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[no sq] Kick players from beds that have ceased existing

Open appgurueu opened this issue 1 year ago • 5 comments

Fixes #3167. Done via a globalstep, which is not a concern. I believe this to be the most straightforward approach; it is unrealistic to efficiently hook all possible ways the node could be removed.

appgurueu avatar Nov 15 '24 00:11 appgurueu

I have no issues with this approach but shouldn't on_destruct be enough actually? (except vmanips)

sfan5 avatar Nov 15 '24 09:11 sfan5

I have no issues with this approach but shouldn't on_destruct be enough actually? (except vmanips)

I think so, yes. VoxelManips might appear naturally in gameplay though, e.g. explosions - you still want the player to be kicked from bed when it was blown up (we could now start with on_blast etc, but that puts us back in the catch all situation).

appgurueu avatar Nov 18 '24 14:11 appgurueu

The sleep formspec does neither get closed nor updated on kick. Is that intentional? Granted, it does precisely fix the linked issue.

grafik

SmallJoker avatar Nov 21 '24 18:11 SmallJoker

Ping.

sfan5 avatar Oct 13 '25 14:10 sfan5

Furthermore, what is the purpose of beds.is_bed_node, or the bed = 1 node group, respectively? Either of them seems superfluous.

SmallJoker avatar Oct 15 '25 15:10 SmallJoker