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MineClone2/mods/ITEMS/mcl_beds/functions.lua

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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")
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local spawn_mod = minetest.get_modpath("mcl_spawn")
local worlds_mod = minetest.get_modpath("mcl_worlds")
local function mcl_log (message)
mcl_util.mcl_log (message, "[Beds]")
end
-- 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
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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,
}
function mcl_beds.is_night(tod)
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-- Values taken from Minecraft Wiki with offset of +600
if not tod then
tod = minetest.get_timeofday()
end
tod = ( tod * 24000 ) % 24000
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return tod > 18541 or tod < 5458
end
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}
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-- save respawn position when entering bed
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if spawn_mod and mcl_spawn.set_spawn_pos(player, bed_pos, nil) then
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minetest.chat_send_player(name, S("New respawn position set!"))
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awards.unlock(player:get_player_name(), "mcl:sweetDreams")
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end
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if not mcl_beds.is_night() 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
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-- No sleeping if too far away
if vector.distance(bed_pos, pos) > 2 and vector.distance(bed_pos2, pos) > 2 then
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return false, S("You can't sleep, the bed's too far away!")
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end
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for _, other_pos in pairs(mcl_beds.bed_pos) do
if vector.distance(bed_pos2, other_pos) < 0.1 then
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return false, S("This bed is already occupied!")
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end
end
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-- No sleeping while moving. Slightly different behaviour than in MC.
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-- 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
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return false, S("You have to stop moving before going to bed!")
end
-- No sleeping if monsters nearby.
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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.is_mob and (def.type == "monster" or mobname == "mobs_mc:zombified_piglin") then
if monster_exceptions[mobname] or
(mobname == "mobs_mc:zombified_piglin" and ent.state ~= "attack") then
-- Some exceptions do not prevent sleep. Zombie piglin only prevent sleep while they are hostile.
else
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
end
-- stand up
if state ~= nil and not state then
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local p = mcl_beds.pos[name] or nil
if mcl_beds.player[name] then
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mcl_beds.player[name] = nil
player_in_bed = player_in_bed - 1
end
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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
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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
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return false, S("It's too dangerous to sleep here!")
end
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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
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local function update_formspecs(finished, ges)
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local ges = ges or #minetest.get_connected_players()
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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()
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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]"
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local chatbox = "field[0.2,4.5;9,1;chatmessage;"..F(S("Chat:"))..";]"
local chatsubmit = "button[9.2,3.75;1,2;chatsubmit;"..F(S("send!")).."]"
local defaultmessagebutton = "button[10.2,3.75;1,2;defaultmessage;zzZzzZ]"
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form_n = form_n .. chatbox .. chatsubmit --because these should be in the formspec in ANY case, they might as well be added here already
if finished then
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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
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else
local comment = "You will fall asleep when "
if players_in_bed_setting() == 100 then
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comment = S(comment .. "all players are in bed.")
else
comment = S(comment .. "@1% of all players are in bed.", players_in_bed_setting())
end
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text = text .. "\n" .. comment
form_n = form_n .. bg_presleep
form_n = form_n .. button_leave
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form_n = form_n .. defaultmessagebutton --Players should only be able to see that button when: -Skipping the night is possible -There aren't enoght players sleeping yet
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end
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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
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form_n = form_n .. "label[0.5,1;"..F(text).."]"
end
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for name,_ in pairs(mcl_beds.player) do
minetest.show_formspec(name, "mcl_beds_form", form_n)
end
end
-- Public functions
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-- Handle environment stuff related to sleeping: skip night and thunderstorm
function mcl_beds.sleep()
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if is_night_skip_enabled() then
if weather_mod and mcl_weather.get_weather() == "thunder" then
local endtime = (mcl_weather.end_time - minetest.get_gametime()) * 72 / 24000
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minetest.set_timeofday((minetest.get_timeofday() + endtime) %1)
if mcl_beds.is_night() then
mcl_beds.skip_night()
mcl_beds.kick_players()
else
mcl_beds.kick_players()
end
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-- Always clear weather
mcl_weather.change_weather("none")
elseif mcl_beds.is_night() and weather_mod then
mcl_beds.skip_night()
mcl_beds.kick_players()
mcl_weather.change_weather("none")
elseif mcl_beds.is_night() and not weather_mod then
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mcl_beds.skip_night()
mcl_beds.kick_players()
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end
end
end
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-- Throw all players out of bed
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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
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update_formspecs(false)
end
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-- Throw a player out of bed
function mcl_beds.kick_player(player)
local name = player:get_player_name()
if mcl_beds.player[name] then
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lay_down(player, nil, nil, false)
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update_formspecs(false)
minetest.close_formspec(name, "mcl_beds_form")
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end
end
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function mcl_beds.skip_night()
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minetest.set_timeofday(0.25) -- tod = 6000
end
function mcl_beds.get_bed_top (pos)
local node = minetest.get_node(pos)
local dir = minetest.facedir_to_dir(node.param2)
local bed_top_pos = vector.add(pos, dir)
local bed_top = minetest.get_node(bed_top_pos)
if bed_top then
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--mcl_log("Has a bed top")
else
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--mcl_log("No bed top")
end
return bed_top_pos
end
function mcl_beds.get_bed_bottom (pos)
local node = minetest.get_node(pos)
local dir = minetest.facedir_to_dir(node.param2)
mcl_log("Dir: " .. tostring(dir))
local bed_bottom = vector.add(pos, -dir)
mcl_log("bed_bottom: " .. tostring(bed_bottom))
local bed_bottom_node = minetest.get_node(bed_bottom)
if bed_bottom_node then
mcl_log("Bed bottom node name:" .. bed_bottom_node.name)
else
mcl_log("Didn't get bed bottom")
end
return bed_bottom
end
function mcl_beds.on_rightclick(pos, player, is_top)
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-- Anti-Inception: Don't allow to sleep while you're sleeping
if player:get_meta():get_string("mcl_beds:sleeping") == "true" then
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return
end
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if worlds_mod then
local dim = mcl_worlds.pos_to_dimension(pos)
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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)
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minetest.remove_node(pos)
minetest.remove_node(string.sub(node.name, -4) == "_top" and vector.subtract(pos, dir) or vector.add(pos, dir))
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if explosions_mod then
mcl_explosions.explode(pos, 5, {drop_chance = 1.0, fire = true})
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end
return
end
end
local name = player:get_player_name()
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local ppos = player:get_pos()
-- move to bed
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if not mcl_beds.player[name] then
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local message
if is_top then
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message = select(2, lay_down(player, ppos, pos))
else
local other = mcl_beds.get_bed_top (pos)
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message = select(2, lay_down(player, ppos, other))
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end
if message then
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mcl_title.set(player, "actionbar", {text=message, color="white", stay=60})
else -- someone just successfully entered a bed
local connected_players = minetest.get_connected_players()
local sleep_hud_message = S("@1/@2 players currently in bed.", player_in_bed, math.ceil(players_in_bed_setting() * #connected_players / 100))
for _, player in pairs(connected_players) do
if not mcl_beds.player[player:get_player_name()] then -- only send message to players not sleeping.
if mcl_title.params_get(player) then mcl_title.clear(player) end -- clear, old message is still being displayed
mcl_title.set(player, "actionbar", {text=sleep_hud_message, color="white", stay=60})
end
end
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end
else
lay_down(player, nil, nil, false)
end
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update_formspecs(false)
-- skip the night and let all players stand up
if check_in_beds() then
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minetest.after(5, function()
if check_in_beds() then
update_formspecs(is_night_skip_enabled())
mcl_beds.sleep()
end
end)
end
end
-- Callbacks
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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")
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end
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playerphysics.remove_physics_factor(player, "speed", "mcl_beds:sleeping")
playerphysics.remove_physics_factor(player, "jump", "mcl_beds:sleeping")
update_formspecs(false)
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end)
minetest.register_on_leaveplayer(function(player)
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lay_down(player, nil, nil, false, true)
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local players = minetest.get_connected_players()
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local name = player:get_player_name()
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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
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update_formspecs(false, #players)
end)
local message_rate_limit = tonumber(minetest.settings:get("chat_message_limit_per_10sec")) or 8 --NEVER change this! if this was java, i would've declared it as final
local playermessagecounter = {}
--[[
This table stores how many messages a player XY has sent (only while being in a bed) within 10 secs
It gets reset after 10 secs using a globalstep
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--]]
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local chatbuttonused = false
local globalstep_timer = 0
minetest.register_globalstep(function(dtime)
globalstep_timer = globalstep_timer + dtime
if globalstep_timer >= 10 then
globalstep_timer = 0
playermessagecounter = {}
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chatbuttonused = false
end
end)
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local function exceeded_rate_limit(playername) --Note: will also take care of increasing value and sending feedback message if needed
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if playermessagecounter[playername] == nil then
playermessagecounter[playername] = 0
end
if playermessagecounter[playername] >= message_rate_limit then -- == should do as well
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minetest.chat_send_player(playername,S("You exceeded the maximum number of messages per 10 seconds!") .. " (" .. tostring(message_rate_limit) .. ")")
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return true
end
playermessagecounter[playername] = playermessagecounter[playername] + 1
return false
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end
local function shout_priv_check(player)
if not minetest.check_player_privs(player,"shout") then
minetest.chat_send_player(player:get_player_name(),S("You are missing the 'shout' privilege! It's required in order to talk in chat..."))
return false
end
return true
end
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if formname ~= "mcl_beds_form" then
return
end
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local custom_sleep_message
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if fields.chatsubmit and fields.chatmessage ~= "" then
custom_sleep_message = fields.chatmessage
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end
if custom_sleep_message or fields.defaultmessage then
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if chatbuttonused then
local time_to_wait = math.ceil(10-globalstep_timer)
minetest.chat_send_player(player:get_player_name(),S("Sorry, but you have to wait @1 seconds until you may use this button again!", tostring(time_to_wait)))
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return
end
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if (not exceeded_rate_limit(player:get_player_name())) and shout_priv_check(player) then
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chatbuttonused = true
local message = custom_sleep_message or S("Hey! Would you guys mind sleeping?")
minetest.chat_send_all(minetest.format_chat_message(player:get_player_name(), message))
end
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return
end
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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())
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mcl_beds.sleep()
end
end)
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minetest.register_on_player_hpchange(function(player, hp_change)
if hp_change < 0 then
mcl_beds.kick_player(player)
end
end)