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 function beds.on_rightclick(pos, player) local name = player:get_player_name() local ppos = player:get_pos() local tod = minetest.get_timeofday() if tod > 0.2 and tod < 0.805 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 -- skip the night and let all players stand up if check_in_beds() then minetest.after(2, function() if not is_sp then update_formspecs(is_night_skip_enabled()) end if is_night_skip_enabled() then beds.skip_night() beds.kick_players() end end) 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 enabled and valid position is found minetest.register_on_respawnplayer(function(player) local name = player:get_player_name() local pos = beds.spawn[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 minetest.after(2, function() update_formspecs(is_night_skip_enabled()) if is_night_skip_enabled() then beds.skip_night() beds.kick_players() end end) 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)