Improve around-the-bed-respawn place search algorithm: square spiral up to 7 x/z nodes, thanks anon5, https://git.minetest.land/Wuzzy/MineClone2/issues/785
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@ -151,10 +151,8 @@ local function lay_down(player, pos, bed_pos, state, skip)
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else
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else
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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 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_pos2.x, y = bed_pos2.y + 1, z = bed_pos2.z})
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local n2 = minetest.get_node({x = bed_pos2.x, y = bed_pos2.y + 1, z = bed_pos2.z})
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local n3 = 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 def1 = minetest.registered_nodes[n1.name]
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local def2 = minetest.registered_nodes[n2.name]
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local def2 = minetest.registered_nodes[n2.name]
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local def3 = minetest.registered_nodes[n3.name]
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if def1.walkable or def2.walkable then
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if def1.walkable or def2.walkable then
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minetest.chat_send_player(name, S("You can't sleep, the bed is obstructed!"))
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minetest.chat_send_player(name, S("You can't sleep, the bed is obstructed!"))
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return false
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return false
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@ -165,14 +163,8 @@ local function lay_down(player, pos, bed_pos, state, skip)
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local spawn_changed = false
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local spawn_changed = false
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if minetest.get_modpath("mcl_spawn") then
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if minetest.get_modpath("mcl_spawn") then
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local spos
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-- save respawn position when entering bed
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if def3.walkable then -- no place for spawning in bed - use player's current pos (near the bed)
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spawn_changed = mcl_spawn.set_spawn_pos(player, bed_pos, false)
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spos = table.copy(pos)
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else
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spos = table.copy(bed_pos)
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spos.y = spos.y + 0.1
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end
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spawn_changed = mcl_spawn.set_spawn_pos(player, spos) -- save respawn position when entering bed
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end
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end
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-- Check day of time and weather
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-- Check day of time and weather
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@ -70,17 +70,18 @@ mcl_spawn.set_spawn_pos = function(player, pos, message)
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meta:set_string("mcl_beds:spawn", "")
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meta:set_string("mcl_beds:spawn", "")
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else
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else
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local oldpos = minetest.string_to_pos(meta:get_string("mcl_beds:spawn"))
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local oldpos = minetest.string_to_pos(meta:get_string("mcl_beds:spawn"))
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meta:set_string("mcl_beds:spawn", minetest.pos_to_string(pos))
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if oldpos then
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if oldpos then
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-- We don't bother sending a message if the new spawn pos is basically the same
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-- We don't bother sending a message if the new spawn pos is basically the same
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if vector.distance(pos, oldpos) > 0.1 then
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spawn_changed = vector.distance(pos, oldpos) > 0.1
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else
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-- If it wasn't set and now it will be set, it means it is changed
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spawn_changed = true
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spawn_changed = true
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if message then
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end
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if spawn_changed and message then
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minetest.chat_send_player(player:get_player_name(), S("New respawn position set!"))
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minetest.chat_send_player(player:get_player_name(), S("New respawn position set!"))
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end
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end
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end
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end
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end
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meta:set_string("mcl_beds:spawn", minetest.pos_to_string(pos))
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end
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return spawn_changed
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return spawn_changed
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end
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end
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@ -93,31 +94,52 @@ local function get_far_node(pos)
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return minetest.get_node(pos)
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return minetest.get_node(pos)
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end
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end
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local function good_for_respawn(pos)
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local node0 = get_far_node({x = pos.x, y = pos.y - 1, z = pos.z})
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local node1 = get_far_node({x = pos.x, y = pos.y, z = pos.z})
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local node2 = get_far_node({x = pos.x, y = pos.y + 1, z = pos.z})
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local def0 = minetest.registered_nodes[node0.name]
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local def1 = minetest.registered_nodes[node1.name]
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local def2 = minetest.registered_nodes[node2.name]
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return def0.walkable and (not def1.walkable) and (not def2.walkable) and
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(def1.damage_per_second == nil or def2.damage_per_second <= 0) and
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(def1.damage_per_second == nil or def2.damage_per_second <= 0)
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end
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-- Respawn player at specified respawn position
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-- Respawn player at specified respawn position
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minetest.register_on_respawnplayer(function(player)
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minetest.register_on_respawnplayer(function(player)
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local pos, custom_spawn = mcl_spawn.get_spawn_pos(player)
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local pos, custom_spawn = mcl_spawn.get_spawn_pos(player)
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if pos and custom_spawn then
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if pos and custom_spawn then
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-- Check if bed is still there
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-- Check if bed is still there
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-- and the spawning position is free of solid or damaging blocks.
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local node_bed = get_far_node(pos)
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local node_bed = get_far_node(pos)
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local node_up1 = get_far_node({x=pos.x,y=pos.y+1,z=pos.z})
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local node_up2 = get_far_node({x=pos.x,y=pos.y+2,z=pos.z})
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local bgroup = minetest.get_item_group(node_bed.name, "bed")
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local bgroup = minetest.get_item_group(node_bed.name, "bed")
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local def1 = minetest.registered_nodes[node_up1.name]
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if bgroup ~= 1 and bgroup ~= 2 then
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local def2 = minetest.registered_nodes[node_up2.name]
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-- Bed is destroyed:
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if (bgroup == 1 or bgroup == 2) and
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if player ~= nil and player:is_player() then
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(not def1.walkable) and (not def2.walkable) and
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player:get_meta():set_string("mcl_beds:spawn", "")
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(def1.damage_per_second == nil or def2.damage_per_second <= 0) and
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(def1.damage_per_second == nil or def2.damage_per_second <= 0) then
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player:set_pos(pos)
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return true
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else
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-- Forget spawn if bed was missing
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if (bgroup ~= 1 and bgroup ~= 2) then
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mcl_spawn.set_spawn_pos(player, nil)
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end
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end
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minetest.chat_send_player(player:get_player_name(), S("Your spawn bed was missing or blocked."))
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minetest.chat_send_player(player:get_player_name(), S("Your spawn bed was missing or blocked."))
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return false
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end
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end
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-- Find spawning position on/near the bed free of solid or damaging blocks iterating a square spiral 15x15:
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local x, z, dx, dz = 0, 0, 0, -1
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for i = 1, 225 do
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if x > -8 and x < 8 and z > -8 and z < 8 then
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for _,y in ipairs({0, 1, -1, 2, -2, 3, -3, 4, -4}) do
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local spawn_pos = {x = pos.x - z, y=pos.y + y, z = pos.z - x}
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if good_for_respawn(spawn_pos) then
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player:set_pos(spawn_pos)
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return true
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end
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end
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end
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if x == z or (x < 0 and x == -z) or (x > 0 and x == 1 - z) then
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dx, dz = -dz, dx
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end
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x, z = x + dx, z + dz
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end
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-- We here if we didn't find suitable place for respawn:
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return false
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end
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end
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end)
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end)
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