Fix spawning in solid blocks closes #34

pull/37/head
Brandon 2016-07-02 14:09:49 -05:00
parent 3dd0d84716
commit 63c4d22865
5 changed files with 79 additions and 11 deletions

View File

@ -44,6 +44,75 @@ function adventuretest.teleport(player,pos)
player:moveto(pos)
end
function adventuretest.check_spawn(player)
local count = 0
local newpos = player:getpos()
local badpos = false
while adventuretest.obj_stuck(player) == true and count < 5 do
print("moving player")
local pos = player:getpos()
newpos.x = pos.x + math.rand(-10,10)
newpos.z = pos.z + math.rand(-10,10)
adventuretest.teleport(player,newpos)
count = count + 1
badpos = true
end
if badpos == true then
-- check the elevation so they don't fall to their death
local ab = adventuretest.above_ground(newpos)
if ab ~= false and ab > 3 then
newpos.y = ( newpos.y - ( ab - 3 ) )
adventuretest.teleport(player,newpos)
end
end
local n = player:get_player_name()
pd.set(n,"homepos",newpos)
end
-- sees if a player or entity is in a block
function adventuretest.obj_stuck(obj)
local pos = obj:getpos()
local pn = adventuretest.get_obj_nodes(obj)
if pn.feet.walkable == false or pn.head.walkable == false then
return true
end
return false
end
-- mostly used for getting the nodes the player or entity is in
function adventuretest.get_obj_nodes(obj)
local pos = obj:getpos()
local retval = {}
pos.y = pos.y - 1
retval.standing_on = minetest.get_node(pos)
pos.y = pos.y + 1
retval.feet = minetest.get_node(pos)
pos.y = pos.y + 1
retval.head = minetest.get_node(pos)
return retval
end
function adventuretest.above_ground(pos)
local step = 0
local dest = 0
if pos.y > 0 then
step = -1
dest = -35
else
step = 1
dest = 125
end
for y = pos.y,dest,step do
local n = minetest.get_node({x=pos.x,y=y,z=pos.z})
if n.walkable == false then
return math.abs(pos.y - y)
end
end
return false
end
function hunger_join_player(player)
local name = player:get_player_name()
local lvl = pd.get_number(name,"hunger_lvl")

View File

@ -165,7 +165,8 @@ local function on_new(player)
player:set_hp(6)
skills.set_default_skills(name)
pd.save_player(name)
mg_villages.on_newplayer(player)
minetest.after(5,adventuretest.check_spawn,player)
--mg_villages.spawnplayer(player)
end
minetest.register_on_newplayer(on_new)

View File

@ -14,7 +14,7 @@ minetest.register_node("default:desert_stone", {
description = "Desert Stone",
tiles = {"default_desert_stone.png"},
is_ground_content = true,
groups = {cracky=3, stone=1},
groups = {cracky=3, stone=1, hot=1},
drop = 'default:desert_stone',
legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
@ -130,7 +130,7 @@ minetest.register_node("default:dirt_with_snow", {
description = "Dirt with Snow",
tiles = {"default_snow.png", "default_dirt.png", "default_dirt.png^default_snow_side.png"},
is_ground_content = true,
groups = {crumbly=3,puts_out_fire=1},
groups = {crumbly=3,puts_out_fire=1,cold=1},
drop = 'default:dirt',
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
@ -216,7 +216,7 @@ minetest.register_node("default:desert_sand", {
description = "Desert Sand",
tiles = {"default_desert_sand.png"},
is_ground_content = true,
groups = {crumbly=3, falling_node=1, sand=1},
groups = {crumbly=3, falling_node=1, sand=1, hot=1},
sounds = default.node_sound_sand_defaults(),
})
@ -1496,6 +1496,7 @@ minetest.register_node("default:dry_shrub", {
walkable = false,
is_ground_content = true,
buildable_to = true,
floodable = true,
groups = {snappy=3,flammable=3,attached_node=1},
sounds = default.node_sound_leaves_defaults(),
selection_box = {

View File

@ -1,10 +1,7 @@
function mg_villages.spawnplayer(player)
if( minetest.setting_get("static_spawnpoint")) then
return;
end
-- make sure the village types are initialized
if( not( mg_villages.village_types )) then
mg_villages.init_weights();
@ -33,7 +30,7 @@ function mg_villages.spawnplayer(player)
end
end
end
player:setpos(min_pos)
adventuretest.teleport(player,min_pos)
local name = player:get_player_name()
pd.set(name,"homepos",min_pos)
end

View File

@ -75,13 +75,13 @@ minetest.register_lbm({
end
end
if active_objects_wider > 0 then
if active_object_count_wider > active_objects_wider then
if #active_object_count_wider > active_objects_wider then
return
end
end
if active_objects > 0 then
if active_object_count > active_objects then
if #active_object_count > active_objects then
return
end
end