Fix spawning in solid blocks closes #34
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3dd0d84716
commit
63c4d22865
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@ -44,6 +44,75 @@ function adventuretest.teleport(player,pos)
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player:moveto(pos)
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end
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function adventuretest.check_spawn(player)
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local count = 0
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local newpos = player:getpos()
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local badpos = false
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while adventuretest.obj_stuck(player) == true and count < 5 do
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print("moving player")
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local pos = player:getpos()
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newpos.x = pos.x + math.rand(-10,10)
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newpos.z = pos.z + math.rand(-10,10)
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adventuretest.teleport(player,newpos)
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count = count + 1
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badpos = true
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end
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if badpos == true then
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-- check the elevation so they don't fall to their death
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local ab = adventuretest.above_ground(newpos)
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if ab ~= false and ab > 3 then
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newpos.y = ( newpos.y - ( ab - 3 ) )
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adventuretest.teleport(player,newpos)
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end
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end
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local n = player:get_player_name()
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pd.set(n,"homepos",newpos)
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end
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-- sees if a player or entity is in a block
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function adventuretest.obj_stuck(obj)
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local pos = obj:getpos()
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local pn = adventuretest.get_obj_nodes(obj)
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if pn.feet.walkable == false or pn.head.walkable == false then
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return true
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end
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return false
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end
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-- mostly used for getting the nodes the player or entity is in
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function adventuretest.get_obj_nodes(obj)
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local pos = obj:getpos()
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local retval = {}
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pos.y = pos.y - 1
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retval.standing_on = minetest.get_node(pos)
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pos.y = pos.y + 1
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retval.feet = minetest.get_node(pos)
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pos.y = pos.y + 1
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retval.head = minetest.get_node(pos)
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return retval
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end
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function adventuretest.above_ground(pos)
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local step = 0
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local dest = 0
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if pos.y > 0 then
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step = -1
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dest = -35
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else
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step = 1
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dest = 125
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end
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for y = pos.y,dest,step do
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local n = minetest.get_node({x=pos.x,y=y,z=pos.z})
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if n.walkable == false then
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return math.abs(pos.y - y)
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end
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end
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return false
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end
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function hunger_join_player(player)
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local name = player:get_player_name()
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local lvl = pd.get_number(name,"hunger_lvl")
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@ -165,7 +165,8 @@ local function on_new(player)
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player:set_hp(6)
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skills.set_default_skills(name)
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pd.save_player(name)
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mg_villages.on_newplayer(player)
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minetest.after(5,adventuretest.check_spawn,player)
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--mg_villages.spawnplayer(player)
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end
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minetest.register_on_newplayer(on_new)
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@ -14,7 +14,7 @@ minetest.register_node("default:desert_stone", {
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description = "Desert Stone",
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tiles = {"default_desert_stone.png"},
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is_ground_content = true,
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groups = {cracky=3, stone=1},
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groups = {cracky=3, stone=1, hot=1},
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drop = 'default:desert_stone',
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legacy_mineral = true,
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sounds = default.node_sound_stone_defaults(),
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@ -130,7 +130,7 @@ minetest.register_node("default:dirt_with_snow", {
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description = "Dirt with Snow",
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tiles = {"default_snow.png", "default_dirt.png", "default_dirt.png^default_snow_side.png"},
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is_ground_content = true,
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groups = {crumbly=3,puts_out_fire=1},
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groups = {crumbly=3,puts_out_fire=1,cold=1},
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drop = 'default:dirt',
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sounds = default.node_sound_dirt_defaults({
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footstep = {name="default_snow_footstep", gain=0.25},
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@ -216,7 +216,7 @@ minetest.register_node("default:desert_sand", {
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description = "Desert Sand",
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tiles = {"default_desert_sand.png"},
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is_ground_content = true,
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groups = {crumbly=3, falling_node=1, sand=1},
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groups = {crumbly=3, falling_node=1, sand=1, hot=1},
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sounds = default.node_sound_sand_defaults(),
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})
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@ -1496,6 +1496,7 @@ minetest.register_node("default:dry_shrub", {
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walkable = false,
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is_ground_content = true,
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buildable_to = true,
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floodable = true,
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groups = {snappy=3,flammable=3,attached_node=1},
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sounds = default.node_sound_leaves_defaults(),
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selection_box = {
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@ -1,10 +1,7 @@
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function mg_villages.spawnplayer(player)
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if( minetest.setting_get("static_spawnpoint")) then
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return;
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end
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-- make sure the village types are initialized
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if( not( mg_villages.village_types )) then
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mg_villages.init_weights();
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@ -33,7 +30,7 @@ function mg_villages.spawnplayer(player)
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end
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end
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end
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player:setpos(min_pos)
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adventuretest.teleport(player,min_pos)
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local name = player:get_player_name()
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pd.set(name,"homepos",min_pos)
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end
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@ -75,13 +75,13 @@ minetest.register_lbm({
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end
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end
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if active_objects_wider > 0 then
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if active_object_count_wider > active_objects_wider then
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if #active_object_count_wider > active_objects_wider then
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return
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end
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end
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if active_objects > 0 then
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if active_object_count > active_objects then
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if #active_object_count > active_objects then
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return
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end
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end
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