local pi = math.pi local player_in_bed = 0 local is_sp = minetest.is_singleplayer() local weather_mod = minetest.get_modpath("mcl_weather") ~= nil -- Helper functions local function get_look_yaw(pos) local n = minetest.get_node(pos) if n.param2 == 1 then return pi / 2, n.param2 elseif n.param2 == 3 then return -pi / 2, n.param2 elseif n.param2 == 0 then return pi, n.param2 else return 0, n.param2 end end local function is_night_skip_enabled() local enable_night_skip = minetest.settings:get_bool("enable_bed_night_skip") if enable_night_skip == nil then enable_night_skip = true end return enable_night_skip end local function check_in_beds(players) local in_bed = mcl_beds.player if not players then players = minetest.get_connected_players() end for n, player in ipairs(players) do local name = player:get_player_name() if not in_bed[name] then return false end end return #players > 0 end -- These monsters do not prevent sleep local monster_exceptions = { ["mobs_mc:ghast"] = true, ["mobs_mc:enderdragon"] = true, ["mobs_mc:killer_bunny"] = true, ["mobs_mc:slime_big"] = true, ["mobs_mc:slime_small"] = true, ["mobs_mc:slime_tiny"] = true, ["mobs_mc:magma_cube_big"] = true, ["mobs_mc:magma_cube_small"] = true, ["mobs_mc:magma_cube_tiny"] = true, ["mobs_mc:shulker"] = true, } local function lay_down(player, pos, bed_pos, state, skip) local name = player:get_player_name() local hud_flags = player:hud_get_flags() if not player or not name then return end if bed_pos then -- No sleeping if too far away if vector.distance(bed_pos, pos) > 2 then minetest.chat_send_player(name, "You can't sleep, the bed's too far away!") return end -- No sleeping if monsters nearby. -- The exceptions above apply. -- Zombie pigmen only prevent sleep while they are hostle. local objs = minetest.get_objects_inside_radius(bed_pos, 8) for _, obj in ipairs(objs) do if obj ~= nil and not obj:is_player() then local ent = obj:get_luaentity() local mobname = ent.name local def = minetest.registered_entities[mobname] -- Approximation of monster detection range if def._cmi_is_mob and ((mobname ~= "mobs_mc:pigman" and def.type == "monster" and not monster_exceptions[mobname]) or (mobname == "mobs_mc:pigman" and ent.state == "attack")) then if math.abs(bed_pos.y - obj:get_pos().y) <= 5 then minetest.chat_send_player(name, "You can't sleep now, monsters are nearby!") end return end end end end -- stand up if state ~= nil and not state then local p = mcl_beds.pos[name] or nil if mcl_beds.player[name] ~= nil then mcl_beds.player[name] = nil player_in_bed = player_in_bed - 1 end -- skip here to prevent sending player specific changes (used for leaving players) if skip then return end if p then player:setpos(p) end -- physics, eye_offset, etc player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) player:set_look_horizontal(math.random(1, 180) / 100) mcl_player.player_attached[name] = false playerphysics.remove_physics_factor(player, "speed", "mcl_beds:sleeping") playerphysics.remove_physics_factor(player, "jump", "mcl_beds:sleeping") player:set_attribute("mcl_beds:sleeping", "false") hud_flags.wielditem = true mcl_player.player_set_animation(player, "stand" , 30) -- lay down else local yaw, param2 = get_look_yaw(bed_pos) local dir = minetest.facedir_to_dir(param2) local p = {x = bed_pos.x + dir.x / 4, y = bed_pos.y, z = bed_pos.z + dir.z / 4} local n1 = minetest.get_node({x=bed_pos.x, y=bed_pos.y+1, z=bed_pos.z}) local n2 = minetest.get_node({x=bed_pos.x, y=bed_pos.y+2, z=bed_pos.z}) local def1 = minetest.registered_nodes[n1.name] local def2 = minetest.registered_nodes[n2.name] if def1.walkable or def2.walkable then minetest.chat_send_player(name, "You can't sleep, the bed is obstructed!") return elseif (def1.damage_per_second ~= nil and def1.damage_per_second > 0) or (def2.damage_per_second ~= nil and def2.damage_per_second > 0) then minetest.chat_send_player(name, "It's too dangerous to sleep here!") return end mcl_beds.player[name] = 1 mcl_beds.pos[name] = pos player_in_bed = player_in_bed + 1 -- physics, eye_offset, etc player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0}) player:set_look_horizontal(yaw) player:set_attribute("mcl_beds:sleeping", "true") playerphysics.add_physics_factor(player, "speed", "mcl_beds:sleeping", 0) playerphysics.add_physics_factor(player, "jump", "mcl_beds:sleeping", 0) player:setpos(p) mcl_player.player_attached[name] = true hud_flags.wielditem = false mcl_player.player_set_animation(player, "lay" , 0) end player:hud_set_flags(hud_flags) end local function update_formspecs(finished) local ges = #minetest.get_connected_players() local form_n local all_in_bed = ges == player_in_bed if finished then form_n = mcl_beds.formspec .. "label[2.7,11; Good morning.]" else form_n = mcl_beds.formspec .. "label[2.2,11;" .. tostring(player_in_bed) .. " of " .. tostring(ges) .. " players are in bed]" end for name,_ in pairs(mcl_beds.player) do minetest.show_formspec(name, "mcl_beds_form", form_n) end end -- Public functions -- Handle environment stuff related to sleeping: skip night and thunderstorm function mcl_beds.sleep() local storm_skipped = mcl_beds.skip_thunderstorm() -- Always clear weather if weather_mod then mcl_weather.change_weather("none") end if is_night_skip_enabled() then if not storm_skipped then mcl_beds.skip_night() end mcl_beds.kick_players() end end function mcl_beds.kick_players() for name, _ in pairs(mcl_beds.player) do local player = minetest.get_player_by_name(name) lay_down(player, nil, nil, false) end end function mcl_beds.skip_night() minetest.set_timeofday(0.25) -- tod = 6000 end function mcl_beds.skip_thunderstorm() -- Skip thunderstorm if weather_mod and mcl_weather.get_weather() == "thunder" then -- Sleep for a half day (=minimum thunderstorm duration) minetest.set_timeofday((minetest.get_timeofday() + 0.5) % 1) return true end return false end function mcl_beds.on_rightclick(pos, player) -- Anti-Inception: Don't allow to sleep while you're sleeping if player:get_attribute("mcl_beds:sleeping") == "true" then return end if minetest.get_modpath("mcl_worlds") then local dim = mcl_worlds.pos_to_dimension(pos) if dim == "nether" or dim == "end" then -- Bed goes BOOM in the Nether or End. minetest.remove_node(pos) if minetest.get_modpath("mcl_tnt") then tnt.boom(pos, {radius = 4, damage_radius = 4}) end return end end local name = player:get_player_name() local ppos = player:get_pos() local tod = minetest.get_timeofday() * 24000 -- Values taken from Minecraft Wiki with offset of +6000 if tod < 18541 and tod > 5458 and (not weather_mod or (mcl_weather.get_weather() ~= "thunder")) then if mcl_beds.player[name] then lay_down(player, nil, nil, false) end minetest.chat_send_player(name, "You can only sleep at night or during a thunderstorm.") return end -- move to bed if not mcl_beds.player[name] then lay_down(player, ppos, pos) if minetest.get_modpath("mcl_spawn") then local spos = table.copy(pos) spos.y = spos.y + 0.1 mcl_spawn.set_spawn_pos(player, spos) -- save respawn position when entering bed end else lay_down(player, nil, nil, false) end if not is_sp then update_formspecs(false) end -- skip the night and let all players stand up if check_in_beds() then minetest.after(5, function() if not is_sp then update_formspecs(is_night_skip_enabled()) end mcl_beds.sleep() end) end end -- Callbacks minetest.register_on_joinplayer(function(player) if player:get_attribute("mcl_beds:sleeping") == "true" then player:set_attribute("mcl_beds:sleeping", "false") end end) minetest.register_on_leaveplayer(function(player) local name = player:get_player_name() lay_down(player, nil, nil, false, true) mcl_beds.player[name] = nil if check_in_beds() then minetest.after(5, function() update_formspecs(is_night_skip_enabled()) mcl_beds.sleep() end) end end) minetest.register_on_player_receive_fields(function(player, formname, fields) if formname ~= "mcl_beds_form" then return end if fields.quit or fields.leave then lay_down(player, nil, nil, false) update_formspecs(false) end if fields.force then update_formspecs(is_night_skip_enabled()) mcl_beds.sleep() end end)