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[mod]Multispawn[multispawn][git]

Posted:
Mon Nov 04, 2013 11:46
by Pitriss
Mod which allows to set up multiple spawn points from ingame formspec. After setting up some spawn points you can spawn to nearest spawn by /spawn command or spawn into desired spawn point by using /spawn <spawnid>. Created spawn points doesn't need server restart.
Version 0.1.1 - solved issue with new fomspec. Now works correctly on 0.4.8
Version 0.1.2 - solved bug in privs handling
Dependencies:default
Licence:WTFPL
https://github.com/Pitriss/multispawnCredits:fairiestoy and Ritchie: ideas, suggestions and testing
EDIT: I dropped versioning. Git commit log is enough to see what changed.

Posted:
Mon Nov 04, 2013 20:12
by cHyper
are there any formspecs planed for others functions than spawnset?

Posted:
Mon Nov 04, 2013 20:31
by Pitriss
I think spawnset and spawnedit is enough.. For other functions are formspecs not needed.. or where are you wanted to use formspecs?
Write command and get thing done is quite faster than command => clicking combination.. But in set / edit is formspec just more comfortable:)

Posted:
Tue Nov 05, 2013 14:05
by cHyper
how can i exit when i set a spawnpoint?
like this
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "multispawn:spawnset" then
local x, y, z, sname, sid, snum, err
err = ""
x = tonumber(fields.scoordx) or 0
y = tonumber(fields.scoordy) or 0
z = tonumber(fields.scoordz) or 0
sname = fields.sname
sid = string.lower(fields.sid)
snum = tonumber(fields.snum) or 1
-- exit when no input
if sid == "" and snum == "" then
return false
end
...

Posted:
Tue Nov 05, 2013 16:36
by Pitriss
formspec will close if you set it in proper way. otherwise "ESC" key should work as exit..

Posted:
Sat Nov 09, 2013 10:02
by Zeg9
Pitriss wrote:formspec will close if you set it in proper way. otherwise "ESC" key should work as exit..
When I press "ESC" it doesn't close, except if I hold it until the pause menu appears :-/

Posted:
Sat Nov 09, 2013 16:22
by Pitriss
do you use latest git client? Everyone who tried this just can close it by esc.. Idk what can be wrong.
Re: [mod]Multispawn[multispawn][git]

Posted:
Wed Apr 23, 2014 10:41
by CWz
spawnset doesn't seem to save to spawn.conf
this also appears to be client side
Re: [mod]Multispawn[multispawn][git]

Posted:
Tue Apr 29, 2014 13:02
by Pitriss
CWz wrote:spawnset doesn't seem to save to spawn.conf
this also appears to be client side
Sorry, but I don't have time to track daily what MT core devs messed up this day.. My mod is working even under older 0.4.9.-31-g676f34a :// Feel free to track what is wrong and point me to that.
Re: [mod]Multispawn[multispawn][git]

Posted:
Tue May 06, 2014 00:23
by Pitriss
Hi there is fixed version of init.lua. Replace old versions with file from code tag. It is not pushed in git just because it is not working in older clients (including stable). Problem is in broken formspecs.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
multispawndebug = false
local function save_data(sett, data, def_sp)
if sett ~= nil then
data_ser = minetest.serialize(data)
sett:set("data", data_ser)
sett:set("default", def_sp)
sett:write()
else
minetest.chat_send_all("Saving data failed")
end
end
local function build_id(sp)
--build of index
local si = {}
for _,v in pairs(sp) do
si[v.num] = v.id
end
return si
end
local function rebuild_id(sp, si)
--clearing of index
for v in pairs (si) do
si[v] = nil
end
--rebuild of index
for _,v in pairs(sp) do
si[v.num] = v.id
end
return si
end
local function load_data(sett, field)
local loaded = sett:get("data")
local def = sett:get("default")
if loaded ~= nil then
local data = minetest.deserialize(loaded)
local def = sett:get("default")
else
local data = {
origin = {num = 0, coords = {x = 0, y = 8.5, z = 0}, name = "Origin", id = "origin"},
}
local def = "origin"
end
-- table.foreach(data, print)
local return_table = {}
table.insert(return_table, {spawns=data, default=def})
return return_table
end
local function get_nearest_id (playerref, spawnlist)
local player_coords = playerref:getpos()
local minnumber = nil
local spawn = ""
local temp_coords = nil
for _,v in pairs(spawnlist) do
temp_coords = v.coords
distance = tonumber(vector.distance(temp_coords, player_coords))
if minnumber == nil then
minnumber = tonumber(distance)
spawn = v.id
elseif distance < minnumber then
minnumber = tonumber(distance)
spawn = v.id
end
end
return spawn
end
local function print_r(tab,com)
if multispawndebug == true then
print("DEBUG: "..com)
table.foreach(tab, print)
print("-----")
return true
else
return false
end
end
local function debug(var, com)
if multispawndebug == true then
print("DEBUG: "..com)
print(var)
minetest.chat_send_all("DEBUG: "..var.."// "..com)
print("-----")
return true
else
return false
end
end
local config_file = minetest.get_worldpath().."/spawn.conf"
--in case of not existant config file, it
--will create it
local file_desc = io.open(config_file, "a")
file_desc:close()
--create config instance
local config = Settings(config_file)
local data
local default
local spawns = {}
local default_spawn = {}
data = config:get("data")
if data ~= nil then
spawns = minetest.deserialize(data)
default = config:get("default")
if default ~= nil then
default_spawn = spawns[default]
end
else
spawns = {
origin = {num = 0, coords = {x = 0, y = 0, z = 0}, name = "Origin", id = "origin"},
}
default_spawn = spawns.origin
end
save_data(config, spawns, default_spawn.id)
spawn_id = build_id(spawns)
minetest.register_privilege("spawn_admin", {"Allowing to create, modify and delete spawnpoints", give_to_singleplayer = false})
-- Make list of spawns by its numbers
local spawn_id = {}
for _,v in pairs(spawns) do
spawn_id[v.num] = v.id
end
minetest.register_chatcommand("spawn", {
params = "[spawn number|spawnid]",
description = "Spawns player to nearest or specified spawn",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return
end
if param == "" then
local nearestid = get_nearest_id(player, spawns)
player:setpos(spawns[nearestid].coords)
minetest.chat_send_player(name, "You are now at "..spawns[nearestid].name);
elseif type(spawns[param]) == "table" then
player:setpos(spawns[param].coords)
minetest.chat_send_player(name, "You are now at "..spawns[param].name);
elseif type(spawns[spawn_id[tonumber(param)]]) == "table" then
player:setpos(spawns[spawn_id[tonumber(param)]].coords)
minetest.chat_send_player(name, "You are now at "..spawns[spawn_id[tonumber(param)]].name);
else
minetest.chat_send_player(name, "I don't know where is that place. Sorry.");
end
end,
})
minetest.register_chatcommand("spawnset", {
params = "",
privs = {spawn_admin=true},
description = "Set new spawn point.",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return
end
local formspec = "size[8,6]"
formspec = formspec.."label[0,0;New spawn setting]"
formspec = formspec.."field[0.2,1;7,1;sname;Spawn name;]"
formspec = formspec.."field[0.2,2;5,1;sid;Spawn ID;]"
formspec = formspec.."field[5.2,2;2,1;snum;Spawn number;]"
formspec = formspec.."field[0.2,3;1,1;scoordx;X coord;]"
formspec = formspec.."field[1.2,3;1,1;scoordy;Y coord;]"
formspec = formspec.."field[2.2,3;1,1;scoordz;Z coord;]"
formspec = formspec.."label[0,8;]"
formspec = formspec.."button_exit[0,5;8,1;ssubmit;Create spawn]"
minetest.show_formspec(name, "multispawn:spawnset", formspec)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "multispawn:spawnset" and fields.ssubmit ~= nil then
local x, y, z, sname, sid, snum, err
err = ""
x = tonumber(fields.scoordx) or 0
y = tonumber(fields.scoordy) or 0
z = tonumber(fields.scoordz) or 0
sname = fields.sname
sid = string.lower(fields.sid)
snum = tonumber(fields.snum) or 1
if type(spawns[sid]) == "table" then
err = "Spawn ID already exists"
end
if err == "" then
for _,v in pairs(spawns) do
if v.num == snum then
err = "This spawn number already exists"
break
end
end
end
-- table.foreach(spawns[sid], print)
if err ~= "" then
minetest.chat_send_player(name, err);
local formspec = "size[8,6]"
formspec = formspec.."label[0,0;New spawn setting]"
formspec = formspec.."field[0.2,1;7,1;sname;Spawn name;"..sname.."]"
formspec = formspec.."field[0.2,2;5,1;sid;Spawn ID;"..sid.."]"
formspec = formspec.."field[5.2,2;2,1;snum;Spawn number;"..snum.."]"
formspec = formspec.."field[0.2,3;1,1;scoordx;X coord;"..tostring(x).."]"
formspec = formspec.."field[1.2,3;1,1;scoordy;Y coord;"..tostring(y).."]"
formspec = formspec.."field[2.2,3;1,1;scoordz;Z coord;"..tostring(z).."]"
formspec = formspec.."label[0,8;"..err.."]"
formspec = formspec.."button_exit[0,5;8,1;ssubmit;Create spawn]"
minetest.show_formspec(name, "multispawn:spawnset", formspec)
end
local joined_data = {}
local new_coords = {}
joined_data.name = sname
joined_data.num = snum
joined_data.id = sid
new_coords = {x=tostring(x), y=tostring(y), z=tostring(z)}
joined_data.coords = new_coords
spawns[sid] = {}
spawns[sid] = joined_data
save_data(config, spawns, default_spawn.id)
minetest.chat_send_player(name, "Spawn point "..joined_data.name.." was succesfully created.");
spawn_id = rebuild_id(spawns, spawn_id)
return true
else
-- esc or enter pressed
return false
end
end)
end,
})
minetest.register_chatcommand("spawnedit", {
params = "<spawn number|spawnid>",
privs = {spawn_admin=true},
description = "Edit spawn point.",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return
end
local editedspawn = {}
local tempspawn = ""
if param == "" then
minetest.chat_send_player(name, "You must provide spawnid or spawn number");
return
elseif type(spawns[param]) == "table" then
editedspawn = spawns[param]
tempspawn = spawns[param].id
elseif type(spawns[spawn_id[tonumber(param)]]) == "table" then
editedspawn = spawns[spawn_id[tonumber(param)]]
tempspawn = spawns[spawn_id[tonumber(param)]].id
else
minetest.chat_send_player(name, "I don't know such spawn point. Sorry.");
return
end
local formspec = "size[8,6]"
formspec = formspec.."label[0,0;Spawn editing]"
formspec = formspec.."field[0.2,1;7,1;sname;Spawn name;"..tostring(editedspawn.name).."]"
formspec = formspec.."field[0.2,2;2,1;snum;Spawn number;"..tonumber(editedspawn.num).."]"
formspec = formspec.."field[0.2,3;1,1;scoordx;X coord;"..tonumber(editedspawn.coords.x).."]"
formspec = formspec.."field[1.2,3;1,1;scoordy;Y coord;"..tonumber(editedspawn.coords.y).."]"
formspec = formspec.."field[2.2,3;1,1;scoordz;Z coord;"..tonumber(editedspawn.coords.z).."]"
formspec = formspec.."label[0,8;]"
formspec = formspec.."button_exit[0,5;8,1;ssubmit;Confirm changes]"
minetest.show_formspec(name, "multispawn:spawnedit", formspec)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "multispawn:spawnedit" and fields.ssubmit ~= nil then
local x, y, z, sname, snum, err
err = ""
x = tonumber(fields.scoordx) or 0
y = tonumber(fields.scoordy) or 0
z = tonumber(fields.scoordz) or 0
sname = fields.sname
snum = tonumber(fields.snum) or 1
if err == "" then
for _,v in pairs(spawns) do
if v.num == snum and tempspawn ~= spawn_id[snum] then
err = "This spawn number already used by "..spawn_id[snum]
break
end
end
end
-- table.foreach(spawns[sid], print)
if err ~= "" then
minetest.chat_send_player(name, err);
local formspec = "size[8,6]"
formspec = formspec.."label[0,0;Spawn editing]"
formspec = formspec.."field[0.2,1;7,1;sname;Spawn name;"..sname.."]"
formspec = formspec.."field[0.2,2;2,1;snum;Spawn number;"..snum.."]"
formspec = formspec.."field[0.2,3;1,1;scoordx;X coord;"..tostring(x).."]"
formspec = formspec.."field[1.2,3;1,1;scoordy;Y coord;"..tostring(y).."]"
formspec = formspec.."field[2.2,3;1,1;scoordz;Z coord;"..tostring(z).."]"
formspec = formspec.."label[0,7;"..err.."]"
formspec = formspec.."button_exit[0,5;8,1;ssubmit;Confirm changes]"
minetest.show_formspec(name, "multispawn:spawnedit", formspec)
end
local joined_data = {}
local new_coords = {}
joined_data.name = sname
joined_data.num = snum
joined_data.id = tempspawn
new_coords = {x=tostring(x), y=tostring(y), z=tostring(z)}
joined_data.coords = new_coords
spawns[tempspawn] = joined_data
save_data(config, spawns, default_spawn.id)
spawn_id = rebuild_id(spawns, spawn_id)
minetest.chat_send_player(name, "Spawn point "..joined_data.name.." was succesfully edited.");
return true
else
-- esc or enter pressed
return false
end
end)
end,
})
minetest.register_chatcommand("spawnlist", {
params = "",
description = "List all possible spawnpoints.",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return
end
minetest.chat_send_player(name, "--- Start of spawn list ---");
for _,v in pairs(spawns) do
minetest.chat_send_player(name, v.num..") "..v.name.." ("..v.id..")");
end
minetest.chat_send_player(name, "--- End of spawn list ---");
end
})
minetest.register_chatcommand("spawnnear", {
params = "[name]",
description = "Show you name and distance of your or <names> nearest spawn",
func = function(name, param)
if param == "" then
local player = minetest.get_player_by_name(name)
if not player then
return
end
local nearestid = get_nearest_id(player, spawns)
minetest.chat_send_player(name, "Nearest spawn is "..spawns[nearestid].name..".");
else
local sparam = tostring(param)
local player = minetest.get_player_by_name(sparam)
if not player then
minetest.chat_send_player(name, sparam.." is not online.");
return
end
local nearestid = get_nearest_id(player, spawns)
print(sparam)
minetest.chat_send_player(name, sparam.."'s nearest spawn is "..spawns[nearestid].name..".");
end
end
})
minetest.register_chatcommand("spawndefault", {
params = "<spawn number|spawnid>",
privs = {spawn_admin=true},
description = "Allows change of default spawn.",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return
end
-- Handling parameter
if param == "" then
minetest.chat_send_player(name, "You must provide spawnid or spawn number");
return
elseif type(spawns[param]) == "table" then
default_spawn = spawns[param]
minetest.chat_send_player(name, "Default spawn point was set to "..default_spawn.name..".");
save_data(config, spawns, default_spawn.id)
elseif type(spawns[spawn_id[tonumber(param)]]) == "table" then
default_spawn = spawns[spawn_id[tonumber(param)]]
minetest.chat_send_player(name, "Default spawn point was set to "..default_spawn.name..".");
save_data(config, spawns, default_spawn.id)
else
minetest.chat_send_player(name, "I don't know such spawn point. Sorry.");
return
end
end
})
minetest.register_chatcommand("spawnremove", {
params = "<spawn number|spawnid>",
privs = {spawn_admin=true},
description = "Allows to remove spawn.",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return
end
-- Handling parameter
if param == "" then
minetest.chat_send_player(name, "You must provide spawnid or spawn number");
return
elseif type(spawns[param]) == "table" then
minetest.chat_send_player(name, "Spawn point "..param.." was succesfuly removed.");
spawns[param] = nil
spawn_id = rebuild_id(spawns, spawn_id)
if param == default_spawn.id then
local v
for v in pairs (spawns) do
default_spawn = spawns[v]
break
end
minetest.chat_send_player(name, "You removed default spawn point! Default spawn point was set to "..default_spawn.name..".");
end
save_data(config, spawns, default_spawn.id)
elseif type(spawns[spawn_id[tonumber(param)]]) == "table" then
param = spawn_id[tonumber(param)]
minetest.chat_send_player(name, "Spawn point "..spawns[param].name.." was succesfuly removed.");
spawns[param] = nil
spawn_id = rebuild_id(spawns, spawn_id)
if param == default_spawn.id then
local v
for v in pairs (spawns) do
default_spawn = spawns[v]
break
end
minetest.chat_send_player(name, "You removed default spawn point! Default spawn point was set to "..default_spawn.name..".");
end
save_data(config, spawns, default_spawn.id)
else
minetest.chat_send_player(name, "I don't know such spawn point. Sorry.");
return
end
end
})
minetest.register_on_newplayer(function(player)
player:setpos(default_spawn.coords)
return true
end)
minetest.register_on_respawnplayer(function(player, pos)
player:setpos(default_spawn.coords)
return true
end)
Re: [mod]Multispawn[multispawn][git]

Posted:
Tue Jul 29, 2014 16:29
by Napiophelios
Is it possible to add a random command ?
/spawnrandom
Spawns player to random coordinates
Re: [mod]Multispawn[multispawn][git]

Posted:
Wed Jul 30, 2014 15:56
by Pitriss
possible yes, but it have nothing to do with purpose of this mod. so it is more like task for some standalone mod.
Re: [mod]Multispawn[multispawn][git]

Posted:
Sat Aug 13, 2016 12:55
by ParaklataChotou
Hello Pitriss, one question: With this mod, the multiplespawns can I make if some player die, that player be teleported in the most closest spawn?
Re: [mod]Multispawn[multispawn][git]

Posted:
Sat Aug 13, 2016 14:39
by ParaklataChotou
I've copied the code for int.lua. thank you, now it works a little bit. :\
Now when I press /spawn to go to the spawn point, appears a fatal error: Lua: Runtime error from mod 'multispawn' in callback on_chat_message():C++ Exception :((((.
How can I debug it?