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- local pi = math.pi
- local is_sp = minetest.is_singleplayer()
- local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
- if enable_respawn == nil then
- enable_respawn = true
- end
- -- support for MT game translation.
- local S = beds.get_translator
- -- Helper functions
- local function get_look_yaw(pos)
- local rotation = minetest.get_node(pos).param2
- if rotation > 3 then
- rotation = rotation % 4 -- Mask colorfacedir values
- end
- if rotation == 1 then
- return pi / 2, rotation
- elseif rotation == 3 then
- return -pi / 2, rotation
- elseif rotation == 0 then
- return pi, rotation
- else
- return 0, rotation
- end
- end
- local function is_night_skip_enabled()
- local enable_night_skip = minetest.settings:get_bool("enable_bed_night_skip")
- if enable_night_skip == nil then
- enable_night_skip = true
- end
- return enable_night_skip
- end
- local function check_in_beds(players)
- local in_bed = beds.player
- if not players then
- players = minetest.get_connected_players()
- end
- for n, player in ipairs(players) do
- local name = player:get_player_name()
- if not in_bed[name] then
- return false
- end
- end
- return #players > 0
- 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
- end
- -- stand up
- if state ~= nil and not state then
- if not beds.player[name] then
- -- player not in bed, do nothing
- return false
- end
- beds.bed_position[name] = nil
- -- skip here to prevent sending player specific changes (used for leaving players)
- if skip then
- return
- end
- player:set_pos(beds.pos[name])
- -- physics, eye_offset, etc
- local physics_override = beds.player[name].physics_override
- beds.player[name] = nil
- player:set_physics_override({
- speed = physics_override.speed,
- jump = physics_override.jump,
- gravity = physics_override.gravity
- })
- player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
- player:set_look_horizontal(math.random(1, 180) / 100)
- player_api.player_attached[name] = false
- hud_flags.wielditem = true
- player_api.set_animation(player, "stand" , 30)
- -- lay down
- else
- -- Check if bed is occupied
- for _, other_pos in pairs(beds.bed_position) do
- if vector.distance(bed_pos, other_pos) < 0.1 then
- minetest.chat_send_player(name, S("This bed is already occupied!"))
- return false
- end
- end
- -- Check if player is moving
- if vector.length(player:get_velocity()) > 0.001 then
- minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
- return false
- end
- -- Check if player is attached to an object
- if player:get_attach() then
- return false
- end
- if beds.player[name] then
- -- player already in bed, do nothing
- return false
- end
- beds.pos[name] = pos
- beds.bed_position[name] = bed_pos
- beds.player[name] = {physics_override = player:get_physics_override()}
- local yaw, param2 = get_look_yaw(bed_pos)
- player:set_look_horizontal(yaw)
- local dir = minetest.facedir_to_dir(param2)
- -- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed),
- -- to avoid sinking down through the bed.
- local p = {
- x = bed_pos.x + dir.x / 2,
- y = bed_pos.y + 0.07,
- z = bed_pos.z + dir.z / 2
- }
- player:set_physics_override({speed = 0, jump = 0, gravity = 0})
- player:set_pos(p)
- player_api.player_attached[name] = true
- hud_flags.wielditem = false
- player_api.set_animation(player, "lay" , 0)
- end
- player:hud_set_flags(hud_flags)
- end
- local function get_player_in_bed_count()
- local c = 0
- for _, _ in pairs(beds.player) do
- c = c + 1
- end
- return c
- end
- local function update_formspecs(finished)
- local ges = #minetest.get_connected_players()
- local player_in_bed = get_player_in_bed_count()
- local is_majority = (ges / 2) < player_in_bed
- local form_n
- local esc = minetest.formspec_escape
- if finished then
- form_n = beds.formspec .. "label[2.7,9;" .. esc(S("Good morning.")) .. "]"
- else
- form_n = beds.formspec .. "label[2.2,9;" ..
- esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]"
- if is_majority and is_night_skip_enabled() then
- form_n = form_n .. "button_exit[2,6;4,0.75;force;" ..
- esc(S("Force night skip")) .. "]"
- end
- end
- for name,_ in pairs(beds.player) do
- minetest.show_formspec(name, "beds_form", form_n)
- end
- end
- -- Public functions
- function beds.kick_players()
- for name, _ in pairs(beds.player) do
- local player = minetest.get_player_by_name(name)
- lay_down(player, nil, nil, false)
- end
- end
- function beds.skip_night()
- minetest.set_timeofday(0.23)
- end
- local update_scheduled = false
- local function schedule_update()
- if update_scheduled then
- -- there already is an update scheduled; don't schedule more to prevent races
- return
- end
- update_scheduled = true
- minetest.after(2, function()
- update_scheduled = false
- if not is_sp then
- update_formspecs(is_night_skip_enabled())
- end
- if is_night_skip_enabled() then
- -- skip the night and let all players stand up
- beds.skip_night()
- beds.kick_players()
- end
- end)
- end
- function beds.on_rightclick(pos, player)
- local name = player:get_player_name()
- local ppos = player:get_pos()
- local tod = minetest.get_timeofday()
- if tod > beds.day_interval.start and tod < beds.day_interval.finish then
- if beds.player[name] then
- lay_down(player, nil, nil, false)
- end
- minetest.chat_send_player(name, S("You can only sleep at night."))
- return
- end
- -- move to bed
- if not beds.player[name] then
- lay_down(player, ppos, pos)
- beds.set_spawns() -- save respawn positions when entering bed
- else
- lay_down(player, nil, nil, false)
- end
- if not is_sp then
- update_formspecs(false)
- end
- if check_in_beds() then
- schedule_update()
- end
- end
- function beds.can_dig(bed_pos)
- -- Check all players in bed which one is at the expected position
- for _, player_bed_pos in pairs(beds.bed_position) do
- if vector.equals(bed_pos, player_bed_pos) then
- return false
- end
- end
- return true
- end
- -- Callbacks
- -- Only register respawn callback if respawn enabled
- if enable_respawn then
- -- Respawn player at bed if valid position is found
- spawn.register_on_spawn(function(player, is_new)
- local pos = beds.spawn[player:get_player_name()]
- if pos then
- player:set_pos(pos)
- return true
- end
- end)
- end
- minetest.register_on_leaveplayer(function(player)
- local name = player:get_player_name()
- lay_down(player, nil, nil, false, true)
- beds.player[name] = nil
- if check_in_beds() then
- schedule_update()
- end
- end)
- minetest.register_on_dieplayer(function(player)
- local name = player:get_player_name()
- local in_bed = beds.player
- local pos = player:get_pos()
- local yaw = get_look_yaw(pos)
- if in_bed[name] then
- lay_down(player, nil, pos, false)
- player:set_look_horizontal(yaw)
- player:set_pos(pos)
- end
- end)
- minetest.register_on_player_receive_fields(function(player, formname, fields)
- if formname ~= "beds_form" then
- return
- end
- -- Because "Force night skip" button is a button_exit, it will set fields.quit
- -- and lay_down call will change value of player_in_bed, so it must be taken
- -- earlier.
- local last_player_in_bed = get_player_in_bed_count()
- if fields.quit or fields.leave then
- lay_down(player, nil, nil, false)
- update_formspecs(false)
- end
- if fields.force then
- local is_majority = (#minetest.get_connected_players() / 2) < last_player_in_bed
- if is_majority and is_night_skip_enabled() then
- update_formspecs(true)
- beds.skip_night()
- beds.kick_players()
- else
- update_formspecs(false)
- end
- end
- end)
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