Improve around-the-bed-respawn place search algorithm: square spiral up to 7 x/z nodes, thanks anon5, Wuzzy/MineClone2#785
This commit is contained in:
parent
7bbb7438ae
commit
daede2a183
|
@ -151,10 +151,8 @@ local function lay_down(player, pos, bed_pos, state, skip)
|
|||
else
|
||||
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})
|
||||
local n3 = minetest.get_node({x = bed_pos.x, y = bed_pos.y + 2, z = bed_pos.z})
|
||||
local def1 = minetest.registered_nodes[n1.name]
|
||||
local def2 = minetest.registered_nodes[n2.name]
|
||||
local def3 = minetest.registered_nodes[n3.name]
|
||||
if def1.walkable or def2.walkable then
|
||||
minetest.chat_send_player(name, S("You can't sleep, the bed is obstructed!"))
|
||||
return false
|
||||
|
@ -165,14 +163,8 @@ local function lay_down(player, pos, bed_pos, state, skip)
|
|||
|
||||
local spawn_changed = false
|
||||
if minetest.get_modpath("mcl_spawn") then
|
||||
local spos
|
||||
if def3.walkable then -- no place for spawning in bed - use player's current pos (near the bed)
|
||||
spos = table.copy(pos)
|
||||
else
|
||||
spos = table.copy(bed_pos)
|
||||
spos.y = spos.y + 0.1
|
||||
end
|
||||
spawn_changed = mcl_spawn.set_spawn_pos(player, spos) -- save respawn position when entering bed
|
||||
-- save respawn position when entering bed
|
||||
spawn_changed = mcl_spawn.set_spawn_pos(player, bed_pos, false)
|
||||
end
|
||||
|
||||
-- Check day of time and weather
|
||||
|
|
|
@ -70,17 +70,18 @@ mcl_spawn.set_spawn_pos = function(player, pos, message)
|
|||
meta:set_string("mcl_beds:spawn", "")
|
||||
else
|
||||
local oldpos = minetest.string_to_pos(meta:get_string("mcl_beds:spawn"))
|
||||
meta:set_string("mcl_beds:spawn", minetest.pos_to_string(pos))
|
||||
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 = vector.distance(pos, oldpos) > 0.1
|
||||
else
|
||||
-- If it wasn't set and now it will be set, it means it is changed
|
||||
spawn_changed = true
|
||||
if message then
|
||||
end
|
||||
if spawn_changed and message then
|
||||
minetest.chat_send_player(player:get_player_name(), S("New respawn position set!"))
|
||||
end
|
||||
end
|
||||
end
|
||||
meta:set_string("mcl_beds:spawn", minetest.pos_to_string(pos))
|
||||
end
|
||||
return spawn_changed
|
||||
end
|
||||
|
||||
|
@ -93,31 +94,52 @@ local function get_far_node(pos)
|
|||
return minetest.get_node(pos)
|
||||
end
|
||||
|
||||
local function good_for_respawn(pos)
|
||||
local node0 = get_far_node({x = pos.x, y = pos.y - 1, z = pos.z})
|
||||
local node1 = get_far_node({x = pos.x, y = pos.y, z = pos.z})
|
||||
local node2 = get_far_node({x = pos.x, y = pos.y + 1, z = pos.z})
|
||||
local def0 = minetest.registered_nodes[node0.name]
|
||||
local def1 = minetest.registered_nodes[node1.name]
|
||||
local def2 = minetest.registered_nodes[node2.name]
|
||||
return def0.walkable 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)
|
||||
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 = get_far_node(pos)
|
||||
local node_up1 = get_far_node({x=pos.x,y=pos.y+1,z=pos.z})
|
||||
local node_up2 = get_far_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
|
||||
-- Forget spawn if bed was missing
|
||||
if (bgroup ~= 1 and bgroup ~= 2) then
|
||||
mcl_spawn.set_spawn_pos(player, nil)
|
||||
if bgroup ~= 1 and bgroup ~= 2 then
|
||||
-- Bed is destroyed:
|
||||
if player ~= nil and player:is_player() then
|
||||
player:get_meta():set_string("mcl_beds:spawn", "")
|
||||
end
|
||||
minetest.chat_send_player(player:get_player_name(), S("Your spawn bed was missing or blocked."))
|
||||
return false
|
||||
end
|
||||
-- Find spawning position on/near the bed free of solid or damaging blocks iterating a square spiral 15x15:
|
||||
local x, z, dx, dz = 0, 0, 0, -1
|
||||
for i = 1, 225 do
|
||||
if x > -8 and x < 8 and z > -8 and z < 8 then
|
||||
for _,y in ipairs({0, 1, -1, 2, -2, 3, -3, 4, -4}) do
|
||||
local spawn_pos = {x = pos.x - z, y=pos.y + y, z = pos.z - x}
|
||||
if good_for_respawn(spawn_pos) then
|
||||
player:set_pos(spawn_pos)
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
if x == z or (x < 0 and x == -z) or (x > 0 and x == 1 - z) then
|
||||
dx, dz = -dz, dx
|
||||
end
|
||||
x, z = x + dx, z + dz
|
||||
end
|
||||
-- We here if we didn't find suitable place for respawn:
|
||||
return false
|
||||
end
|
||||
end)
|
||||
|
||||
|
|
Loading…
Reference in New Issue