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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:
kay27 2020-09-09 14:35:44 +04:00
parent 7bbb7438ae
commit daede2a183
2 changed files with 46 additions and 32 deletions

View File

@ -151,10 +151,8 @@ local function lay_down(player, pos, bed_pos, state, skip)
else else
local n1 = minetest.get_node({x = bed_pos.x, y = bed_pos.y + 1, z = bed_pos.z}) 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 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 def1 = minetest.registered_nodes[n1.name]
local def2 = minetest.registered_nodes[n2.name] local def2 = minetest.registered_nodes[n2.name]
local def3 = minetest.registered_nodes[n3.name]
if def1.walkable or def2.walkable then if def1.walkable or def2.walkable then
minetest.chat_send_player(name, S("You can't sleep, the bed is obstructed!")) minetest.chat_send_player(name, S("You can't sleep, the bed is obstructed!"))
return false return false
@ -165,14 +163,8 @@ local function lay_down(player, pos, bed_pos, state, skip)
local spawn_changed = false local spawn_changed = false
if minetest.get_modpath("mcl_spawn") then if minetest.get_modpath("mcl_spawn") then
local spos -- save respawn position when entering bed
if def3.walkable then -- no place for spawning in bed - use player's current pos (near the bed) spawn_changed = mcl_spawn.set_spawn_pos(player, bed_pos, false)
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
end end
-- Check day of time and weather -- Check day of time and weather

View File

@ -70,17 +70,18 @@ mcl_spawn.set_spawn_pos = function(player, pos, message)
meta:set_string("mcl_beds:spawn", "") meta:set_string("mcl_beds:spawn", "")
else else
local oldpos = minetest.string_to_pos(meta:get_string("mcl_beds:spawn")) 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 if oldpos then
-- We don't bother sending a message if the new spawn pos is basically the same -- 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 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!")) minetest.chat_send_player(player:get_player_name(), S("New respawn position set!"))
end end
end end
end
meta:set_string("mcl_beds:spawn", minetest.pos_to_string(pos))
end
return spawn_changed return spawn_changed
end end
@ -93,31 +94,52 @@ local function get_far_node(pos)
return minetest.get_node(pos) return minetest.get_node(pos)
end 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 -- Respawn player at specified respawn position
minetest.register_on_respawnplayer(function(player) minetest.register_on_respawnplayer(function(player)
local pos, custom_spawn = mcl_spawn.get_spawn_pos(player) local pos, custom_spawn = mcl_spawn.get_spawn_pos(player)
if pos and custom_spawn then if pos and custom_spawn then
-- Check if bed is still there -- 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_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 bgroup = minetest.get_item_group(node_bed.name, "bed")
local def1 = minetest.registered_nodes[node_up1.name] if bgroup ~= 1 and bgroup ~= 2 then
local def2 = minetest.registered_nodes[node_up2.name] -- Bed is destroyed:
if (bgroup == 1 or bgroup == 2) and if player ~= nil and player:is_player() then
(not def1.walkable) and (not def2.walkable) and player:get_meta():set_string("mcl_beds:spawn", "")
(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)
end end
minetest.chat_send_player(player:get_player_name(), S("Your spawn bed was missing or blocked.")) minetest.chat_send_player(player:get_player_name(), S("Your spawn bed was missing or blocked."))
return false
end 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
end) end)