96 lines
3.3 KiB
Lua
96 lines
3.3 KiB
Lua
mcl_spawn = {}
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local mg_name = minetest.get_mapgen_setting("mg_name")
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-- Returns current custom spawn position of player.
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-- Returns nil if player has no custom spawn position.
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-- If player is nil or not a player, the default spawn point is returned.
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-- The second return value is true if spawn point is player-chosen,
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-- false otherwise.
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mcl_spawn.get_spawn_pos = function(player)
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local spawn, custom_spawn = nil, false
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if player ~= nil and player:is_player() then
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local attr = player:get_attribute("mcl_beds:spawn")
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if attr ~= nil and attr ~= "" then
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spawn = minetest.string_to_pos(attr)
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custom_spawn = true
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end
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end
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if not spawn or spawn == "" then
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spawn = minetest.setting_get_pos("static_spawnpoint")
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custom_spawn = false
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end
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if not spawn or spawn == "" then
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local attr = player:get_attribute("mcl_spawn:first_spawn")
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if attr ~= nil and attr ~= "" then
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spawn = minetest.string_to_pos(attr)
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custom_spawn = false
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end
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end
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return spawn, custom_spawn
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end
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-- Sets the player's spawn position to pos.
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-- Set pos to nil to clear the spawn position.
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-- If message is set, informs the player with a chat message when the spawn position
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-- changed.
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mcl_spawn.set_spawn_pos = function(player, pos, message)
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local spawn_changed = false
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if pos == nil then
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if player:get_attribute("mcl_beds:spawn") ~= "" then
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spawn_changed = true
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if message then
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minetest.chat_send_player(player:get_player_name(), "Respawn position cleared!")
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end
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end
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player:set_attribute("mcl_beds:spawn", "")
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else
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local oldpos = minetest.string_to_pos(player:get_attribute("mcl_beds:spawn"))
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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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if vector.distance(pos, oldpos) > 0.1 then
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spawn_changed = true
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if message then
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minetest.chat_send_player(player:get_player_name(), "New respawn position set!")
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end
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end
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end
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player:set_attribute("mcl_beds:spawn", minetest.pos_to_string(pos))
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end
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return spawn_changed
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end
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-- Respawn player at specified respawn position
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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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if pos and custom_spawn then
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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 = minetest.get_node(pos)
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local node_up1 = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
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local node_up2 = minetest.get_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 def1 = minetest.registered_nodes[node_up1.name]
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local def2 = minetest.registered_nodes[node_up2.name]
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if (bgroup == 1 or bgroup == 2) and
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(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) 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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minetest.chat_send_player(player:get_player_name(), "Your spawn bed was missing or blocked.")
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end
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end
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end)
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minetest.register_on_newplayer(function(player)
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-- Remember where the player spawned first
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player:set_attribute("mcl_spawn:first_spawn", minetest.pos_to_string(player:get_pos()))
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end)
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