Prevent sleeping if solid or damage block over bed
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@ -118,16 +118,28 @@ local function lay_down(player, pos, bed_pos, state, skip)
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-- lay down
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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 / 4, y = bed_pos.y, z = bed_pos.z + dir.z / 4}
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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 def1 = minetest.registered_nodes[n1.name]
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local def2 = minetest.registered_nodes[n2.name]
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if def1.walkable or def2.walkable then
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minetest.chat_send_player(name, "You can't sleep, the bed is obstructed!")
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return
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elseif (def1.damage_per_second ~= nil and def1.damage_per_second > 0) or (def2.damage_per_second ~= nil and def2.damage_per_second > 0) then
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minetest.chat_send_player(name, "It's too dangerous to sleep here!")
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return
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end
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mcl_beds.player[name] = 1
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mcl_beds.pos[name] = pos
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player_in_bed = player_in_bed + 1
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-- physics, eye_offset, etc
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player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
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local yaw, param2 = get_look_yaw(bed_pos)
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player:set_look_horizontal(yaw)
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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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player:set_attribute("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, "jump", "mcl_beds:sleeping", 0)
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