VoxeLibre/mods/PLAYER/mcl_spawn/init.lua

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mcl_spawn = {}
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local S = minetest.get_translator("mcl_spawn")
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local mg_name = minetest.get_mapgen_setting("mg_name")
local storage = minetest.get_mod_storage()
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-- Parameters
-------------
local respawn_search_interval = 30 -- seconds
local respawn_search_initial_delay = 30 -- seconds
local trees_distance_max = 30 -- nodes
local attempts_to_find_pos = 50
local attempts_to_find_trees = 50
local node_groups_white_list = {"group:soil"}
local biomes_white_list = {
"ColdTaiga",
"Taiga",
"MegaTaiga",
"MegaSpruceTaiga",
"Plains",
"SunflowerPlains",
"Forest",
"FlowerForest",
"BirchForest",
"BirchForestM",
"Jungle",
"JungleM",
"JungleEdge",
"JungleEdgeM",
"Savanna",
"SavannaM",
}
-- Resolution of search grid in nodes.
local res = 64
local half_res = 32 -- for emerge areas around the position
local alt_min = -10
local alt_max = 200
-- Number of points checked in the square search grid (edge * edge).
local checks = 128 * 128
-- Starting point for biome checks. This also sets the y co-ordinate for all
-- points checked, so the suitable biomes must be active at this y.
local start_pos = minetest.setting_get_pos("static_spawnpoint") or {x = 0, y = 8, z = 0}
-- Table of suitable biomes
local biome_ids = {}
-- Bed spawning offsets
local node_search_list =
{
--[[1]] {x = 0, y = 0, z = -1}, --
--[[2]] {x = -1, y = 0, z = 0}, --
--[[3]] {x = -1, y = 0, z = 1}, --
--[[4]] {x = 0, y = 0, z = 2}, -- z^ 8 4 9
--[[5]] {x = 1, y = 0, z = 1}, -- | 3 5
--[[6]] {x = 1, y = 0, z = 0}, -- | 2 * 6
--[[7]] {x = -1, y = 0, z = -1}, -- | 7 1 A
--[[8]] {x = -1, y = 0, z = 2}, -- +----->
--[[9]] {x = 1, y = 0, z = 2}, -- x
--[[A]] {x = 1, y = 0, z = -1}, --
--[[B]] {x = 0, y = 1, z = 0}, --
--[[C]] {x = 0, y = 1, z = 1}, --
}
-- End of parameters
--------------------
-- Initial variables
local success = storage:get_int("mcl_spawn_success")==1
local searched = (storage:get_int("mcl_spawn_searched")==1) or mg_name == "v6" or mg_name == "singlenode" or minetest.settings:get("static_spawnpoint")
local wsp = minetest.string_to_pos(storage:get_string("mcl_spawn_world_spawn_point")) or {} -- world spawn position
local check = storage:get_int("mcl_spawn_check") or 0
local cp = minetest.string_to_pos(storage:get_string("mcl_spawn_cp")) or {x=start_pos.x, y=start_pos.y, z=start_pos.z}
local edge_len = storage:get_int("mcl_spawn_edge_len") or 1
local edge_dist = storage:get_int("mcl_spawn_edge_dist") or 0
local dir_step = storage:get_int("mcl_spawn_dir_step") or 0
local dir_ind = storage:get_int("mcl_spawn_dir_ind") or 1
local emerge_pos1, emerge_pos2
-- Get world 'mapgen_limit' and 'chunksize' to calculate 'spawn_limit'.
-- This accounts for how mapchunks are not generated if they or their shell exceed
-- 'mapgen_limit'.
local mapgen_limit = tonumber(minetest.get_mapgen_setting("mapgen_limit"))
local chunksize = tonumber(minetest.get_mapgen_setting("chunksize"))
local spawn_limit = math.max(mapgen_limit - (chunksize + 1) * 16, 0)
--Functions
-----------
local function get_far_node(pos)
local node = minetest.get_node(pos)
if node.name ~= "ignore" then
return node
end
minetest.get_voxel_manip():read_from_map(pos, pos)
return minetest.get_node(pos)
end
local function get_trees(pos, pos2)
if emerge_pos1 and emerge_pos2 and pos then
if not pos2 then
local b1 = {x = math.max(pos.x-trees_distance_max, emerge_pos1.x), y = math.max(pos.y-trees_distance_max, emerge_pos1.y), z = math.max(pos.z-trees_distance_max, emerge_pos1.z)}
local b2 = {x = math.min(pos.x+trees_distance_max, emerge_pos2.x), y = math.min(pos.y+trees_distance_max, emerge_pos2.y), z = math.min(pos.z+trees_distance_max, emerge_pos2.z)}
return minetest.find_nodes_in_area(b1, b2, {"group:tree"}, false)
else
local b1 = {x = math.max(pos.x , emerge_pos1.x), y = math.max(pos.y , emerge_pos1.y), z = math.max(pos.z, emerge_pos1.z)}
local b2 = {x = math.min(pos2.x, emerge_pos2.x), y = math.min(pos2.y, emerge_pos2.y), z = math.min(pos2.z, emerge_pos2.z)}
return minetest.find_nodes_in_area(b1, b2, {"group:tree"}, false)
end
end
return nil
end
local function good_for_respawn(pos, player)
local pos0 = {x = pos.x, y = pos.y - 1, z = pos.z}
local pos1 = {x = pos.x, y = pos.y, z = pos.z}
local pos2 = {x = pos.x, y = pos.y + 1, z = pos.z}
local node0 = get_far_node(pos0)
local node1 = get_far_node(pos1)
local node2 = get_far_node(pos2)
local nn0, nn1, nn2 = node0.name, node1.name, node2.name
if minetest.get_item_group(nn0, "destroys_items") ~=0
or minetest.get_item_group(nn1, "destroys_items") ~=0
or minetest.get_item_group(nn2, "destroys_items") ~=0
or minetest.get_item_group(nn0, "portal") ~=0
or minetest.get_item_group(nn1, "portal") ~=0
or minetest.get_item_group(nn2, "portal") ~=0
or minetest.is_protected(pos0, player or "")
or minetest.is_protected(pos1, player or "")
or minetest.is_protected(pos2, player or "")
or (not player and minetest.get_node_light(pos1, 0.5) < 8)
or (not player and minetest.get_node_light(pos2, 0.5) < 8)
or nn0 == "ignore"
or nn1 == "ignore"
or nn2 == "ignore"
then
return false
end
local def0 = minetest.registered_nodes[nn0]
local def1 = minetest.registered_nodes[nn1]
local def2 = minetest.registered_nodes[nn2]
return def0.walkable and (not def1.walkable) and (not def2.walkable) and
(def1.damage_per_second == nil or def2.damage_per_second <= 0) and
(def1.damage_per_second == nil or def2.damage_per_second <= 0)
end
local function can_find_tree(pos1, trees)
if not emerge_pos1 or not emerge_pos2 then return false end
local trees = trees or get_trees(pos1)
if not trees then return false end
if (attempts_to_find_trees * 3 < #trees) then
-- random search
for i = 1, attempts_to_find_trees do
local pos2 = trees[math.random(1,#trees)]
if not minetest.is_protected(pos2, "") then
if pos2.x < pos1.x then
pos2.x = pos2.x + 1
elseif pos2.x > pos1.x then
pos2.x = pos2.x - 1
end
if pos2.z < pos1.z then
pos2.z = pos2.z + 1
elseif pos2.z > pos1.z then
pos2.z = pos2.z - 1
end
local way = minetest.find_path(pos1, pos2, res, 1, 3, "A*_noprefetch")
if way then
return true
end
end
end
return false
end
for i, pos2 in ipairs(trees) do
-- full search
if not minetest.is_protected(pos2, "") then
if pos2.x < pos1.x then
pos2.x = pos2.x + 1
elseif pos2.x > pos1.x then
pos2.x = pos2.x - 1
end
if pos2.z < pos1.z then
pos2.z = pos2.z + 1
elseif pos2.z > pos1.z then
pos2.z = pos2.z - 1
end
local way = minetest.find_path(pos1, pos2, res, 1, 3, "A*_noprefetch")
if way then
return true
end
end
if i > attempts_to_find_trees then return false end
end
return false
end
local function next_pos()
if edge_dist >= edge_len then
edge_dist = 1
dir_ind = (dir_ind % 4) + 1
dir_step = dir_step + 1
edge_len = math.floor(dir_step / 2) + 1
else
edge_dist = edge_dist + 1
end
if dir_ind==1 then
cp.z = cp.z + res
elseif dir_ind==2 then
cp.x = cp.x - res
elseif dir_ind==3 then
cp.z = cp.z - res
else
cp.x = cp.x + res
end
end
-- Spawn position search
local function next_biome()
while check <= checks do
local biome_data = minetest.get_biome_data(cp)
-- Sometimes biome_data is nil
local biome = biome_data and biome_data.biome
if biome then
minetest.log("verbose", "[mcl_spawn] Search white-listed biome at "..minetest.pos_to_string(cp)..": "..minetest.get_biome_name(biome))
for _, biome_id in ipairs(biome_ids) do
if biome == biome_id then
cp.y = minetest.get_spawn_level(cp.x, cp.z) or start_pos.y
if cp.y then
wsp = {x = cp.x, y = cp.y, z = cp.z}
return true
end
break
end
end
end
next_pos()
-- Check for position being outside world edge
if math.abs(cp.x) > spawn_limit or math.abs(cp.z) > spawn_limit then
check = checks + 1
return false
end
check = check + 1
end
return false
end
local function ecb_search_continue(blockpos, action, calls_remaining, param)
if calls_remaining <= 0 then
emerge_pos1 = {x = wsp.x-half_res, y = alt_min, z = wsp.z-half_res}
emerge_pos2 = {x = wsp.x+half_res, y = alt_max, z = wsp.z+half_res}
local nodes = minetest.find_nodes_in_area_under_air(emerge_pos1, emerge_pos2, node_groups_white_list)
minetest.log("verbose", "[mcl_spawn] Data emerge callback: "..minetest.pos_to_string(wsp).." - "..tostring(nodes and #nodes) .. " node(s) found under air")
if nodes then
local trees = get_trees(emerge_pos1, emerge_pos2)
if trees then
if attempts_to_find_pos * 3 < #nodes then
-- random
for i=1, attempts_to_find_pos do
wsp = nodes[math.random(1,#nodes)]
if wsp then
wsp.y = wsp.y + 1
if good_for_respawn(wsp) and can_find_tree(wsp, trees) then
minetest.log("action", "[mcl_spawn] Dynamic world spawn determined to be "..minetest.pos_to_string(wsp))
searched = true
success = true
return
end
end
end
else
-- in a sequence
for i=1, math.min(#nodes, attempts_to_find_pos) do
wsp = nodes[i]
if wsp then
wsp.y = wsp.y + 1
if good_for_respawn(wsp) and can_find_tree(wsp, trees) then
minetest.log("action", "[mcl_spawn] Dynamic world spawn determined to be "..minetest.pos_to_string(wsp))
searched = true
success = true
return
end
end
end
end
end
end
next_pos()
mcl_spawn.search()
end
end
function mcl_spawn.search()
if not next_biome() or check > checks then
return false
end
check = check + 1
if not wsp.y then
wsp.y = 8
end
local pos1 = {x = wsp.x-half_res, y = alt_min, z = wsp.z-half_res}
local pos2 = {x = wsp.x+half_res, y = alt_max, z = wsp.z+half_res}
minetest.emerge_area(pos1, pos2, ecb_search_continue)
end
mcl_spawn.get_world_spawn_pos = function()
if success then
return wsp
end
minetest.log("action", "[mcl_spawn] Failed to determine dynamic world spawn!")
return start_pos
end
-- Returns a spawn position of player.
-- If player is nil or not a player, a world spawn point is returned.
-- The second return value is true if returned spawn point is player-chosen,
-- false otherwise.
mcl_spawn.get_bed_spawn_pos = function(player)
local spawn, custom_spawn = nil, false
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if player ~= nil and player:is_player() then
local attr = player:get_meta():get_string("mcl_beds:spawn")
if attr ~= nil and attr ~= "" then
spawn = minetest.string_to_pos(attr)
custom_spawn = true
end
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end
if not spawn or spawn == "" then
spawn = mcl_spawn.get_world_spawn_pos()
custom_spawn = false
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end
return spawn, custom_spawn
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end
-- Sets the player's spawn position to pos.
-- Set pos to nil to clear the spawn position.
-- If message is set, informs the player with a chat message when the spawn position
-- changed.
mcl_spawn.set_spawn_pos = function(player, pos, message)
local spawn_changed = false
local meta = player:get_meta()
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if pos == nil then
if meta:get_string("mcl_beds:spawn") ~= "" then
spawn_changed = true
if message then
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minetest.chat_send_player(player:get_player_name(), S("Respawn position cleared!"))
end
end
meta:set_string("mcl_beds:spawn", "")
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else
local oldpos = minetest.string_to_pos(meta:get_string("mcl_beds:spawn"))
meta:set_string("mcl_beds:spawn", minetest.pos_to_string(pos))
if oldpos then
-- We don't bother sending a message if the new spawn pos is basically the same
spawn_changed = vector.distance(pos, oldpos) > 0.1
else
-- If it wasn't set and now it will be set, it means it is changed
spawn_changed = true
end
if spawn_changed and message then
minetest.chat_send_player(player:get_player_name(), S("New respawn position set!"))
end
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end
return spawn_changed
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end
mcl_spawn.get_player_spawn_pos = function(player)
local pos, custom_spawn = mcl_spawn.get_bed_spawn_pos(player)
if pos and custom_spawn then
-- Check if bed is still there
local node_bed = get_far_node(pos)
local bgroup = minetest.get_item_group(node_bed.name, "bed")
if bgroup ~= 1 and bgroup ~= 2 then
-- Bed is destroyed:
if player ~= nil and player:is_player() then
player:get_meta():set_string("mcl_beds:spawn", "")
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end
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minetest.chat_send_player(player:get_player_name(), S("Your spawn bed was missing or blocked."))
return mcl_spawn.get_world_spawn_pos(), false
end
-- Find spawning position on/near the bed free of solid or damaging blocks iterating a square spiral 15x15:
local dir = minetest.facedir_to_dir(minetest.get_node(pos).param2)
local offset
for _, o in ipairs(node_search_list) do
if dir.z == -1 then
offset = {x = o.x, y = o.y, z = o.z}
elseif dir.z == 1 then
offset = {x = -o.x, y = o.y, z = -o.z}
elseif dir.x == -1 then
offset = {x = o.z, y = o.y, z = -o.x}
else -- dir.x == 1
offset = {x = -o.z, y = o.y, z = o.x}
end
local player_spawn_pos = vector.add(pos, offset)
if good_for_respawn(player_spawn_pos, player:get_player_name()) then
return player_spawn_pos, true
end
end
-- We here if we didn't find suitable place for respawn
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end
return mcl_spawn.get_world_spawn_pos(), false
end
mcl_spawn.spawn = function(player)
local pos, in_bed = mcl_spawn.get_player_spawn_pos(player)
player:set_pos(pos)
return in_bed or success
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end
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-- Respawn player at specified respawn position
minetest.register_on_respawnplayer(mcl_spawn.spawn)
function mcl_spawn.shadow_worker()
if #biome_ids > 1 then
for _, biome_name in pairs(biomes_white_list) do
table.insert(biome_ids, minetest.get_biome_id(biome_name))
end
end
if not searched then
searched = true
mcl_spawn.search()
minetest.log("action", "[mcl_spawn] Started world spawn point search")
end
if success and ((not good_for_respawn(wsp)) or (not can_find_tree(wsp))) then
success = false
minetest.log("action", "[mcl_spawn] World spawn position isn't safe anymore: "..minetest.pos_to_string(wsp))
mcl_spawn.search()
end
minetest.after(respawn_search_interval, mcl_spawn.shadow_worker)
end
minetest.after(respawn_search_initial_delay, function()
mcl_spawn.shadow_worker()
minetest.register_on_shutdown(function()
storage:set_int("mcl_spawn_success", success and 1 or 0)
if wsp and wsp.x then
storage:set_string("mcl_spawn_world_spawn_point", minetest.pos_to_string(wsp))
end
storage:set_int("mcl_spawn_searched", searched and 1 or 0)
storage:set_int("mcl_spawn_check", check)
storage:set_string("mcl_spawn_cp", minetest.pos_to_string(cp))
storage:set_int("mcl_spawn_edge_len", edge_len)
storage:set_int("mcl_spawn_edge_dist", edge_dist)
storage:set_int("mcl_spawn_dir_step", dir_step)
storage:set_int("mcl_spawn_dir_ind", dir_ind)
end)
end)