drop on die and respawn fixes
parent
9a973267de
commit
068ebcc80e
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@ -17,7 +17,7 @@ local drop = function(pos, itemstack)
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return itemstack
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end
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if minetest.setting_get("keepInventory") == false then
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if not (minetest.setting_get("keepInventory") == true) then
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minetest.register_on_dieplayer(function(player)
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if minetest.setting_getbool("creative_mode") then
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@ -1,47 +0,0 @@
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local function 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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end
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local noise1 = minetest.get_perlin(12345, 6, 0.5, 256)
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local min_dist = math.huge
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local min_pos = {x = 0, y = 3, z = 0}
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for bx = -20, 20 do
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for bz = -20, 20 do
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local minp = {x = -32 + 80 * bx, y = -32, z = -32 + 80 * bz}
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for _, village in ipairs(mg_villages.villages_at_point(minp, noise1)) do
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if math.abs(village.vx) + math.abs(village.vz) < min_dist then
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min_pos = {x = village.vx, y = village.vh + 2, z = village.vz}
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-- some villages are later adjusted in height; adapt these changes
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local village_id = tostring( village.vx )..':'..tostring( village.vz );
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if( mg_villages.all_villages[ village_id ]
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and mg_villages.all_villages[ village_id ].optimal_height ) then
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min_pos.y = mg_villages.all_villages[ village_id ].vh + 2;
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-- the first villages will have a height of 1 in order to make sure that the player does not end up embedded in stone
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else
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min_pos.y = 1+2;
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end
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min_dist = math.abs(village.vx) + math.abs(village.vz)
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end
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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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end
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minetest.register_on_newplayer(function(player)
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spawnplayer(player)
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end)
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minetest.register_on_respawnplayer(function(player)
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spawnplayer(player)
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return true
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end)
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