
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for name , _ in pairs ( mcl_beds.player ) do
minetest.close_formspec ( name , " mcl_beds_form " )
end
return
elseif not is_sp then
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local text = S ( " Players in bed: @1/@2 " , player_in_bed , ges )
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if not night_skip then
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text = text .. " \n " .. S ( " Note: Night skip is disabled. " )
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form_n = form_n .. bg_presleep
form_n = form_n .. button_leave
elseif all_in_bed then
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text = text .. " \n " .. S ( " You're sleeping. " )
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form_n = form_n .. bg_sleep
form_n = form_n .. button_abort
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else
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local comment = " You will fall asleep when "
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if players_in_bed_setting ( ) == 100 then
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comment = S ( comment .. " all players are in bed. " )
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else
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comment = S ( comment .. " @1% of all players are in bed. " , players_in_bed_setting ( ) )
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end
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text = text .. " \n " .. comment
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form_n = form_n .. bg_presleep
form_n = form_n .. button_leave
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form_n = form_n .. defaultmessagebutton --Players should only be able to see that button when: -Skipping the night is possible -There aren't enoght players sleeping yet
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end
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form_n = form_n .. " label[0.5,1; " .. F ( text ) .. " ] "
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else
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local text
if night_skip then
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text = S ( " You're sleeping. " )
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form_n = form_n .. bg_sleep
form_n = form_n .. button_abort
else
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text = S ( " You're in bed. " ) .. " \n " .. S ( " Note: Night skip is disabled. " )
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form_n = form_n .. bg_presleep
form_n = form_n .. button_leave
end
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form_n = form_n .. " label[0.5,1; " .. F ( text ) .. " ] "
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end
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for name , _ in pairs ( mcl_beds.player ) do
minetest.show_formspec ( name , " mcl_beds_form " , form_n )
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end
end
-- Public functions
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-- Handle environment stuff related to sleeping: skip night and thunderstorm
function mcl_beds . sleep ( )
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if is_night_skip_enabled ( ) then
if weather_mod and mcl_weather.get_weather ( ) == " thunder " then
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local endtime = ( mcl_weather.end_time - minetest.get_gametime ( ) ) * 72 / 24000
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minetest.set_timeofday ( ( minetest.get_timeofday ( ) + endtime ) % 1 )
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if mcl_beds.is_night ( ) then
mcl_beds.skip_night ( )
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mcl_beds.kick_players ( )
else
mcl_beds.kick_players ( )
end
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-- Always clear weather
mcl_weather.change_weather ( " none " )
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elseif mcl_beds.is_night ( ) and weather_mod then
mcl_beds.skip_night ( )
mcl_beds.kick_players ( )
mcl_weather.change_weather ( " none " )
elseif mcl_beds.is_night ( ) and not weather_mod then
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mcl_beds.skip_night ( )
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mcl_beds.kick_players ( )
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end
end
end
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-- Throw all players out of bed
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function mcl_beds . kick_players ( )
for name , _ in pairs ( mcl_beds.player ) do
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local player = minetest.get_player_by_name ( name )
lay_down ( player , nil , nil , false )
end
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update_formspecs ( false )
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end
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-- Throw a player out of bed
function mcl_beds . kick_player ( player )
local name = player : get_player_name ( )
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if mcl_beds.player [ name ] then
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lay_down ( player , nil , nil , false )
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update_formspecs ( false )
minetest.close_formspec ( name , " mcl_beds_form " )
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end
end
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function mcl_beds . skip_night ( )
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minetest.set_timeofday ( 0.25 ) -- tod = 6000
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end
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function mcl_beds . get_bed_top ( pos )
local node = minetest.get_node ( pos )
local dir = minetest.facedir_to_dir ( node.param2 )
local bed_top_pos = vector.add ( pos , dir )
local bed_top = minetest.get_node ( bed_top_pos )
if bed_top then
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--mcl_log("Has a bed top")
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else
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--mcl_log("No bed top")
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end
return bed_top_pos
end
function mcl_beds . get_bed_bottom ( pos )
local node = minetest.get_node ( pos )
local dir = minetest.facedir_to_dir ( node.param2 )
mcl_log ( " Dir: " .. tostring ( dir ) )
local bed_bottom = vector.add ( pos , - dir )
mcl_log ( " bed_bottom: " .. tostring ( bed_bottom ) )
local bed_bottom_node = minetest.get_node ( bed_bottom )
if bed_bottom_node then
mcl_log ( " Bed bottom node name: " .. bed_bottom_node.name )
else
mcl_log ( " Didn't get bed bottom " )
end
return bed_bottom
end
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function mcl_beds . on_rightclick ( pos , player , is_top )
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-- Anti-Inception: Don't allow to sleep while you're sleeping
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if player : get_meta ( ) : get_string ( " mcl_beds:sleeping " ) == " true " then
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return
end
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if worlds_mod then
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local dim = mcl_worlds.pos_to_dimension ( pos )
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if dim == " nether " or dim == " end " then
-- Bed goes BOOM in the Nether or End.
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local node = minetest.get_node ( pos )
local dir = minetest.facedir_to_dir ( node.param2 )
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minetest.remove_node ( pos )
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minetest.remove_node ( string.sub ( node.name , - 4 ) == " _top " and vector.subtract ( pos , dir ) or vector.add ( pos , dir ) )
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if explosions_mod then
mcl_explosions.explode ( pos , 5 , { drop_chance = 1.0 , fire = true } )
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end
return
end
end
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local name = player : get_player_name ( )
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local ppos = player : get_pos ( )
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-- move to bed
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if not mcl_beds.player [ name ] then
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local message
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if is_top then
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message = select ( 2 , lay_down ( player , ppos , pos ) )
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else
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local other = mcl_beds.get_bed_top ( pos )
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message = select ( 2 , lay_down ( player , ppos , other ) )
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end
if message then
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mcl_title.set ( player , " actionbar " , { text = message , color = " white " , stay = 60 } )
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else -- someone just successfully entered a bed
local connected_players = minetest.get_connected_players ( )
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local sleep_hud_message = S ( " @1/@2 players currently in bed. " , player_in_bed , math.ceil ( players_in_bed_setting ( ) * # connected_players / 100 ) )
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for _ , player in pairs ( connected_players ) do
if not mcl_beds.player [ player : get_player_name ( ) ] then -- only send message to players not sleeping.
if mcl_title.params_get ( player ) then mcl_title.clear ( player ) end -- clear, old message is still being displayed
mcl_title.set ( player , " actionbar " , { text = sleep_hud_message , color = " white " , stay = 60 } )
end
end
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end
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else
lay_down ( player , nil , nil , false )
end
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update_formspecs ( false )
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-- skip the night and let all players stand up
if check_in_beds ( ) then
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minetest.after ( 5 , function ( )
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if check_in_beds ( ) then
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update_formspecs ( is_night_skip_enabled ( ) )
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mcl_beds.sleep ( )
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end
end )
end
end
-- Callbacks
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minetest.register_on_joinplayer ( function ( player )
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local meta = player : get_meta ( )
if meta : get_string ( " mcl_beds:sleeping " ) == " true " then
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-- Make player awake on joining server
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meta : set_string ( " mcl_beds:sleeping " , " false " )
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end
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playerphysics.remove_physics_factor ( player , " speed " , " mcl_beds:sleeping " )
playerphysics.remove_physics_factor ( player , " jump " , " mcl_beds:sleeping " )
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update_formspecs ( false )
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end )
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minetest.register_on_leaveplayer ( function ( player )
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lay_down ( player , nil , nil , false , true )
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local players = minetest.get_connected_players ( )
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local name = player : get_player_name ( )
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for n , player in ipairs ( players ) do
if player : get_player_name ( ) == name then
players [ n ] = nil
break
end
end
if check_in_beds ( players ) then
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minetest.after ( 5 , function ( )
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if check_in_beds ( ) then
update_formspecs ( is_night_skip_enabled ( ) )
mcl_beds.sleep ( )
end
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end )
end
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update_formspecs ( false , # players )
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end )
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local message_rate_limit = tonumber ( minetest.settings : get ( " chat_message_limit_per_10sec " ) ) or 8 --NEVER change this! if this was java, i would've declared it as final
local playermessagecounter = { }
--[[
This table stores how many messages a player XY has sent ( only while being in a bed ) within 10 secs
It gets reset after 10 secs using a globalstep
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--]]
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local chatbuttonused = false
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local globalstep_timer = 0
minetest.register_globalstep ( function ( dtime )
globalstep_timer = globalstep_timer + dtime
if globalstep_timer >= 10 then
globalstep_timer = 0
playermessagecounter = { }
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chatbuttonused = false
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end
end )
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local function exceeded_rate_limit ( playername ) --Note: will also take care of increasing value and sending feedback message if needed
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if playermessagecounter [ playername ] == nil then
playermessagecounter [ playername ] = 0
end
if playermessagecounter [ playername ] >= message_rate_limit then -- == should do as well
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minetest.chat_send_player ( playername , S ( " You exceeded the maximum number of messages per 10 seconds! " ) .. " ( " .. tostring ( message_rate_limit ) .. " ) " )
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return true
end
playermessagecounter [ playername ] = playermessagecounter [ playername ] + 1
return false
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end
local function shout_priv_check ( player )
if not minetest.check_player_privs ( player , " shout " ) then
minetest.chat_send_player ( player : get_player_name ( ) , S ( " You are missing the 'shout' privilege! It's required in order to talk in chat... " ) )
return false
end
return true
end
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minetest.register_on_player_receive_fields ( function ( player , formname , fields )
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if formname ~= " mcl_beds_form " then
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return
end
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local custom_sleep_message
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if fields.chatsubmit and fields.chatmessage ~= " " then
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custom_sleep_message = fields.chatmessage
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end
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if custom_sleep_message or fields.defaultmessage then
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if chatbuttonused then
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local time_to_wait = math.ceil ( 10 - globalstep_timer )
minetest.chat_send_player ( player : get_player_name ( ) , S ( " Sorry, but you have to wait @1 seconds until you may use this button again! " , tostring ( time_to_wait ) ) )
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return
end
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if ( not exceeded_rate_limit ( player : get_player_name ( ) ) ) and shout_priv_check ( player ) then
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chatbuttonused = true
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local message = custom_sleep_message or S ( " Hey! Would you guys mind sleeping? " )
minetest.chat_send_all ( minetest.format_chat_message ( player : get_player_name ( ) , message ) )
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end
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return
end
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if fields.quit or fields.leave then
lay_down ( player , nil , nil , false )
update_formspecs ( false )
end
if fields.force then
update_formspecs ( is_night_skip_enabled ( ) )
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mcl_beds.sleep ( )
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end
end )
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minetest.register_on_player_hpchange ( function ( player , hp_change )
if hp_change < 0 then
mcl_beds.kick_player ( player )
end
end )