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master
AndrejIT 2021-08-04 19:17:36 +03:00 committed by Andrejs
commit b9c321e8e2
3 changed files with 486 additions and 0 deletions

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README.md Executable file
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Random personal spawns mod for minetest game.
Searches for points in world and creates spawn pool for new players.
Currently intended for all-stone world servers, but easily can be modified to other biome worlds (TODO - add config parameter for spawn node list).
Partially based on beds mod.

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init.lua Normal file
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stoneworld_player_spawns = {}
stoneworld_player_spawns.pos_pool = {}
stoneworld_player_spawns.new_players = {}
-- Need to modify beds!
-- Remove spawnS when bed is removed.
if _G["beds"] and not _G["bed_lives"] then
local remove_bed_spawn = function(pos)
for key, val in pairs(beds.spawn) do
local v = vector.round(val)
if vector.equals(v, pos) then
beds.spawn[key] = nil
end
end
end
local old_on_destruct = minetest.registered_nodes['beds:fancy_bed_bottom'].on_destruct
minetest.registered_nodes['beds:fancy_bed_bottom'].on_destruct = function(pos)
old_on_destruct(pos)
remove_bed_spawn(pos)
end
local old_on_destruct2 = minetest.registered_nodes['beds:fancy_bed_top'].on_destruct
minetest.registered_nodes['beds:fancy_bed_top'].on_destruct = function(pos)
old_on_destruct2(pos)
remove_bed_spawn(pos)
end
local old_on_destruct3 = minetest.registered_nodes['beds:bed_bottom'].on_destruct
minetest.registered_nodes['beds:bed_bottom'].on_destruct = function(pos)
old_on_destruct3(pos)
remove_bed_spawn(pos)
end
local old_on_destruct4 = minetest.registered_nodes['beds:bed_top'].on_destruct
minetest.registered_nodes['beds:bed_top'].on_destruct = function(pos)
old_on_destruct4(pos)
remove_bed_spawn(pos)
end
end
-- Cannot redeclare "drop", so copy big part of beds mod 2020.
local reverse = true
local function destruct_bed(pos, n)
local node = minetest.get_node(pos)
local other
if n == 2 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.subtract(pos, dir)
elseif n == 1 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.add(pos, dir)
end
if reverse then
reverse = not reverse
minetest.remove_node(other)
minetest.check_for_falling(other)
else
reverse = not reverse
end
-- remove respawn when bed is removed
for key, val in pairs(beds.spawn) do
local v = vector.round(val)
if vector.equals(v, pos) or vector.equals(v, other) then
beds.spawn[key] = nil
end
end
end
stoneworld_player_spawns.register_bed = function(name, def)
minetest.register_node(name .. "_bottom", {
description = def.description,
inventory_image = def.inventory_image,
wield_image = def.wield_image,
drawtype = "nodebox",
tiles = def.tiles.bottom,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
stack_max = 1,
groups = {choppy = 1, flammable = 3, bed = 1},
sounds = def.sounds or default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = def.nodebox.bottom,
},
selection_box = {
type = "fixed",
fixed = def.selectionbox,
},
drop = "",
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
local pos
if udef and udef.buildable_to then
pos = under
else
pos = pointed_thing.above
end
local player_name = placer and placer:get_player_name() or ""
if minetest.is_protected(pos, player_name) and
not minetest.check_player_privs(player_name, "protection_bypass") then
minetest.record_protection_violation(pos, player_name)
return itemstack
end
local node_def = minetest.registered_nodes[minetest.get_node(pos).name]
if not node_def or not node_def.buildable_to then
return itemstack
end
local dir = placer and placer:get_look_dir() and
minetest.dir_to_facedir(placer:get_look_dir()) or 0
local botpos = vector.add(pos, minetest.facedir_to_dir(dir))
if minetest.is_protected(botpos, player_name) and
not minetest.check_player_privs(player_name, "protection_bypass") then
minetest.record_protection_violation(botpos, player_name)
return itemstack
end
local botdef = minetest.registered_nodes[minetest.get_node(botpos).name]
if not botdef or not botdef.buildable_to then
return itemstack
end
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(player_name)) then
itemstack:take_item()
end
return itemstack
end,
on_destruct = function(pos)
destruct_bed(pos, 1)
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
beds.on_rightclick(pos, clicker)
return itemstack
end,
on_rotate = function(pos, node, user, _, new_param2)
local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
local node2 = minetest.get_node_or_nil(p)
if not node2 or not minetest.get_item_group(node2.name, "bed") == 2 or
not node.param2 == node2.param2 then
return false
end
if minetest.is_protected(p, user:get_player_name()) then
minetest.record_protection_violation(p, user:get_player_name())
return false
end
if new_param2 % 32 > 3 then
return false
end
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
local node3 = minetest.get_node_or_nil(newp)
local node_def = node3 and minetest.registered_nodes[node3.name]
if not node_def or not node_def.buildable_to then
return false
end
if minetest.is_protected(newp, user:get_player_name()) then
minetest.record_protection_violation(newp, user:get_player_name())
return false
end
node.param2 = new_param2
-- do not remove_node here - it will trigger destroy_bed()
minetest.set_node(p, {name = "air"})
minetest.set_node(pos, node)
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
return true
end,
can_dig = function(pos, player)
return beds.can_dig(pos)
end,
})
minetest.register_node(name .. "_top", {
drawtype = "nodebox",
tiles = def.tiles.top,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
pointable = false,
groups = {choppy = 1, flammable = 3, bed = 2},
sounds = def.sounds or default.node_sound_wood_defaults(),
drop = "",
node_box = {
type = "fixed",
fixed = def.nodebox.top,
},
on_destruct = function(pos)
destruct_bed(pos, 2)
end,
can_dig = function(pos, player)
local node = minetest.get_node(pos)
local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
return beds.can_dig(p)
end,
})
minetest.register_alias(name, name .. "_bottom")
if def.recipe then
minetest.register_craft({
output = name,
recipe = def.recipe
})
end
end
-- Special start bed
stoneworld_player_spawns.register_bed("stoneworld_player_spawns:leaves_bed", {
description = "Temporary Bed",
inventory_image = {"default_leaves.png", "default_leaves.png", "default_leaves.png"},
wield_image = "default_leaves.png",
tiles = {
bottom = {
"default_leaves.png"
},
top = {
"default_leaves.png",
}
},
nodebox = {
bottom = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
top = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = false,
})
-- around spawn
stoneworld_player_spawns.random_test_pos = function()
local test_pos = {
x=math.random(1000, 2000),
y=math.random(0, 32),
z=math.random(1000, 2000)};
-- -- debug
-- local test_pos = {
-- x=math.random(0, 500),
-- y=math.random(0, 32),
-- z=math.random(0, 500)};
local neg = math.random(1, 4)
if neg == 2 then
test_pos.x = -test_pos.x
elseif neg == 3 then
test_pos.z = -test_pos.z
elseif neg == 4 then
test_pos.x = -test_pos.x
test_pos.z = -test_pos.z
end
-- 2021 forceload_block loads not exactly block containing node because of "floor"? Ok, then this should always work...
local basep = vector.multiply(vector.floor(vector.divide(test_pos, 16)), 16);
local stable_test_pos = {x=basep.x+1, y=basep.y+1, z=basep.z+1}
return stable_test_pos
end
--Forceload far blocks, wait, then check content and unload. Copy from cursed_world mod 2021
--recursion
stoneworld_player_spawns.search_better_place_after_forceload = function(parameters)
local player_name, test_pos, n = parameters[1], parameters[2], parameters[3];
-- 2021 forceload_block loads not exactly block containing node because of "floor". Account for this...
local basep = vector.multiply(vector.floor(vector.divide(test_pos, 16)), 16);
local minp = {x=basep.x, y=basep.y, z=basep.z}
local maxp = {x=basep.x+16, y=basep.y+16, z=basep.z+16}
local unloaded_block = false
local some_name = minetest.get_node(test_pos).name;
local good_places = minetest.find_nodes_in_area_under_air(minp, maxp, {"default:stone"})
-- -- debug
-- local debug1 = minetest.find_nodes_in_area(minp, maxp, {"default:stone"})
-- local debug2 = minetest.find_nodes_in_area(minp, maxp, {"air"})
--
-- -- debug
-- if test_pos.y < minp.y or test_pos.y > maxp.y then
-- minetest.chat_send_all("OH NO Y ")
-- end
--
-- if test_pos.x < minp.x or test_pos.x > maxp.x then
-- minetest.chat_send_all("OH NO X ")
-- end
--
-- if test_pos.z < minp.z or test_pos.z > maxp.z then
-- minetest.chat_send_all("OH NO Z ")
-- end
--
-- -- debug
-- minetest.chat_send_all(basep.x..","..basep.y..","..basep.z.." - "..minp.x..","..minp.y..","..minp.z.." - "..maxp.x..","..maxp.y..","..maxp.z)
-- minetest.chat_send_all(some_name.." at "..minetest.serialize(test_pos).." "..n.." gp"..#good_places.." stone"..#debug1.." air"..#debug2)
minetest.forceload_free_block(test_pos, true);
-- Use special function for not yet generated
if #good_places > 2 then
-- all good!
elseif some_name == "ignore" then
unloaded_block = true
local spawn_candidate = minetest.get_spawn_level(test_pos.x, test_pos.z)
if spawn_candidate then
local sp = {x=test_pos.x, y=spawn_candidate, z=test_pos.z}
good_places[1] = sp
good_places[2] = sp
good_places[3] = sp
end
elseif some_name == "air" and n < 10 and math.random(0, 100) > 25 then
n = n + 1;
test_pos.y = test_pos.y - 16
if minetest.forceload_block(test_pos, true) then
minetest.after(2.2, stoneworld_player_spawns.search_better_place_after_forceload, {player_name, test_pos, n});
return
else
minetest.chat_send_all("No1 ".." at "..minetest.serialize(test_pos).." "..n);
end
elseif some_name == "default:stone" and n < 10 and math.random(0, 100) > 25 then
n = n + 1;
test_pos.y = test_pos.y + 16
if minetest.forceload_block(test_pos, true) then
minetest.after(2.2, stoneworld_player_spawns.search_better_place_after_forceload, {player_name, test_pos, n});
return
else
minetest.chat_send_all("No2 ".." at "..minetest.serialize(test_pos).." "..n);
end
end
if #good_places > 2 then
local num_place = math.random(1, #good_places-1)
local pos_target = good_places[num_place];
if unloaded_block then
pos_target.y = pos_target.y - 1 -- get_spawn_level is two node above stone
else
pos_target.y = pos_target.y + 1 -- we need to be above stone
end
table.insert(stoneworld_player_spawns.pos_pool, pos_target)
-- minetest.chat_send_all("Ok ".." at "..pos_target.x..","..pos_target.y..","..pos_target.z.." "..n);
return
else
if n < 10 then
n = n + 1;
test_pos = stoneworld_player_spawns.random_test_pos()
if minetest.forceload_block(test_pos, true) then
minetest.after(2.2, stoneworld_player_spawns.search_better_place_after_forceload, {player_name, test_pos, n});
else
minetest.chat_send_all("No3 ".." at "..minetest.serialize(test_pos).." "..n);
end
else
-- minetest.chat_send_all("No final "..n);
end
end
end
--start recursion from here
stoneworld_player_spawns.slovly_search_target_location = function(player_name)
local n = 0;
local test_pos = stoneworld_player_spawns.random_test_pos()
--forceload blocks and check nodes after some delay
if minetest.forceload_block(test_pos, true) then
minetest.after(5.5, stoneworld_player_spawns.search_better_place_after_forceload, {player_name, test_pos, n});
end
end
stoneworld_player_spawns.create_personal_spawn = function(parameters)
local player_name, pos = parameters[1], parameters[2];
local player = minetest.get_player_by_name(player_name)
if not player then
return
end
minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, {name="air"})
minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z}, {name="air"})
minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z}, {name="air"})
minetest.set_node({x=pos.x, y=pos.y, z=pos.z+1}, {name="air"})
minetest.set_node({x=pos.x, y=pos.y, z=pos.z-1}, {name="air"})
minetest.place_node(pos, {name="stoneworld_player_spawns:leaves_bed"})
beds.spawn[player_name] = pos -- set without save should be enough?
end
-- Every minute check spawn pool to be more then 10 entries
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime;
if timer >= 2 then
if #stoneworld_player_spawns.pos_pool < 10 then
stoneworld_player_spawns.slovly_search_target_location(nil, nil)
end
timer = 0
end
end)
minetest.register_on_newplayer(function(player)
local player_name = player:get_player_name()
stoneworld_player_spawns.new_players[player_name] = player_name
-- minetest.chat_send_all("New "..player_name);
end)
minetest.register_on_joinplayer(function(player)
local player_name = player:get_player_name()
-- minetest.chat_send_all("Test "..player_name)
if stoneworld_player_spawns.new_players[player_name] then
-- minetest.chat_send_all("Test2 "..player_name)
if #stoneworld_player_spawns.pos_pool > 0 then
local pos = table.remove(stoneworld_player_spawns.pos_pool, #stoneworld_player_spawns.pos_pool)
-- need spawn player to load area first.
player:set_pos(pos)
minetest.after(1.0, stoneworld_player_spawns.create_personal_spawn, {player_name, pos});
-- minetest.chat_send_all("First RESpawning ".." at "..pos.x..","..pos.y..","..pos.z);
end
stoneworld_player_spawns.new_players[player_name] = nil
return true
end
end)
-- Debug ...
minetest.register_chatcommand("sme", {
description = "Test random spawn",
params = "Optional player",
privs = {server=true},
func = function(name, text)
local me_name = name
if text and #text > 0 then
name = text
end
if #stoneworld_player_spawns.pos_pool > 0 then
local pos = table.remove(stoneworld_player_spawns.pos_pool, #stoneworld_player_spawns.pos_pool)
local player = minetest.get_player_by_name(name)
minetest.chat_send_player(me_name, "Spawning "..name.." at "..pos.x..","..pos.y..","..pos.z);
if player then
-- need spawn player to load area first.
player:set_pos(pos)
minetest.after(1.0, stoneworld_player_spawns.create_personal_spawn, {name, pos});
end
end
return true
end,
})

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mod.conf Normal file
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name = stoneworld_player_spawns
description = New players get personal spawn (bed) in random place in the world
depends = default
optional_depends = beds,bed_lives