adventuretest/mods/mg_villages/spawn_player.lua

50 lines
1.5 KiB
Lua

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();
end
local noise1 = minetest.get_perlin(12345, 6, 0.5, 256)
local min_dist = math.huge
local min_pos = game_origin
for bx = -20, 20 do
for bz = -20, 20 do
local minp = {x = min_pos.x + bx, y = -32, z = min_pos.z + bz}
for _, village in pairs(mg_villages.villages_at_point(minp, noise1)) do
if math.abs(village.vx) + math.abs(village.vz) < min_dist then
min_pos = {x = village.vx, y = village.vh + 2, z = village.vz}
-- some villages are later adjusted in height; adapt these changes
local village_id = tostring( village.vx )..':'..tostring( village.vz );
if( mg_villages.all_villages[ village_id ]
and mg_villages.all_villages[ village_id ].optimal_height ) then
min_pos.y = mg_villages.all_villages[ village_id ].vh + 2;
-- the first villages will have a height of 1 in order to make sure that the player does not end up embedded in stone
else
min_pos.y = 1+2;
end
min_dist = math.abs(village.vx) + math.abs(village.vz)
end
end
end
end
player:setpos(min_pos)
local name = player:get_player_name()
pd.set(name,"homepos",min_pos)
end
mg_villages.on_newplayer = function(player)
mg_villages.spawnplayer(player)
end
--minetest.register_on_respawnplayer(function(player)
--spawnplayer(player)
--return true
--end)