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- -- Interval between movement checks (in seconds).
- local INTERVAL = 5
- -- Minimum distance to move to register as not AFK (in blocks).
- local MINDIST = 0.4
- -- If player does not move within this time, 'sit' player (in seconds) and label them as afk.
- local TIMEOUT = 300 -- 300 = 5 minutes
- local time_afk = {} -- a table indexed by plname that indicates the approximate time since last moved
- local last_pos = {} -- a table of position vectors that are indexed by plname
- local chat_afk = {} -- a table of booleans indexed by plname that indicate if players are afk, used to indicate if we have placed a chat message that indicates them as afk
- local chat_noafk = {} -- a table of booleans indexed by plname that indicate if players are not afk
- local beds_path = minetest.get_modpath("beds")
- local attached_before_afk = {}
- -- Function to check if the player is afk.
- local function check_moved()
- for _, p in ipairs(minetest.get_connected_players()) do
- local plname = p:get_player_name()
- local in_bed = false
- if beds_path then
- if beds.player[plname] then
- in_bed = true
- end
- end
- local pos = p:getpos()
- local sit = false -- for now, assume that they are not afk. Well change that if we need to later on in this function
- -- (below) if the player is not registered on the afk and no afk list, add them with them not being afk
- if chat_noafk[plname] == nil then
- attached_before_afk[plname] = default.player_attached[plname]
- chat_afk[plname] = false
- chat_noafk[plname] = true
- end
- -- if the plname index can be found on the last_pos table then: (the plname index would not be found if they joined since the last interval afk check... we'll get them next time around bc of setting thire name o the table)
- if last_pos[plname] then
- --get the distance between their current position and their last postion, d is distance
- local d = vector.distance(last_pos[plname], pos)
- -- print("Player: "..plname..", Dist: "..d)
- if d < MINDIST then -- if d is less than minimum distance then
- time_afk[plname] = (time_afk[plname] or 0) + INTERVAL -- add the checking interval to the player's time afk (eg not moved) number
- --(below)and if the time not moved (time_afk at index plname) is more than the timeout time then sit them and post afk message to chat if we haven't already
- if time_afk[plname] >= TIMEOUT then --if we've reached timeout on the afk time table or are beyond that timeout then
- default.player_set_animation(p, "sit") -- make sure that the player is sitting
- -- ^^^THIS COULD CAUSE A PROBLEM... what if they are already laying in bed and are afk? now they will be sitting in bed.-- fixed
- sit = true --indicate that the player is sitting and that we have caused the sitting, for this iteration (used to keep player's animation as lay if they are dead)
- chat_noafk[plname] = false --take them off the list of players that are not afk
- if chat_afk[plname] == false then -- so they ARE afk after the timeout, but if they are not on the list of players that we have given an afk chat message about, then give the chat message now, and then indicate that we have given an afk message about them, so that we don't do it again.
- minetest.chat_send_all("*** "..plname.." is AFK.") -- changed the number of stars to differentiate it from user-generated messages
- chat_afk[plname] = true
- attached_before_afk[plname] = default.player_attached[plname] -- for first time afk, the attached state has not been messed with yet by this mod. Save its state now to know whether to unattach the player when they come back
- end
- default.player_attached[plname] = true --I switched this in its order to be after the test for first time afk, so we could determine the original attached state
- end
- else -- oh, wait, if they have moved more than the minumum distance, then reset their afk time
- time_afk[plname] = 0
- end
- end
- if not sit then --if we have not made them sit this iteration then
- last_pos[plname] = pos --set their last postion indicator to their current position for next iteration so we can detect movement
- chat_afk[plname] = false --make sure we know that they are not afk for future reference
- -- If a player returns and the status changes, we print a message to chat.
- if chat_noafk[plname] == false then --if we didn't make them sit this iteration, its bc they are active. If their index on the not_afk list says that they ARE afk, then we haven't updated that info. SO,
- minetest.chat_send_all("*** "..plname.." came back from AFK.") --let everyone know
- chat_noafk[plname] = true --and update their status
- if not(attached_before_afk[plname]) then -- only change animation and attached state to false IF they were not attached before they went afk. Let other mods handle setting them to not attached if they caused it
- default.player_attached[plname] = false -- let the server know that they are not attached anymore - the server will stand them up.
- default.player_set_animation(p, "stand") -- and make them stand up. I moved this from where it was setting the stand animation every check, to where it sets it only when coming back from afk
- end
- end
- end
- -- If players are dead and AFK or if they are in bed, keep their model in the lay position, not sit. Spawn particles
- if (p:get_hp() == 0 or in_bed) and sit then --if they are dead or are lying in bed and would otherwise be sitting bc of afk, revoke the sit anim command, instead set it to lay
- default.player_set_animation(p, "lay")
- if p:get_hp() == 0 then
- --spawn fly and stink particles here if they are afk and dead
- minetest.add_particlespawner({
- amount = 15,
- time = INTERVAL,
- minpos = {x=pos.x -.8 , y=pos.y + .1, z=pos.z -.8},
- maxpos = {x=pos.x +.8 , y=pos.y + 1, z=pos.z +.8},
- minvel = {x=0, y=0, z=0},
- maxvel = {x=-.1, y=-.1, z=-0.1},
- minacc = {x=0, y=0, z=0},
- maxacc = {x=0, y=0, z=0},
- minexptime = INTERVAL- .5*INTERVAL,
- maxexptime = INTERVAL,
- minsize = 4,
- maxsize = 4,
- collisiondetection = true,
- vertical = false,
- texture = "afk_fly_anim.png",
- animation = {
- type = "vertical_frames",
- aspect_w = 16,
- -- ^ specify width of a frame in pixels
- aspect_h = 16,
- -- ^ specify height of a frame in pixels
- length = .2,
- -- ^ specify full loop length
- },
- })
- end
- end
- if (sit and not(p:get_hp() == 0)) or (in_bed and (not(p:get_hp() == 0))) then-- if they are afk and not dead then
- -- spawn zzz particles here
- local bed_offset = 0
- if in_bed then
- bed_offset = -1
- end
- minetest.add_particlespawner({
- amount = 5,
- time = INTERVAL,
- minpos = {x=pos.x -.4 , y=pos.y + 1.2 + bed_offset, z=pos.z -.4},
- maxpos = {x=pos.x +.4 , y=pos.y + 1.5 + bed_offset, z=pos.z +.4},
- minvel = {x=0, y=.1, z=0},
- maxvel = {x=0.1, y=.3, z=0.1},
- minacc = {x=0, y=.1, z=0},
- maxacc = {x=0.01, y=.3, z=0.01},
- minexptime = INTERVAL- .5*INTERVAL,
- maxexptime = INTERVAL,
- minsize = 1,
- maxsize = 5,
- collisiondetection = true,
- vertical = false,
- texture = "afk_z_anim.png",
- animation = {
- type = "vertical_frames",
- aspect_w = 16,
- -- ^ specify width of a frame in pixels
- aspect_h = 16,
- -- ^ specify height of a frame in pixels
- length = INTERVAL,
- -- ^ specify full loop length
- },
- })
- end
- end
- minetest.after(INTERVAL, check_moved)
- end
- minetest.after(INTERVAL, check_moved)
- minetest.register_on_leaveplayer(function(player) -- clean things up
- local plname = player:get_player_name()
- time_afk[plname] = nil
- last_pos[plname] = nil
- chat_afk[plname] = nil
- chat_noafk[plname] = nil
- attached_before_afk[plname] = nil
- end)
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