Initial commit
commit
b9c321e8e2
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@ -0,0 +1,7 @@
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Random personal spawns mod for minetest game.
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Searches for points in world and creates spawn pool for new players.
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Currently intended for all-stone world servers, but easily can be modified to other biome worlds (TODO - add config parameter for spawn node list).
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Partially based on beds mod.
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@ -0,0 +1,475 @@
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stoneworld_player_spawns = {}
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stoneworld_player_spawns.pos_pool = {}
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stoneworld_player_spawns.new_players = {}
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-- Need to modify beds!
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-- Remove spawnS when bed is removed.
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if _G["beds"] and not _G["bed_lives"] then
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local remove_bed_spawn = function(pos)
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for key, val in pairs(beds.spawn) do
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local v = vector.round(val)
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if vector.equals(v, pos) then
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beds.spawn[key] = nil
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end
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end
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end
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local old_on_destruct = minetest.registered_nodes['beds:fancy_bed_bottom'].on_destruct
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minetest.registered_nodes['beds:fancy_bed_bottom'].on_destruct = function(pos)
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old_on_destruct(pos)
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remove_bed_spawn(pos)
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end
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local old_on_destruct2 = minetest.registered_nodes['beds:fancy_bed_top'].on_destruct
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minetest.registered_nodes['beds:fancy_bed_top'].on_destruct = function(pos)
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old_on_destruct2(pos)
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remove_bed_spawn(pos)
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end
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local old_on_destruct3 = minetest.registered_nodes['beds:bed_bottom'].on_destruct
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minetest.registered_nodes['beds:bed_bottom'].on_destruct = function(pos)
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old_on_destruct3(pos)
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remove_bed_spawn(pos)
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end
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local old_on_destruct4 = minetest.registered_nodes['beds:bed_top'].on_destruct
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minetest.registered_nodes['beds:bed_top'].on_destruct = function(pos)
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old_on_destruct4(pos)
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remove_bed_spawn(pos)
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end
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end
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-- Cannot redeclare "drop", so copy big part of beds mod 2020.
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local reverse = true
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local function destruct_bed(pos, n)
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local node = minetest.get_node(pos)
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local other
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if n == 2 then
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local dir = minetest.facedir_to_dir(node.param2)
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other = vector.subtract(pos, dir)
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elseif n == 1 then
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local dir = minetest.facedir_to_dir(node.param2)
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other = vector.add(pos, dir)
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end
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if reverse then
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reverse = not reverse
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minetest.remove_node(other)
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minetest.check_for_falling(other)
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else
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reverse = not reverse
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end
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-- remove respawn when bed is removed
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for key, val in pairs(beds.spawn) do
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local v = vector.round(val)
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if vector.equals(v, pos) or vector.equals(v, other) then
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beds.spawn[key] = nil
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end
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end
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end
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stoneworld_player_spawns.register_bed = function(name, def)
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minetest.register_node(name .. "_bottom", {
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description = def.description,
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inventory_image = def.inventory_image,
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wield_image = def.wield_image,
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drawtype = "nodebox",
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tiles = def.tiles.bottom,
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paramtype = "light",
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paramtype2 = "facedir",
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is_ground_content = false,
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stack_max = 1,
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groups = {choppy = 1, flammable = 3, bed = 1},
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sounds = def.sounds or default.node_sound_wood_defaults(),
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node_box = {
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type = "fixed",
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fixed = def.nodebox.bottom,
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},
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selection_box = {
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type = "fixed",
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fixed = def.selectionbox,
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},
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drop = "",
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on_place = function(itemstack, placer, pointed_thing)
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local under = pointed_thing.under
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local node = minetest.get_node(under)
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local udef = minetest.registered_nodes[node.name]
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if udef and udef.on_rightclick and
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not (placer and placer:is_player() and
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placer:get_player_control().sneak) then
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return udef.on_rightclick(under, node, placer, itemstack,
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pointed_thing) or itemstack
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end
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local pos
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if udef and udef.buildable_to then
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pos = under
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else
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pos = pointed_thing.above
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end
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local player_name = placer and placer:get_player_name() or ""
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if minetest.is_protected(pos, player_name) and
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not minetest.check_player_privs(player_name, "protection_bypass") then
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minetest.record_protection_violation(pos, player_name)
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return itemstack
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end
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local node_def = minetest.registered_nodes[minetest.get_node(pos).name]
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if not node_def or not node_def.buildable_to then
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return itemstack
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end
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local dir = placer and placer:get_look_dir() and
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minetest.dir_to_facedir(placer:get_look_dir()) or 0
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local botpos = vector.add(pos, minetest.facedir_to_dir(dir))
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if minetest.is_protected(botpos, player_name) and
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not minetest.check_player_privs(player_name, "protection_bypass") then
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minetest.record_protection_violation(botpos, player_name)
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return itemstack
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end
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local botdef = minetest.registered_nodes[minetest.get_node(botpos).name]
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if not botdef or not botdef.buildable_to then
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return itemstack
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end
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minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
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minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
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if not (creative and creative.is_enabled_for
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and creative.is_enabled_for(player_name)) then
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itemstack:take_item()
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end
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return itemstack
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end,
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on_destruct = function(pos)
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destruct_bed(pos, 1)
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end,
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on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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beds.on_rightclick(pos, clicker)
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return itemstack
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end,
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on_rotate = function(pos, node, user, _, new_param2)
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local dir = minetest.facedir_to_dir(node.param2)
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local p = vector.add(pos, dir)
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local node2 = minetest.get_node_or_nil(p)
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if not node2 or not minetest.get_item_group(node2.name, "bed") == 2 or
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not node.param2 == node2.param2 then
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return false
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end
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if minetest.is_protected(p, user:get_player_name()) then
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minetest.record_protection_violation(p, user:get_player_name())
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return false
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end
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if new_param2 % 32 > 3 then
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return false
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end
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local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
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local node3 = minetest.get_node_or_nil(newp)
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local node_def = node3 and minetest.registered_nodes[node3.name]
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if not node_def or not node_def.buildable_to then
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return false
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end
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if minetest.is_protected(newp, user:get_player_name()) then
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minetest.record_protection_violation(newp, user:get_player_name())
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return false
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end
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node.param2 = new_param2
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-- do not remove_node here - it will trigger destroy_bed()
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minetest.set_node(p, {name = "air"})
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minetest.set_node(pos, node)
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minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
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return true
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end,
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can_dig = function(pos, player)
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return beds.can_dig(pos)
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end,
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})
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minetest.register_node(name .. "_top", {
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drawtype = "nodebox",
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tiles = def.tiles.top,
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paramtype = "light",
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paramtype2 = "facedir",
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is_ground_content = false,
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pointable = false,
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groups = {choppy = 1, flammable = 3, bed = 2},
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sounds = def.sounds or default.node_sound_wood_defaults(),
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drop = "",
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node_box = {
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type = "fixed",
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fixed = def.nodebox.top,
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},
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on_destruct = function(pos)
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destruct_bed(pos, 2)
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end,
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can_dig = function(pos, player)
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local node = minetest.get_node(pos)
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local dir = minetest.facedir_to_dir(node.param2)
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local p = vector.add(pos, dir)
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return beds.can_dig(p)
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end,
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})
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minetest.register_alias(name, name .. "_bottom")
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if def.recipe then
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minetest.register_craft({
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output = name,
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recipe = def.recipe
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})
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end
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end
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-- Special start bed
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stoneworld_player_spawns.register_bed("stoneworld_player_spawns:leaves_bed", {
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description = "Temporary Bed",
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inventory_image = {"default_leaves.png", "default_leaves.png", "default_leaves.png"},
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wield_image = "default_leaves.png",
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tiles = {
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bottom = {
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"default_leaves.png"
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},
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top = {
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"default_leaves.png",
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}
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},
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nodebox = {
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bottom = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
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top = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
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},
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selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
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recipe = false,
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})
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-- around spawn
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stoneworld_player_spawns.random_test_pos = function()
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local test_pos = {
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x=math.random(1000, 2000),
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y=math.random(0, 32),
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z=math.random(1000, 2000)};
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-- -- debug
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-- local test_pos = {
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-- x=math.random(0, 500),
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-- y=math.random(0, 32),
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-- z=math.random(0, 500)};
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local neg = math.random(1, 4)
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if neg == 2 then
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test_pos.x = -test_pos.x
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elseif neg == 3 then
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test_pos.z = -test_pos.z
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elseif neg == 4 then
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test_pos.x = -test_pos.x
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test_pos.z = -test_pos.z
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end
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-- 2021 forceload_block loads not exactly block containing node because of "floor"? Ok, then this should always work...
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local basep = vector.multiply(vector.floor(vector.divide(test_pos, 16)), 16);
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local stable_test_pos = {x=basep.x+1, y=basep.y+1, z=basep.z+1}
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return stable_test_pos
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end
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--Forceload far blocks, wait, then check content and unload. Copy from cursed_world mod 2021
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--recursion
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stoneworld_player_spawns.search_better_place_after_forceload = function(parameters)
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local player_name, test_pos, n = parameters[1], parameters[2], parameters[3];
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-- 2021 forceload_block loads not exactly block containing node because of "floor". Account for this...
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local basep = vector.multiply(vector.floor(vector.divide(test_pos, 16)), 16);
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local minp = {x=basep.x, y=basep.y, z=basep.z}
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local maxp = {x=basep.x+16, y=basep.y+16, z=basep.z+16}
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local unloaded_block = false
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local some_name = minetest.get_node(test_pos).name;
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local good_places = minetest.find_nodes_in_area_under_air(minp, maxp, {"default:stone"})
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-- -- debug
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-- local debug1 = minetest.find_nodes_in_area(minp, maxp, {"default:stone"})
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-- local debug2 = minetest.find_nodes_in_area(minp, maxp, {"air"})
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--
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-- -- debug
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-- if test_pos.y < minp.y or test_pos.y > maxp.y then
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-- minetest.chat_send_all("OH NO Y ")
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-- end
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--
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-- if test_pos.x < minp.x or test_pos.x > maxp.x then
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-- minetest.chat_send_all("OH NO X ")
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-- end
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--
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-- if test_pos.z < minp.z or test_pos.z > maxp.z then
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-- minetest.chat_send_all("OH NO Z ")
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-- end
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--
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-- -- debug
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-- minetest.chat_send_all(basep.x..","..basep.y..","..basep.z.." - "..minp.x..","..minp.y..","..minp.z.." - "..maxp.x..","..maxp.y..","..maxp.z)
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-- minetest.chat_send_all(some_name.." at "..minetest.serialize(test_pos).." "..n.." gp"..#good_places.." stone"..#debug1.." air"..#debug2)
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minetest.forceload_free_block(test_pos, true);
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-- Use special function for not yet generated
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if #good_places > 2 then
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-- all good!
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elseif some_name == "ignore" then
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unloaded_block = true
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local spawn_candidate = minetest.get_spawn_level(test_pos.x, test_pos.z)
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if spawn_candidate then
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local sp = {x=test_pos.x, y=spawn_candidate, z=test_pos.z}
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good_places[1] = sp
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good_places[2] = sp
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good_places[3] = sp
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end
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elseif some_name == "air" and n < 10 and math.random(0, 100) > 25 then
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n = n + 1;
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test_pos.y = test_pos.y - 16
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if minetest.forceload_block(test_pos, true) then
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minetest.after(2.2, stoneworld_player_spawns.search_better_place_after_forceload, {player_name, test_pos, n});
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return
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else
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minetest.chat_send_all("No1 ".." at "..minetest.serialize(test_pos).." "..n);
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end
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elseif some_name == "default:stone" and n < 10 and math.random(0, 100) > 25 then
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n = n + 1;
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test_pos.y = test_pos.y + 16
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if minetest.forceload_block(test_pos, true) then
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minetest.after(2.2, stoneworld_player_spawns.search_better_place_after_forceload, {player_name, test_pos, n});
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return
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else
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minetest.chat_send_all("No2 ".." at "..minetest.serialize(test_pos).." "..n);
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end
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end
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if #good_places > 2 then
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local num_place = math.random(1, #good_places-1)
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local pos_target = good_places[num_place];
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if unloaded_block then
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pos_target.y = pos_target.y - 1 -- get_spawn_level is two node above stone
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else
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pos_target.y = pos_target.y + 1 -- we need to be above stone
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end
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table.insert(stoneworld_player_spawns.pos_pool, pos_target)
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-- minetest.chat_send_all("Ok ".." at "..pos_target.x..","..pos_target.y..","..pos_target.z.." "..n);
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return
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else
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if n < 10 then
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n = n + 1;
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test_pos = stoneworld_player_spawns.random_test_pos()
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if minetest.forceload_block(test_pos, true) then
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minetest.after(2.2, stoneworld_player_spawns.search_better_place_after_forceload, {player_name, test_pos, n});
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else
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minetest.chat_send_all("No3 ".." at "..minetest.serialize(test_pos).." "..n);
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end
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else
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-- minetest.chat_send_all("No final "..n);
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end
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end
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end
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--start recursion from here
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stoneworld_player_spawns.slovly_search_target_location = function(player_name)
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local n = 0;
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local test_pos = stoneworld_player_spawns.random_test_pos()
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--forceload blocks and check nodes after some delay
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if minetest.forceload_block(test_pos, true) then
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minetest.after(5.5, stoneworld_player_spawns.search_better_place_after_forceload, {player_name, test_pos, n});
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end
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end
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stoneworld_player_spawns.create_personal_spawn = function(parameters)
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local player_name, pos = parameters[1], parameters[2];
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local player = minetest.get_player_by_name(player_name)
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if not player then
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return
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end
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minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, {name="air"})
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minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z}, {name="air"})
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minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z}, {name="air"})
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minetest.set_node({x=pos.x, y=pos.y, z=pos.z+1}, {name="air"})
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minetest.set_node({x=pos.x, y=pos.y, z=pos.z-1}, {name="air"})
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minetest.place_node(pos, {name="stoneworld_player_spawns:leaves_bed"})
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beds.spawn[player_name] = pos -- set without save should be enough?
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end
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-- Every minute check spawn pool to be more then 10 entries
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime;
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if timer >= 2 then
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if #stoneworld_player_spawns.pos_pool < 10 then
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stoneworld_player_spawns.slovly_search_target_location(nil, nil)
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end
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timer = 0
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end
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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,
|
||||
})
|
Loading…
Reference in New Issue