rspawn = {} rspawn.playerspawns = {} local mpath = minetest.get_modpath("rspawn") local function notnil_or(d, v) if v == nil then return d else return v end end -- Water level, plus one to ensure we are above the sea. local water_level = tonumber(minetest.settings:get("water_level", "1") )+1 local radial_step = 16 -- Setting with no namespace for interoperability local static_spawnpoint = minetest.setting_get_pos("static_spawnpoint") or {x=0, y=0, z=0} -- Setting from beds mod rspawn.bedspawn = minetest.setting_getbool("enable_bed_respawn", true) -- from beds mod -- Detect server mode, of sorts rspawn.adminname = minetest.settings:get("name", "singleplayer") -- rSpawn specific settings rspawn.debug_on = minetest.settings:get_bool("rspawn.debug") rspawn.spawnanywhere = notnil_or(true, minetest.settings:get_bool("rspawn.spawn_anywhere") ) rspawn.kick_on_fail = notnil_or(false, minetest.settings:get_bool("rspawn.kick_on_fail")) rspawn.max_pregen_spawns = tonumber(minetest.settings:get("rspawn.max_pregen") or 5) rspawn.search_radius = tonumber(minetest.settings:get("rspawn.search_radius") or 32) rspawn.gen_frequency = tonumber(minetest.settings:get("rspawn.gen_frequency") or 30) dofile(mpath.."/src/data.lua") dofile(mpath.."/src/commands.lua") dofile(mpath.."/src/forceload.lua") dofile(mpath.."/src/debugging.lua") rspawn:spawnload() local function daylight_above(min_daylight, pos) local level = minetest.get_node_light(pos, 0.5) return min_daylight <= level end function rspawn:get_positions_for(pos, radius) local breadth = radius local altitude = radius*2 local pos1 = {x=pos.x-breadth, y=pos.y, z=pos.z-breadth} local pos2 = {x=pos.x+breadth, y=pos.y+altitude, z=pos.z+breadth} return pos1,pos2 end function rspawn:newspawn(pos, radius) -- Given a seed position and a radius, find an exact spawn location -- that is walkable and with 2 air nodes above it rspawn:debug("Trying somewhere around "..minetest.pos_to_string(pos)) local pos1,pos2 = rspawn:get_positions_for(pos, radius) rspawn:debug("Searching "..minetest.pos_to_string(pos1).." to "..minetest.pos_to_string(pos2)) local airnodes = minetest.find_nodes_in_area(pos1, pos2, {"air"}) local validnodes = {} rspawn:debug("Found "..tostring(#airnodes).." air nodes within "..tostring(radius)) for _,anode in pairs(airnodes) do local under = minetest.get_node( {x=anode.x, y=anode.y-1, z=anode.z} ).name local over = minetest.get_node( {x=anode.x, y=anode.y+1, z=anode.z} ).name under = minetest.registered_nodes[under] over = minetest.registered_nodes[over] if under.walkable and not over.walkable and not minetest.is_protected(anode, rspawn.adminname) and daylight_above(7, anode) then validnodes[#validnodes+1] = anode end end if #validnodes > 0 then rspawn:debug("Valid spawn points found with radius "..tostring(radius)) return validnodes[math.random(1,#validnodes)] else rspawn:debug("No valid air nodes") end end function rspawn:genpos() -- Generate a random position, and derive a new spawn position local pos = static_spawnpoint if rspawn.spawnanywhere then pos = { x = math.random(-30000,30000), --y = math.random(water_level, water_level+20), y = water_level, -- always at waterlevel z = math.random(-30000,30000), } end return pos end local function confirm_new_spawn(name, newpos) local spos = minetest.pos_to_string(newpos) rspawn.debug("Saving spawn for "..name, spos) rspawn.playerspawns[name] = newpos rspawn:spawnsave() minetest.chat_send_player(name, "New spawn set at "..spos) minetest.get_player_by_name(name):setpos(rspawn.playerspawns[name]) end function rspawn:set_newplayer_spawn(player) local playername = player:get_player_name() if not rspawn.playerspawns[playername] then local newpos = rspawn:get_next_spawn() if newpos then confirm_new_spawn(playername, newpos) else if rspawn.adminname ~= "singleplayer" or playername ~= rspawn.adminname then minetest.chat_send_player(playername, "Please wait until a spawn point is available ...") minetest.after(15, function() rspawn:set_newplayer_spawn(player) end) elseif rspawn.kick_on_fail then minetest.kick_player(playername, "No personalized spawn points available - please try again later.") else minetest.chat_send_player(playername, "Could not get custom spawn! Retrying in "..rspawn.gen_frequency.." seconds") minetest.after(gen_frequency, function() rspawn:set_newplayer_spawn(player) end) end end end end function rspawn:renew_player_spawn(playername) local player = minetest.get_player_by_name(playername) local newpos = rspawn:get_next_spawn() if newpos then confirm_new_spawn(playername, newpos) else minetest.chat_send_player(playername, "Could not get custom spawn!") end end minetest.register_on_joinplayer(function(player) rspawn:set_newplayer_spawn(player) end) minetest.register_on_respawnplayer(function(player) local name = player:get_player_name() if rspawn.bedspawn == true then local pos = beds.spawn[name] if pos then player:setpos(pos) return true end end -- And if no bed, nor bed spwawning not active: player:setpos(rspawn.playerspawns[name]) return true end) dofile(mpath.."/src/pregeneration.lua")