forked from VoxeLibre/VoxeLibre
Fix bed checks, see Wuzzy/MineClone2#785
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@ -68,9 +68,15 @@ local function lay_down(player, pos, bed_pos, state, skip)
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return false
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return false
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end
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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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if bed_pos then
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yaw, param2 = get_look_yaw(bed_pos)
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dir = minetest.facedir_to_dir(param2)
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bed_pos2 = {x = bed_pos.x - dir.x, y = bed_pos.y, z = bed_pos.z - dir.z}
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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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-- No sleeping if too far away
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-- No sleeping if too far away
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if vector.distance(bed_pos, pos) > 2 then
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if vector.distance(bed_pos, pos) > 2 and vector.distance(bed_pos2, pos) > 2 then
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minetest.chat_send_player(name, S("You can't sleep, the bed's too far away!"))
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minetest.chat_send_player(name, S("You can't sleep, the bed's too far away!"))
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return false
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return false
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end
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end
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@ -132,7 +138,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
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-- physics, eye_offset, etc
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-- physics, eye_offset, etc
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player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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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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if player:get_look_vertical() > 0 then
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player:set_look_vertical(0)
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player:set_look_vertical(0) -- this doesn't work :(
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end
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end
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mcl_player.player_attached[name] = false
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mcl_player.player_attached[name] = false
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playerphysics.remove_physics_factor(player, "speed", "mcl_beds:sleeping")
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playerphysics.remove_physics_factor(player, "speed", "mcl_beds:sleeping")
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@ -143,13 +149,12 @@ local function lay_down(player, pos, bed_pos, state, skip)
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-- lay down
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-- lay down
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else
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else
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local yaw, param2 = get_look_yaw(bed_pos)
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local dir = minetest.facedir_to_dir(param2)
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local p = {x = bed_pos.x - dir.x/2, y = bed_pos.y, z = bed_pos.z - dir.z/2}
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local n1 = minetest.get_node({x = bed_pos.x, y = bed_pos.y + 1, z = bed_pos.z})
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local n1 = minetest.get_node({x = bed_pos.x, y = bed_pos.y + 1, z = bed_pos.z})
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local n2 = minetest.get_node({x=bed_pos.x, y=bed_pos.y+2, z=bed_pos.z})
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local n2 = minetest.get_node({x = bed_pos2.x, y = bed_pos2.y + 1, z = bed_pos2.z})
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local n3 = minetest.get_node({x = bed_pos.x, y = bed_pos.y + 2, z = bed_pos.z})
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local def1 = minetest.registered_nodes[n1.name]
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local def1 = minetest.registered_nodes[n1.name]
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local def2 = minetest.registered_nodes[n2.name]
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local def2 = minetest.registered_nodes[n2.name]
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local def3 = minetest.registered_nodes[n3.name]
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if def1.walkable or def2.walkable then
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if def1.walkable or def2.walkable then
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minetest.chat_send_player(name, S("You can't sleep, the bed is obstructed!"))
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minetest.chat_send_player(name, S("You can't sleep, the bed is obstructed!"))
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return false
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return false
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@ -160,8 +165,13 @@ local function lay_down(player, pos, bed_pos, state, skip)
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local spawn_changed = false
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local spawn_changed = false
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if minetest.get_modpath("mcl_spawn") then
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if minetest.get_modpath("mcl_spawn") then
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local spos = table.copy(bed_pos)
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local spos
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if def3.walkable then -- no place for spawning in bed - use player's current pos (near the bed)
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spos = table.copy(pos)
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else
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spos = table.copy(bed_pos)
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spos.y = spos.y + 0.1
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spos.y = spos.y + 0.1
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end
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spawn_changed = mcl_spawn.set_spawn_pos(player, spos) -- save respawn position when entering bed
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spawn_changed = mcl_spawn.set_spawn_pos(player, spos) -- save respawn position when entering bed
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end
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end
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@ -192,7 +202,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
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player:get_meta():set_string("mcl_beds:sleeping", "true")
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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)
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playerphysics.add_physics_factor(player, "speed", "mcl_beds:sleeping", 0)
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playerphysics.add_physics_factor(player, "jump", "mcl_beds:sleeping", 0)
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playerphysics.add_physics_factor(player, "jump", "mcl_beds:sleeping", 0)
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player:set_pos(p)
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player:set_pos(bed_center)
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mcl_player.player_attached[name] = true
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mcl_player.player_attached[name] = true
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hud_flags.wielditem = false
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hud_flags.wielditem = false
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mcl_player.player_set_animation(player, "lay" , 0)
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mcl_player.player_set_animation(player, "lay" , 0)
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