--[[ Copyright (c) 2015, Robert 'Bobby' Zenz All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --]] --- Spawn usher is a system that allows to correct the spawn position of players -- without knowing anything about the mapgen. -- -- The system will register callbacks for newplayer and respawnplayer and will -- try to find an air bubble, either upwards or downwards, which the player can -- fit into. If an air bubble is found, the player will be moved there. If -- the block is not loaded, it will be tried again after a certain amount of -- time. -- -- The only function that should be called from clients is activate. spawnusher = { players = List:new(), required_bubble_size = 2, retry_time = 0.5, scheduled = false } --- Activates the spawn usher system. -- -- @param require_air_bubble_size Optional. The size/height of the bubble of air -- that is required for the player to spawn. -- Defaults to 2. -- @param retry_time Optional. This is the time that passes between tries to -- place to the player. function spawnusher.activate(require_air_bubble_size, retry_time) minetest.register_on_newplayer(spawnusher.move_player) minetest.register_on_respawnplayer(spawnusher.move_player) end --- Tests if the given position is an air bubble big enough. -- -- @param start_pos The position at which to check. -- @return true if at the given position is an air bubble big enough. function spawnusher.is_air_bubble(start_pos) local pos = { x = start_pos.x, y = start_pos.y, z = start_pos.z } for counter = 1, spawnusher.required_bubble_size, 1 do pos.y = pos.y + 1 if minetest.get_node(pos).name ~= "air" then return false end end return true end --- Schedules the player to be moved later. Also moves the player to the given -- position. -- -- @param player The player object. -- @param current_pos The current position to which the player will be moved. function spawnusher.move_later(player, current_pos) player:setpos(current_pos) spawnusher.players:add(player) -- Override the physics of the player to make sure that the player does -- not fall while we wait. player:set_physics_override({ speed = 0, jump = 0, gravity = 0, sneak = false, sneak_glitch = false }) if not spawnusher.scheduled then spawnusher.scheduled = true minetest.after(spawnusher.retry_time, spawnusher.move_players) end end --- Moves the player to a safe location. -- -- @param player The player object. function spawnusher.move_player(player) local pos = player:getpos() -- Could be while true, but at least this is halfway sane. while mathutil.in_range(pos.y, -31000, 31000) do local current = minetest.get_node(pos).name if current ~= "air" and current ~= "ignore" then -- The current node is neither air nor ignore, that means it -- is "solid", so we walk upwards looking for air. pos.y = pos.y + 1 elseif current == "air" then -- The current node is air, now we will check if the node below it -- is also air, if yes we will move downwards, if not we will check -- if here is an air bubble. local beneath_pos = { x = pos.x, y = pos.y - 1, z = pos.z } local beneath_node = minetest.get_node(beneath_pos).name if beneath_node == "air" then -- The node below is air, move two downwards looking for -- a "solid" node. pos.y = pos.y - 2 elseif beneath_node == "ignore" then -- The node below is ignore, means we will have to try again -- later. spawnusher.move_later(player, pos) return elseif spawnusher.is_air_bubble(pos) then -- Awesome! Place the user here. player:setpos(pos) -- Reset the physics override. player:set_physics_override({ speed = 1, jump = 1, gravity = 1, sneak = true, sneak_glitch = true }) return else -- The node beneath is neither air nor ignore and there is no -- air bubble big enough, lets go upwards and see if that -- helps. pos.y = pos.y + 2 end elseif current == "ignore" then -- The current node is ignore, which means we need to retry later. spawnusher.move_later(player, pos) return end end end --- Move all players that could not be placed so far. function spawnusher.move_players() -- Copy the list to make sure that no one adds a player while we iterate -- over it. Though, I'm not sure if that is actually possible, but the Java -- programmer does not stop to scream "race condition" without this. local to_move_players = spawnusher.players spawnusher.players = List:new() to_move_players:foreach(function(player, index) spawnusher.move_player(player) end) -- If there are still players that could not be placed, schedule it again. if spawnusher.players:size() > 0 then minetest.after(spawnusher.retry_time, spawnusher.move_players) else spawnusher.scheduled = false end end