local S = minetest.get_translator(minetest.get_current_modname()) local F = minetest.formspec_escape local math = math local vector = vector local player_in_bed = 0 local is_sp = minetest.is_singleplayer() local weather_mod = minetest.get_modpath("mcl_weather") local explosions_mod = minetest.get_modpath("mcl_explosions") local spawn_mod = minetest.get_modpath("mcl_spawn") local worlds_mod = minetest.get_modpath("mcl_worlds") local function mcl_log (message) mcl_util.mcl_log (message, "[Beds]") end -- Helper functions local function get_look_yaw(pos) local n = minetest.get_node(pos) local param = n.param2 if param == 1 then return math.pi / 2, param elseif param == 3 then return -math.pi / 2, param elseif param == 0 then return math.pi, param else return 0, param end end local function players_in_bed_setting() return tonumber(minetest.settings:get("mcl_playersSleepingPercentage")) or 100 end local function is_night_skip_enabled() return players_in_bed_setting() <= 100 end local function check_in_beds(players) if not players then players = minetest.get_connected_players() end if player_in_bed <= 0 then return false end return players_in_bed_setting() <= (player_in_bed * 100) / #players 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, } function mcl_beds.is_night(tod) -- Values taken from Minecraft Wiki with offset of +600 if not tod then tod = minetest.get_timeofday() end tod = ( tod * 24000 ) % 24000 return tod > 18541 or tod < 5458 end 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 false end local yaw, param2, dir, bed_pos2, bed_center if bed_pos then yaw, param2 = get_look_yaw(bed_pos) dir = minetest.facedir_to_dir(param2) bed_pos2 = {x = bed_pos.x - dir.x, y = bed_pos.y, z = bed_pos.z - dir.z} bed_center = {x = bed_pos.x - dir.x/2, y = bed_pos.y + 0.1, z = bed_pos.z - dir.z/2} -- save respawn position when entering bed if spawn_mod and mcl_spawn.set_spawn_pos(player, bed_pos, nil) then minetest.chat_send_player(name, S("New respawn position set!")) awards.unlock(player:get_player_name(), "mcl:sweetDreams") end if not mcl_beds.is_night() and (not weather_mod or (mcl_weather.get_weather() ~= "thunder")) then return false, S("You can only sleep at night or during a thunderstorm.") end -- No sleeping if too far away if vector.distance(bed_pos, pos) > 2 and vector.distance(bed_pos2, pos) > 2 then return false, S("You can't sleep, the bed's too far away!") end for _, other_pos in pairs(mcl_beds.bed_pos) do if vector.distance(bed_pos2, other_pos) < 0.1 then return false, S("This bed is already occupied!") end end -- No sleeping while moving. Slightly different behaviour than in MC. -- FIXME: Velocity threshold should be 0.01 but Minetest 5.3.0 -- sometimes reports incorrect Y speed. A velocity threshold -- of 0.125 still seems good enough. if vector.length(player:get_velocity() or player:get_player_velocity()) > 0.125 then return false, S("You have to stop moving before going to bed!") end -- No sleeping if monsters nearby. for _, obj in pairs(minetest.get_objects_inside_radius(bed_pos, 8)) do if obj 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.is_mob and (def.type == "monster" or mobname == "mobs_mc:zombified_piglin") then if monster_exceptions[mobname] or (mobname == "mobs_mc:zombified_piglin" and ent.state ~= "attack") then -- Some exceptions do not prevent sleep. Zombie piglin only prevent sleep while they are hostile. else if math.abs(bed_pos.y - obj:get_pos().y) <= 5 then return false, S("You can't sleep now, monsters are nearby!") end end 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] then mcl_beds.player[name] = nil player_in_bed = player_in_bed - 1 end mcl_beds.pos[name] = nil mcl_beds.bed_pos[name] = nil if p then player:set_pos(p) end -- skip here to prevent sending player specific changes (used for leaving players) if skip then return false end -- physics, eye_offset, etc player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) if player:get_look_vertical() > 0 then player:set_look_vertical(0) end 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:get_meta():set_string("mcl_beds:sleeping", "false") hud_flags.wielditem = true mcl_player.player_set_animation(player, "stand" , 30) -- lay down else 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_pos2.x, y = bed_pos2.y + 1, z = bed_pos2.z}) local def1 = minetest.registered_nodes[n1.name] local def2 = minetest.registered_nodes[n2.name] if def1.walkable or def2.walkable then return false, S("You can't sleep, the bed is obstructed!") elseif (def1.damage_per_second and def1.damage_per_second > 0) or (def2.damage_per_second and def2.damage_per_second > 0) then return false, S("It's too dangerous to sleep here!") end mcl_beds.player[name] = 1 mcl_beds.pos[name] = pos mcl_beds.bed_pos[name] = bed_pos2 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) -- With head tracking: player:set_look_vertical(0) -- Without head tracking: -- player:set_look_vertical(-(math.pi/2)) player:get_meta():set_string("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:set_pos(bed_center) 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) return true end local function update_formspecs(finished, ges) local ges = ges or #minetest.get_connected_players() local form_n = "size[12,5;true]" local all_in_bed = players_in_bed_setting() <= (player_in_bed * 100) / ges local night_skip = is_night_skip_enabled() local button_leave = "button_exit[4,3;4,0.75;leave;"..F(S("Leave bed")).."]" local button_abort = "button_exit[4,3;4,0.75;leave;"..F(S("Abort sleep")).."]" local bg_presleep = "bgcolor[#00000080;true]" local bg_sleep = "bgcolor[#000000FF;true]" local chatbox = "field[0.2,4.5;9,1;chatmessage;"..F(S("Chat:"))..";]" local chatsubmit = "button[9.2,3.75;1,2;chatsubmit;"..F(S("send!")).."]" local defaultmessagebutton = "button[10.2,3.75;1,2;defaultmessage;zzZzzZ]" form_n = form_n .. chatbox .. chatsubmit --because these should be in the formspec in ANY case, they might as well be added here already if finished then for name,_ in pairs(mcl_beds.player) do minetest.close_formspec(name, "mcl_beds_form") end return elseif not is_sp then local text = S("Players in bed: @1/@2", player_in_bed, ges) if not night_skip then text = text .. "\n" .. S("Note: Night skip is disabled.") form_n = form_n .. bg_presleep form_n = form_n .. button_leave elseif all_in_bed then text = text .. "\n" .. S("You're sleeping.") form_n = form_n .. bg_sleep form_n = form_n .. button_abort else local comment = "You will fall asleep when " if players_in_bed_setting() == 100 then comment = S(comment .. "all players are in bed.") else comment = S(comment .. "@1% of all players are in bed.", players_in_bed_setting()) end text = text .. "\n" .. comment form_n = form_n .. bg_presleep form_n = form_n .. button_leave form_n = form_n .. defaultmessagebutton --Players should only be able to see that button when: -Skipping the night is possible -There aren't enoght players sleeping yet end form_n = form_n .. "label[0.5,1;"..F(text).."]" else local text if night_skip then text = S("You're sleeping.") form_n = form_n .. bg_sleep form_n = form_n .. button_abort else text = S("You're in bed.") .. "\n" .. S("Note: Night skip is disabled.") form_n = form_n .. bg_presleep form_n = form_n .. button_leave end form_n = form_n .. "label[0.5,1;"..F(text).."]" 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() if is_night_skip_enabled() then if weather_mod and mcl_weather.get_weather() == "thunder" then local endtime = (mcl_weather.end_time - minetest.get_gametime()) * 72 / 24000 minetest.set_timeofday((minetest.get_timeofday() + endtime) %1) if mcl_beds.is_night() then mcl_beds.skip_night() mcl_beds.kick_players() else mcl_beds.kick_players() end -- Always clear weather mcl_weather.change_weather("none") elseif mcl_beds.is_night() and weather_mod then mcl_beds.skip_night() mcl_beds.kick_players() mcl_weather.change_weather("none") elseif mcl_beds.is_night() and not weather_mod then mcl_beds.skip_night() mcl_beds.kick_players() end end end -- Throw all players out of bed 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 update_formspecs(false) end -- Throw a player out of bed function mcl_beds.kick_player(player) local name = player:get_player_name() if mcl_beds.player[name] then lay_down(player, nil, nil, false) update_formspecs(false) minetest.close_formspec(name, "mcl_beds_form") end end function mcl_beds.skip_night() minetest.set_timeofday(0.25) -- tod = 6000 end function mcl_beds.get_bed_top (pos) local node = minetest.get_node(pos) local dir = minetest.facedir_to_dir(node.param2) local bed_top_pos = vector.add(pos, dir) local bed_top = minetest.get_node(bed_top_pos) if bed_top then --mcl_log("Has a bed top") else --mcl_log("No bed top") end return bed_top_pos end function mcl_beds.get_bed_bottom (pos) local node = minetest.get_node(pos) local dir = minetest.facedir_to_dir(node.param2) mcl_log("Dir: " .. tostring(dir)) local bed_bottom = vector.add(pos, -dir) mcl_log("bed_bottom: " .. tostring(bed_bottom)) local bed_bottom_node = minetest.get_node(bed_bottom) if bed_bottom_node then mcl_log("Bed bottom node name:" .. bed_bottom_node.name) else mcl_log("Didn't get bed bottom") end return bed_bottom end function mcl_beds.on_rightclick(pos, player, is_top) -- Anti-Inception: Don't allow to sleep while you're sleeping if player:get_meta():get_string("mcl_beds:sleeping") == "true" then return end if worlds_mod then local dim = mcl_worlds.pos_to_dimension(pos) if dim == "nether" or dim == "end" then -- Bed goes BOOM in the Nether or End. local node = minetest.get_node(pos) local dir = minetest.facedir_to_dir(node.param2) minetest.remove_node(pos) minetest.remove_node(string.sub(node.name, -4) == "_top" and vector.subtract(pos, dir) or vector.add(pos, dir)) if explosions_mod then mcl_explosions.explode(pos, 5, {drop_chance = 1.0, fire = true}) end return end end local name = player:get_player_name() local ppos = player:get_pos() -- move to bed if not mcl_beds.player[name] then local message if is_top then message = select(2, lay_down(player, ppos, pos)) else local other = mcl_beds.get_bed_top (pos) message = select(2, lay_down(player, ppos, other)) end if message then mcl_title.set(player, "actionbar", {text=message, color="white", stay=60}) else -- someone just successfully entered a bed local connected_players = minetest.get_connected_players() local sleep_hud_message = S("@1/@2 players currently in bed.", player_in_bed, math.ceil(players_in_bed_setting() * #connected_players / 100)) for _, player in pairs(connected_players) do if not mcl_beds.player[player:get_player_name()] then -- only send message to players not sleeping. if mcl_title.params_get(player) then mcl_title.clear(player) end -- clear, old message is still being displayed mcl_title.set(player, "actionbar", {text=sleep_hud_message, color="white", stay=60}) end end end else lay_down(player, nil, nil, false) end update_formspecs(false) -- skip the night and let all players stand up if check_in_beds() then minetest.after(5, function() if check_in_beds() then update_formspecs(is_night_skip_enabled()) mcl_beds.sleep() end end) end end -- Callbacks minetest.register_on_joinplayer(function(player) local meta = player:get_meta() if meta:get_string("mcl_beds:sleeping") == "true" then -- Make player awake on joining server meta:set_string("mcl_beds:sleeping", "false") end playerphysics.remove_physics_factor(player, "speed", "mcl_beds:sleeping") playerphysics.remove_physics_factor(player, "jump", "mcl_beds:sleeping") update_formspecs(false) end) minetest.register_on_leaveplayer(function(player) lay_down(player, nil, nil, false, true) local players = minetest.get_connected_players() local name = player:get_player_name() for n, player in ipairs(players) do if player:get_player_name() == name then players[n] = nil break end end if check_in_beds(players) then minetest.after(5, function() if check_in_beds() then update_formspecs(is_night_skip_enabled()) mcl_beds.sleep() end end) end update_formspecs(false, #players) end) local message_rate_limit = tonumber(minetest.settings:get("chat_message_limit_per_10sec")) or 8 --NEVER change this! if this was java, i would've declared it as final local playermessagecounter = {} --[[ This table stores how many messages a player XY has sent (only while being in a bed) within 10 secs It gets reset after 10 secs using a globalstep --]] local chatbuttonused = false local globalstep_timer = 0 minetest.register_globalstep(function(dtime) globalstep_timer = globalstep_timer + dtime if globalstep_timer >= 10 then globalstep_timer = 0 playermessagecounter = {} chatbuttonused = false end end) local function exceeded_rate_limit(playername) --Note: will also take care of increasing value and sending feedback message if needed if playermessagecounter[playername] == nil then playermessagecounter[playername] = 0 end if playermessagecounter[playername] >= message_rate_limit then -- == should do as well minetest.chat_send_player(playername,S("You exceeded the maximum number of messages per 10 seconds!") .. " (" .. tostring(message_rate_limit) .. ")") return true end playermessagecounter[playername] = playermessagecounter[playername] + 1 return false end local function shout_priv_check(player) if not minetest.check_player_privs(player,"shout") then minetest.chat_send_player(player:get_player_name(),S("You are missing the 'shout' privilege! It's required in order to talk in chat...")) return false end return true end minetest.register_on_player_receive_fields(function(player, formname, fields) if formname ~= "mcl_beds_form" then return end local custom_sleep_message if fields.chatsubmit and fields.chatmessage ~= "" then custom_sleep_message = fields.chatmessage end if custom_sleep_message or fields.defaultmessage then if chatbuttonused then local time_to_wait = math.ceil(10-globalstep_timer) minetest.chat_send_player(player:get_player_name(),S("Sorry, but you have to wait @1 seconds until you may use this button again!", tostring(time_to_wait))) return end if (not exceeded_rate_limit(player:get_player_name())) and shout_priv_check(player) then chatbuttonused = true local message = custom_sleep_message or S("Hey! Would you guys mind sleeping?") minetest.chat_send_all(minetest.format_chat_message(player:get_player_name(), message)) end 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) minetest.register_on_player_hpchange(function(player, hp_change) if hp_change < 0 then mcl_beds.kick_player(player) end end)