Fix raid registering as completed when unloading the area
parent
22fa5096c9
commit
057a78ed30
|
@ -127,16 +127,14 @@ function check_events(dtime)
|
|||
for idx,ae in pairs(active_events) do
|
||||
local player_near = false
|
||||
for _,pl in pairs(minetest.get_connected_players()) do
|
||||
if ae.pos and vector.distance(pl:get_pos(),ae.pos) < 256 then player_near = true end
|
||||
if ae.pos and vector.distance(pl:get_pos(),ae.pos) < 150 then player_near = true end
|
||||
end
|
||||
if ae.pos and not player_near then
|
||||
if ae.fail and ae:fail() ~= true then
|
||||
mcl_log("[mcl_events] Event "..e.readable_name.." at "..minetest.pos_to_string(vector.round(p.pos)).." aborted - no players near." )
|
||||
mcl_log("[mcl_events] Event "..ae.readable_name.." at "..minetest.pos_to_string(vector.round(ae.pos)).." aborted - no players near." )
|
||||
active_events[idx] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_globalstep(check_events)
|
||||
|
||||
|
|
|
@ -157,7 +157,7 @@ function mcl_raids.spawn_raid(event)
|
|||
local n = 12
|
||||
local i = math.random(1, n)
|
||||
local raid_pos = vector.offset(pos,r * math.cos(((i-1)/n) * (2*math.pi)),0, r * math.sin(((i-1)/n) * (2*math.pi)))
|
||||
local sn = minetest.find_nodes_in_area_under_air(vector.offset(raid_pos,-5,-50,-5), vector.offset(raid_pos,5,50,5), {"group:grass_block", "group:grass_block_snow", "group:snow_cover", "group:sand"})
|
||||
local sn = minetest.find_nodes_in_area_under_air(vector.offset(raid_pos,-5,-50,-5), vector.offset(raid_pos,5,50,5), {"group:grass_block", "group:grass_block_snow", "group:snow_cover", "group:sand", "mcl_core:ice"})
|
||||
mcl_bells.ring_once(pos)
|
||||
if sn and #sn > 0 then
|
||||
local spawn_pos = sn[math.random(#sn)]
|
||||
|
@ -268,6 +268,14 @@ mcl_events.register_event("raid",{
|
|||
end,
|
||||
on_stage_begin = mcl_raids.spawn_raid,
|
||||
cond_complete = function(self)
|
||||
local player_near = false
|
||||
for _,pl in pairs(minetest.get_connected_players()) do
|
||||
if self.pos and vector.distance(pl:get_pos(),self.pos) < 72 then player_near = true end
|
||||
end
|
||||
if not player_near then return false end
|
||||
--let the event api handle cancel the event when no players are near
|
||||
--without this check it would sort out the unloaded mob entities and
|
||||
--think the raid is defeated.
|
||||
local m = {}
|
||||
for k,o in pairs(self.mobs) do
|
||||
if o and o:get_pos() then
|
||||
|
|
Loading…
Reference in New Issue