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MineClone2/mods/PLAYER/mcl_spawn/init.lua

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Lua
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mcl_spawn = {}
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local mg_name = minetest.get_mapgen_setting("mg_name")
-- Returns current custom spawn position of player.
-- Returns nil if player has no custom spawn position.
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-- If player is nil or not a player, the default spawn point is returned.
-- The second return value is true if spawn point is player-chosen,
-- false otherwise.
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mcl_spawn.get_spawn_pos = function(player)
local spawn, custom_spawn = nil, false
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if player ~= nil and player:is_player() then
local attr = player:get_attribute("mcl_beds:spawn")
if attr ~= nil and attr ~= "" then
spawn = minetest.string_to_pos(attr)
custom_spawn = true
end
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end
if not spawn or spawn == "" then
spawn = minetest.setting_get_pos("static_spawnpoint")
custom_spawn = false
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end
if not spawn or spawn == "" then
local attr = player:get_attribute("mcl_spawn:first_spawn")
if attr ~= nil and attr ~= "" then
spawn = minetest.string_to_pos(attr)
custom_spawn = false
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end
end
return spawn, custom_spawn
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end
-- Sets the player's spawn position to pos.
-- Set pos to nil to clear the spawn position.
-- If message is set, informs the player with a chat message when the spawn position
-- changed.
mcl_spawn.set_spawn_pos = function(player, pos, message)
local spawn_changed = false
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if pos == nil then
if player:get_attribute("mcl_beds:spawn") ~= "" then
spawn_changed = true
if message then
minetest.chat_send_player(player:get_player_name(), "Respawn position cleared!")
end
end
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player:set_attribute("mcl_beds:spawn", "")
else
local oldpos = minetest.string_to_pos(player:get_attribute("mcl_beds:spawn"))
if oldpos then
-- We don't bother sending a message if the new spawn pos is basically the same
if vector.distance(pos, oldpos) > 0.1 then
spawn_changed = true
if message then
minetest.chat_send_player(player:get_player_name(), "New respawn position set!")
end
end
end
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player:set_attribute("mcl_beds:spawn", minetest.pos_to_string(pos))
end
return spawn_changed
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end
-- Respawn player at specified respawn position
minetest.register_on_respawnplayer(function(player)
local pos, custom_spawn = mcl_spawn.get_spawn_pos(player)
if pos and custom_spawn then
-- Check if bed is still there
-- and the spawning position is free of solid or damaging blocks.
local node_bed = minetest.get_node(pos)
local node_up1 = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
local node_up2 = minetest.get_node({x=pos.x,y=pos.y+2,z=pos.z})
local bgroup = minetest.get_item_group(node_bed.name, "bed")
local def1 = minetest.registered_nodes[node_up1.name]
local def2 = minetest.registered_nodes[node_up2.name]
if (bgroup == 1 or bgroup == 2) and
(not def1.walkable) and (not def2.walkable) and
(def1.damage_per_second == nil or def2.damage_per_second <= 0) and
(def1.damage_per_second == nil or def2.damage_per_second <= 0) then
player:set_pos(pos)
return true
else
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-- Forget spawn if bed was missing
if (bgroup ~= 1 and bgroup ~= 2) then
mcl_spawn.set_spawn_pos(player, nil)
end
minetest.chat_send_player(player:get_player_name(), "Your spawn bed was missing or blocked.")
end
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end
end)
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minetest.register_on_newplayer(function(player)
-- Remember where the player spawned first
player:set_attribute("mcl_spawn:first_spawn", minetest.pos_to_string(player:get_pos()))
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end)