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DigWorks/mods/ITEMS/mcl_beds/functions.lua

407 lines
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Lua

local S = minetest.get_translator(minetest.get_current_modname())
local F = minetest.formspec_escape
local math = math
local vector = vector
local player_in_bed = 0
local is_sp = minetest.is_singleplayer()
local weather_mod = minetest.get_modpath("mcl_weather")
local explosions_mod = minetest.get_modpath("mcl_explosions")
local spawn_mod = minetest.get_modpath("mcl_spawn")
local worlds_mod = minetest.get_modpath("mcl_worlds")
-- Helper functions
local function get_look_yaw(pos)
local n = minetest.get_node(pos)
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
else
return 0, param
end
end
local function players_in_bed_setting()
return tonumber(minetest.settings:get("mcl_playersSleepingPercentage")) or 100
end
local function is_night_skip_enabled()
return players_in_bed_setting() <= 100
end
local function check_in_beds(players)
if not players then
players = minetest.get_connected_players()
end
if player_in_bed <= 0 then
return false
end
return players_in_bed_setting() <= (player_in_bed * 100) / #players
end
-- 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,
}
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
return false
end
local yaw, param2, dir, bed_pos2, bed_center
if bed_pos then
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}
-- save respawn position when entering bed
if spawn_mod and mcl_spawn.set_spawn_pos(player, bed_pos, nil) then
minetest.chat_send_player(name, S("New respawn position set!"))
end
-- No sleeping if too far away
if vector.distance(bed_pos, pos) > 2 and vector.distance(bed_pos2, pos) > 2 then
return false, S("You can't sleep, the bed's too far away!")
end
for _, other_pos in pairs(mcl_beds.bed_pos) do
if vector.distance(bed_pos2, other_pos) < 0.1 then
return false, S("This bed is already occupied!")
end
end
-- No sleeping while moving. Slightly different behaviour than in MC.
-- 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.
if vector.length(player:get_velocity() or player:get_player_velocity()) > 0.125 then
return false, S("You have to stop moving before going to bed!")
end
-- No sleeping if monsters nearby.
-- The exceptions above apply.
-- Zombie pigmen only prevent sleep while they are hostle.
for _, obj in pairs(minetest.get_objects_inside_radius(bed_pos, 8)) do
if obj and not obj:is_player() then
local ent = obj:get_luaentity()
local mobname = ent.name
local def = minetest.registered_entities[mobname]
-- Approximation of monster detection range
if def._cmi_is_mob and ((mobname ~= "mobs_mc:pigman" and def.type == "monster" and not monster_exceptions[mobname]) or (mobname == "mobs_mc:pigman" and ent.state == "attack")) then
if math.abs(bed_pos.y - obj:get_pos().y) <= 5 then
return false, S("You can't sleep now, monsters are nearby!")
end
end
end
end
end
-- stand up
if state ~= nil and not state then
local p = mcl_beds.pos[name] or nil
if mcl_beds.player[name] then
mcl_beds.player[name] = nil
player_in_bed = player_in_bed - 1
end
mcl_beds.pos[name] = nil
mcl_beds.bed_pos[name] = nil
if p then
player:set_pos(p)
end
-- skip here to prevent sending player specific changes (used for leaving players)
if skip then
return false
end
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
if player:get_look_vertical() > 0 then
player:set_look_vertical(0)
end
mcl_player.player_attached[name] = false
playerphysics.remove_physics_factor(player, "speed", "mcl_beds:sleeping")
playerphysics.remove_physics_factor(player, "jump", "mcl_beds:sleeping")
player:get_meta():set_string("mcl_beds:sleeping", "false")
hud_flags.wielditem = true
mcl_player.player_set_animation(player, "stand" , 30)
-- lay down
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 def1 = minetest.registered_nodes[n1.name]
local def2 = minetest.registered_nodes[n2.name]
if def1.walkable or def2.walkable then
return false, S("You can't sleep, the bed is obstructed!")
elseif (def1.damage_per_second and def1.damage_per_second > 0) or (def2.damage_per_second and def2.damage_per_second > 0) then
return false, S("It's too dangerous to sleep here!")
end
-- Check day of time and weather
local tod = minetest.get_timeofday() * 24000
-- Values taken from Minecraft Wiki with offset of +6000
if tod < 18541 and tod > 5458 and (not weather_mod or (mcl_weather.get_weather() ~= "thunder")) then
return false, S("You can only sleep at night or during a thunderstorm.")
end
mcl_beds.player[name] = 1
mcl_beds.pos[name] = pos
mcl_beds.bed_pos[name] = bed_pos2
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)
-- With head tracking:
player:set_look_vertical(0)
-- Without head tracking:
-- player:set_look_vertical(-(math.pi/2))
player:get_meta():set_string("mcl_beds:sleeping", "true")
playerphysics.add_physics_factor(player, "speed", "mcl_beds:sleeping", 0)
playerphysics.add_physics_factor(player, "jump", "mcl_beds:sleeping", 0)
player:set_pos(bed_center)
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)
return true
end
local function update_formspecs(finished, ges)
local ges = ges or #minetest.get_connected_players()
local form_n = "size[12,5;true]"
local all_in_bed = players_in_bed_setting() <= (player_in_bed * 100) / ges
local night_skip = is_night_skip_enabled()
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")).."]"
local bg_presleep = "bgcolor[#00000080;true]"
local bg_sleep = "bgcolor[#000000FF;true]"
if finished then
for name,_ in pairs(mcl_beds.player) do
minetest.close_formspec(name, "mcl_beds_form")
end
return
elseif not is_sp then
local text = S("Players in bed: @1/@2", player_in_bed, ges)
if not night_skip then
text = text .. "\n" .. S("Note: Night skip is disabled.")
form_n = form_n .. bg_presleep
form_n = form_n .. button_leave
elseif all_in_bed then
text = text .. "\n" .. S("You're sleeping.")
form_n = form_n .. bg_sleep
form_n = form_n .. button_abort
else
local comment = "You will fall asleep when "
if players_in_bed_setting() == 100 then
comment = S(comment .. "all players are in bed.")
else
comment = S(comment .. "@1% of all players are in bed.", players_in_bed_setting())
end
text = text .. "\n" .. comment
form_n = form_n .. bg_presleep
form_n = form_n .. button_leave
end
form_n = form_n .. "label[0.5,1;"..F(text).."]"
else
local text
if night_skip then
text = S("You're sleeping.")
form_n = form_n .. bg_sleep
form_n = form_n .. button_abort
else
text = S("You're in bed.") .. "\n" .. S("Note: Night skip is disabled.")
form_n = form_n .. bg_presleep
form_n = form_n .. button_leave
end
form_n = form_n .. "label[0.5,1;"..F(text).."]"
end
for name,_ in pairs(mcl_beds.player) do
minetest.show_formspec(name, "mcl_beds_form", form_n)
end
end
-- Public functions
-- Handle environment stuff related to sleeping: skip night and thunderstorm
function mcl_beds.sleep()
local storm_skipped = mcl_beds.skip_thunderstorm()
-- Always clear weather
if weather_mod then
mcl_weather.change_weather("none")
end
if is_night_skip_enabled() then
if not storm_skipped then
mcl_beds.skip_night()
end
mcl_beds.kick_players()
end
end
-- Throw all players out of bed
function mcl_beds.kick_players()
for name, _ in pairs(mcl_beds.player) do
local player = minetest.get_player_by_name(name)
lay_down(player, nil, nil, false)
end
update_formspecs(false)
end
-- Throw a player out of bed
function mcl_beds.kick_player(player)
local name = player:get_player_name()
if mcl_beds.player[name] then
lay_down(player, nil, nil, false)
update_formspecs(false)
minetest.close_formspec(name, "mcl_beds_form")
end
end
function mcl_beds.skip_night()
minetest.set_timeofday(0.25) -- tod = 6000
end
function mcl_beds.skip_thunderstorm()
-- Skip thunderstorm
if weather_mod and mcl_weather.get_weather() == "thunder" then
-- Sleep for a half day (=minimum thunderstorm duration)
minetest.set_timeofday((minetest.get_timeofday() + 0.5) % 1)
return true
end
return false
end
function mcl_beds.on_rightclick(pos, player, is_top)
-- Anti-Inception: Don't allow to sleep while you're sleeping
if player:get_meta():get_string("mcl_beds:sleeping") == "true" then
return
end
if worlds_mod then
local dim = mcl_worlds.pos_to_dimension(pos)
if dim == "nether" or dim == "end" then
-- Bed goes BOOM in the Nether or End.
local node = minetest.get_node(pos)
local dir = minetest.facedir_to_dir(node.param2)
minetest.remove_node(pos)
minetest.remove_node(string.sub(node.name, -4) == "_top" and vector.subtract(pos, dir) or vector.add(pos, dir))
if explosions_mod then
mcl_explosions.explode(pos, 5, {drop_chance = 1.0, fire = true})
end
return
end
end
local name = player:get_player_name()
local ppos = player:get_pos()
-- move to bed
if not mcl_beds.player[name] then
local message
if is_top then
message = select(2, lay_down(player, ppos, pos))
else
local node = minetest.get_node(pos)
local dir = minetest.facedir_to_dir(node.param2)
local other = vector.add(pos, dir)
message = select(2, lay_down(player, ppos, other))
end
if message then
mcl_title.set(player, "actionbar", {text=message, color="white", stay=60})
end
else
lay_down(player, nil, nil, false)
end
update_formspecs(false)
-- skip the night and let all players stand up
if check_in_beds() then
minetest.after(5, function()
if check_in_beds() then
update_formspecs(is_night_skip_enabled())
mcl_beds.sleep()
end
end)
end
end
-- Callbacks
minetest.register_on_joinplayer(function(player)
local meta = player:get_meta()
if meta:get_string("mcl_beds:sleeping") == "true" then
-- Make player awake on joining server
meta:set_string("mcl_beds:sleeping", "false")
end
playerphysics.remove_physics_factor(player, "speed", "mcl_beds:sleeping")
playerphysics.remove_physics_factor(player, "jump", "mcl_beds:sleeping")
update_formspecs(false)
end)
minetest.register_on_leaveplayer(function(player)
lay_down(player, nil, nil, false, true)
local players = minetest.get_connected_players()
local name = player:get_player_name()
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
minetest.after(5, function()
if check_in_beds() then
update_formspecs(is_night_skip_enabled())
mcl_beds.sleep()
end
end)
end
update_formspecs(false, #players)
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "mcl_beds_form" then
return
end
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())
mcl_beds.sleep()
end
end)
minetest.register_on_player_hpchange(function(player, hp_change)
if hp_change < 0 then
mcl_beds.kick_player(player)
end
end)