
--
-- Bed mod
--

local S = minetest.get_translator("rp_bed")

local bed = {}

-- Per-user data table

bed.userdata = {}
bed.userdata.saved = {}
bed.userdata.temp = {}

-- List of occupied beds, indexed by node position hash
bed.occupied_beds = {}

-- Returns <spawn position> of `player` or
-- nil if if there is no spawn active
bed.get_spawn = function(player)
   local name = player:get_player_name()
   local spawn
   if bed.userdata.saved[name].spawn_pos then
      spawn = bed.userdata.saved[name].spawn_pos
   end
   return spawn
end

-- Sets the bed spawn position for `player`.
-- Returns true if spawn position was set and changed.
-- Returns false if spawn position was not changed because
-- it's already used by the player.
bed.set_spawn = function(player, spawn_pos)
   local name = player:get_player_name()
   local old_spawn_pos = bed.userdata.saved[name].spawn_pos
   if old_spawn_pos and vector.equals(spawn_pos, old_spawn_pos) then
	   return false
   end
   bed.userdata.saved[name].spawn_pos = table.copy(spawn_pos)
   minetest.log("action", "[rp_bed] Respawn position of "..name.." set to "..minetest.pos_to_string(spawn_pos, 1))
   return true
end

-- Unsets the bed spawn position of `player`
bed.unset_spawn = function(player)
   local name = player:get_player_name()
   bed.userdata.saved[name].spawn_pos = nil
end

-- Savefile

local bed_file = minetest.get_worldpath() .. "/bed.dat"
local saving = false

-- Timer

local timer_interval = 1
local timer = 0

local delay_daytime = false

local function is_bed_node(pos)
   if pos == nil then
      return false
   end

   local node = minetest.get_node(pos)

   if node.name == "rp_bed:bed_foot" then
      return true
   end

   return false
end

-- Returns name of player in bed at pos or nil if not occupied
local function get_player_in_bed(pos)
	local hash = minetest.hash_node_position(pos)
	local playername = bed.occupied_beds[hash]
	return playername
end
-- Assign a player to the bed at pos.
-- If playername==nil, bed will be unassigned.
local function set_bed_occupier(pos, playername)
	local hash = minetest.hash_node_position(pos)
	bed.occupied_beds[hash] = playername
end

local function put_player_in_bed(player)
   if player == nil then
      return
   end

   local name = player:get_player_name()

   if not is_bed_node(bed.userdata.temp[name].node_pos) then
      return
   end

   player:set_pos(bed.userdata.temp[name].sleep_pos)

   player_effects.apply_effect(player, "inbed")

   player:set_eye_offset(vector.new(0, -13, 0), vector.new(0, -13, 0))
   player:set_local_animation(
      {x=162, y=166},
      {x=162, y=166},
      {x=162, y=166},
      {x=162, y=168},
      rp_player.player_animation_speed)

   rp_player.player_set_animation(player, "lay", rp_player.player_animation_speed)

   rp_player.player_attached[name] = true

   minetest.log("action", "[rp_bed] "..name.." was put into bed")
end

local function clear_bed_status(player)
   if player == nil then
      return
   end
   local name = player:get_player_name()

   bed.userdata.temp[name].in_bed = false
   if bed.userdata.temp[name].node_pos then
      set_bed_occupier(bed.userdata.temp[name].node_pos, nil)
   end
   bed.userdata.temp[name].node_pos = nil

   player_effects.remove_effect(player, "inbed")

   player:set_eye_offset(vector.new(0, 0, 0), vector.new(0, 0, 0))
   player:set_local_animation(
      {x=0, y=79},
      {x=168, y=187},
      {x=189, y=198},
      {x=200, y=219},
      rp_player.player_animation_speed)

   rp_player.player_set_animation(player, "stand", rp_player.player_animation_speed)

   rp_player.player_attached[name] = false
end

local function take_player_from_bed(player)
   if player == nil then
      return
   end
   local name = player:get_player_name()

   local was_in_bed = bed.userdata.temp[name].in_bed == true
   if was_in_bed then
      minetest.log("action", "[rp_bed] "..name.." was taken from bed")
   end
   local spawn_pos = bed.get_spawn(player)
   if spawn_pos then
      player:set_pos(spawn_pos)
   end

   clear_bed_status(player)
end

local function save_bed()
   local f = io.open(bed_file, "w")

   f:write(minetest.serialize(bed.userdata.saved))

   io.close(f)

   saving = false
end

local function delayed_save()
   if not saving then
      saving = true

      minetest.after(40, save_bed)
   end
end

local function load_bed()
   local f = io.open(bed_file, "r")

   if f then
      bed.userdata.saved = minetest.deserialize(f:read("*all"))

      io.close(f)
   else
      save_bed()
   end
end

-- Server start

local function on_load()
   load_bed()
end

-- Server shutdown

local function on_shutdown()
   save_bed()
end

-- Joining player

local function on_joinplayer(player)
   local name = player:get_player_name()

   if not bed.userdata.saved[name] then
      bed.userdata.saved[name] = {
         spawn_pos = nil,
      }
   end
   bed.userdata.temp[name] = {
         in_bed = false,
         node_pos = nil,
	 sleep_pos = nil,
      }
   delayed_save()
end

-- Leaving player

local function on_leaveplayer(player)
   local name = player:get_player_name()
   if bed.userdata.temp[name] then
      bed.userdata.temp[name].in_bed = false
      if bed.userdata.temp[name].node_pos then
         set_bed_occupier(bed.userdata.temp[name].node_pos, nil)
      end
      bed.userdata.temp[name].node_pos = nil
   end
end

-- Returns true if players can spawn into the given node safely.
local function node_is_spawnable_in(node, is_upper)
	-- All non-walkable, non-damaging, non-drowning nodes are safe.
	-- Also the bed as a special case for the lower check.
	if not node then
		return false, "no_node"
	end
	if not is_upper and minetest.get_item_group(node.name, "bed") ~= 0 then
		return true
	end
	local def = minetest.registered_nodes[node.name]
	if not def.walkable and def.drowning <= 0 and def.damage_per_second <= 0 then
		return true
	end
	local fail_reason
	if def.walkable then
		fail_reason = "blocked"
	elseif def.damage_per_second > 0 then
		fail_reason = "damage"
	elseif def.drowning > 0 then
		fail_reason = "drowning"
	else
		fail_reason = "blocked"
	end
	return false, fail_reason
end

-- Returns true if players can spawn on given node safely (without falling).
local function node_is_spawnable_on(node)
	-- All walkable full cube nodes that don't disable jump are accepted
	if not node then
		return false
	end
	local def = minetest.registered_nodes[node.name]
	if def.walkable and
			((def.collision_box == nil and def.node_box == nil) or
			(not def.collision_box and def.node_box and def.node_box.type == "regular") or
			(not def.node_box and def.collision_box and def.collision_box.type == "regular")) and
			(minetest.get_item_group(node.name, "disable_jump") == 0) then
		return true
	end
	return false
end

local respawn_check_posses = {
	vector.new(0, 0, 0 ),
	vector.new(0, 0, -1 ),
	vector.new(0, 0, 1 ),
	vector.new(-1,0, 0 ),
	vector.new(1, 0, 0 ),
	vector.new(-1,0, -1 ),
	vector.new(-1,0, 1 ),
	vector.new(1, 0, -1 ),
	vector.new(1, 0, 1 ),
}

local attempt_bed_respawn = function(player)
	-- Place player on respawn position if set
	local name = player:get_player_name()
	local pos = bed.get_spawn(player)
	if pos then
		-- Load area around spawn pos to make sure
		-- we don't get ignore nodes.
		local load_offset = vector.new(1,1,1)
		local load_min = vector.subtract(pos, load_offset)
		local load_max = vector.add(pos, load_offset)
		minetest.load_area(load_min, load_max)
		-- Check if position is safe, if not, try to spawn to one of the
		-- neighbor blocks
		for n=1, #respawn_check_posses do
			local cpos = vector.add(pos, respawn_check_posses[n])
			local node = minetest.get_node(cpos)
			if node_is_spawnable_in(node, false) then
				local is_bed = minetest.get_item_group(node.name, "bed") ~= 0
				-- Check posses above (must be free)
				-- and below (must be walkable)
				-- If bed, 2 posses must be free above
				local acpos = { x=cpos.x, y=cpos.y+1, z=cpos.z }
				local aacpos = { x=cpos.x, y=cpos.y+2, z=cpos.z }
				local abpos = { x=cpos.x, y=cpos.y-1, z=cpos.z }
				local anode = minetest.get_node(acpos)
				local aanode = minetest.get_node(aacpos)
				local bnode = minetest.get_node(abpos)
				if node_is_spawnable_in(anode, true) and
						((n == 1 and is_bed) or node_is_spawnable_on(bnode)) and
						(not is_bed or node_is_spawnable_in(aanode, false)) then
					local spos = cpos
					if not is_bed then
						spos.y = spos.y - 0.5
					end
					player:set_pos(spos)
					return true
				end
			end
		end
		bed.unset_spawn(player)
		minetest.chat_send_player(name, minetest.colorize("#FFFF00", S("Your respawn position was blocked or dangerous. You’ve lost your old respawn position.")))
		return false
	end
	return false
end

local on_respawnplayer = function(player)
	clear_bed_status(player)
	return attempt_bed_respawn(player)
end


local function on_dieplayer(player)
   local name = player:get_player_name()
   if bed.userdata.temp[name] then
      bed.userdata.temp[name].in_bed = false
      if bed.userdata.temp[name].node_pos then
         set_bed_occupier(bed.userdata.temp[name].node_pos, nil)
      end
      bed.userdata.temp[name].node_pos = nil
   end
end

-- Update function

local function on_globalstep(dtime)
   timer = timer + dtime

   if timer < timer_interval then
      return
   end

   timer = 0

   local sleeping_players = 0

   local in_bed = {}
   for name, data in pairs(bed.userdata.temp) do
      if data.in_bed then
         local player = minetest.get_player_by_name(name)
         if player then
             table.insert(in_bed, name)
             sleeping_players = sleeping_players + 1
         end
      end
   end

   local players = minetest.get_connected_players()
   local player_count = #players

   if player_count > 0 and (player_count / 2.0) < sleeping_players then
      if minetest.get_timeofday() < 0.2 or minetest.get_timeofday() > 0.8 then
         if not delay_daytime then
            delay_daytime = true

            minetest.after(
               2,
               function()
                  minetest.set_timeofday(0.23)
                  delay_daytime = false

                  local players = minetest.get_connected_players()
                  local msg
                  if #players == 1 then
                      msg = S("You have slept, rise and shine!")
                  else
                      msg = S("Players have slept, rise and shine!")
                  end
                  minetest.chat_send_all(minetest.colorize("#0ff", "*** " .. msg))
                  minetest.log("action", "[rp_bed] Players have slept; the night was skipped")
            end)

            delayed_save()
         end
      end
   end
end

-- Force player to wake up when punched
local function on_punchplayer(player)
	if player:get_hp() <= 0 then
		return
	end
	local name = player:get_player_name()
	if bed.userdata.temp[name].in_bed then
		take_player_from_bed(player)
	end
end

-- Force player to wake up when taking damage
local function on_player_hpchange(player, hp_change)
	if player:get_hp() <= 0 or hp_change >= 0 then
		return
	end
	local name = player:get_player_name()
	if bed.userdata.temp[name].in_bed then
		take_player_from_bed(player)
	end
end

minetest.register_on_mods_loaded(on_load)

minetest.register_on_shutdown(on_shutdown)

minetest.register_on_joinplayer(on_joinplayer)

minetest.register_on_leaveplayer(on_joinplayer)

minetest.register_on_respawnplayer(on_respawnplayer)

minetest.register_on_dieplayer(on_dieplayer)

minetest.register_on_punchplayer(on_punchplayer)

minetest.register_on_player_hpchange(on_player_hpchange)

minetest.register_globalstep(on_globalstep)

-- Nodes



minetest.register_node(
   "rp_bed:bed_foot",
   {
      description = S("Bed"),
      _tt_help = S("Sets the respawn position and allows to pass the night"),
      drawtype = "nodebox",
      paramtype = "light",
      paramtype2 = "facedir",
      sunlight_propagates = true,
      wield_image = "bed_bed_inventory.png",
      inventory_image = "bed_bed_inventory.png",
      tiles = {"bed_foot.png", "default_wood.png", "bed_side.png"},
      use_texture_alpha = "clip",
      groups = {snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 1, fall_damage_add_percent = -15, creative_decoblock = 1, interactive_node = 1 },
      is_ground_content = false,
      sounds = rp_sounds.node_sound_wood_defaults(),
      node_box = {
	 type = "fixed",
	 fixed = {-0.5, -0.5, -0.5, 0.5, 2/16, 0.5}
      },
      selection_box = {
	 type = "fixed",
	 fixed = {-0.5, -0.5, -0.5, 0.5, 2/16, 1.5}
      },

      on_place = function(itemstack, placer, pointed_thing)
              local under = pointed_thing.under

              -- Use pointed node's on_rightclick function first, if present
              local node = minetest.get_node(under)
              if placer and not placer:get_player_control().sneak then
                     if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
                            return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
                     end
              end

              local pos
              local undername = minetest.get_node(under).name
              if minetest.registered_items[undername] and minetest.registered_items[undername].buildable_to then
                     pos = under
              else
                     pos = pointed_thing.above
              end

              if minetest.is_protected(pos, placer:get_player_name()) and
                            not minetest.check_player_privs(placer, "protection_bypass") then
                     minetest.record_protection_violation(pos, placer:get_player_name())
                     return itemstack
              end

              local node_def = minetest.registered_nodes[minetest.get_node(pos).name]
              if not node_def or not node_def.buildable_to then
                     return itemstack
              end

              local dir = minetest.dir_to_facedir(placer:get_look_dir())
              local botpos = vector.add(pos, minetest.facedir_to_dir(dir))

              if minetest.is_protected(botpos, placer:get_player_name()) and
                            not minetest.check_player_privs(placer, "protection_bypass") then
                     minetest.record_protection_violation(botpos, placer:get_player_name())
                     return itemstack
              end

              local botdef = minetest.registered_nodes[minetest.get_node(botpos).name]
              if not botdef or not botdef.buildable_to then
                     return itemstack
              end

              minetest.set_node(pos, {name = "rp_bed:bed_foot", param2 = dir})
              minetest.set_node(botpos, {name = "rp_bed:bed_head", param2 = dir})

              if not minetest.is_creative_enabled(placer:get_player_name()) then
                     itemstack:take_item()
              end
              return itemstack
       end,

      on_destruct = function(pos)
	 local player_name = get_player_in_bed(pos)
         if player_name then
            local player = minetest.get_player_by_name(player_name)
            take_player_from_bed(player)
         end

	 set_bed_occupier(pos, nil)
         local node = minetest.get_node(pos)
         local dir = minetest.facedir_to_dir(node.param2)
         local head_pos = vector.add(pos, dir)
         if minetest.get_node(head_pos).name == "rp_bed:bed_head" then
            minetest.remove_node(head_pos)
         end
      end,

      on_rightclick = function(pos, node, clicker, itemstack)
         if not clicker:is_player() then
            return itemstack
         end

         local clicker_name = clicker:get_player_name()

	 local sleeper_name = get_player_in_bed(pos)

         if clicker_name == sleeper_name then
            take_player_from_bed(clicker)
         elseif sleeper_name == nil and not rp_player.player_attached[clicker_name]
         and bed.userdata.temp[clicker_name].in_bed == false then
            if not minetest.settings:get_bool("bed_enable", true) then
               minetest.chat_send_player(clicker_name, minetest.colorize("#FFFF00", S("Sleeping is disabled.")))
               return itemstack
            end

            local dir = minetest.facedir_to_dir(node.param2)
            local above_posses = {
                {x=pos.x, y=pos.y+1, z=pos.z},
                vector.add({x=pos.x, y=pos.y+1, z=pos.z}, dir),
                {x=pos.x, y=pos.y+2, z=pos.z},
                vector.add({x=pos.x, y=pos.y+2, z=pos.z}, dir),
            }
            for a=1,#above_posses do
                local apos = above_posses[a]
                local anode = minetest.get_node(apos)
		local is_spawnable, fail_reason = node_is_spawnable_in(anode)
                if not is_spawnable then
                    local msg
                    if fail_reason == "damage" then
                        msg = S("It’s too painful to sleep here!")
		    elseif fail_reason == "drowning" then
                        msg = S("You can’t sleep while holding your breath!")
		    elseif fail_reason == "blocked" then
                        msg = S("Not enough space to sleep!")
		    else
                        msg = S("You can’t sleep here!")
		    end
                    minetest.chat_send_player(clicker_name, minetest.colorize("#FFFF00", msg))
                    return itemstack
                end
            end

            -- No sleeping while moving
            if vector.length(clicker:get_velocity()) > 0.001 then
               minetest.chat_send_player(clicker_name, minetest.colorize("#FFFF00", S("You have to stop moving before going to bed!")))
               return itemstack
            end

            local put_pos = table.copy(pos)

            local yaw = (-(node.param2 / 2.0) * math.pi) + math.pi

            bed.userdata.temp[clicker_name].in_bed = true

            local changed = bed.set_spawn(clicker, put_pos)
            if changed then
               minetest.chat_send_player(clicker_name, minetest.colorize("#00FFFF", S("Respawn position set!")))
            end

            bed.userdata.temp[clicker_name].node_pos = pos
            local sleep_pos = vector.add(pos, vector.divide(minetest.facedir_to_dir(node.param2), 2))
            bed.userdata.temp[clicker_name].sleep_pos = sleep_pos

            set_bed_occupier(pos, clicker_name)

            put_player_in_bed(clicker)
         end
         return itemstack
      end,

      can_dig = function(pos)
	 local sleeper = get_player_in_bed(pos)
	 return sleeper == nil
      end
})

minetest.register_node(
   "rp_bed:bed_head",
   {
      drawtype = "nodebox",
      paramtype = "light",
      paramtype2 = "facedir",
      is_ground_content = false,
      pointable = false,
      diggable = false,
      tiles = {"bed_head.png", "default_wood.png", "bed_side.png"},
      use_texture_alpha = "clip",
      groups = {snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 1, fall_damage_add_percent = -15, not_in_creative_inventory = 1 },
      sounds = rp_sounds.node_sound_wood_defaults(),
      node_box = {
	 type = "fixed",
	 fixed = {-0.5, -0.5, -0.5, 0.5, 2/16, 0.5}
      },
      on_blast = function() end,
      drop = "",
})

minetest.register_alias("rp_bed:bed", "rp_bed:bed_foot")

-- Crafting

crafting.register_craft(
   {
      output = "rp_bed:bed",
      items = {
         "group:fuzzy 3",
         "group:planks 3",
      }
})
minetest.register_craft({
   type = "fuel",
   recipe = "rp_bed:bed_foot",
   burntime = 30,
})

-- Player effects

player_effects.register_effect(
   "inbed",
   {
      title = S("In bed"),
      description = S("You're in a bed"),
      duration = -1,
      physics = {
	 speed = 0,
	 jump = 0,
      },
      save = false,
      icon = "bed_effect.png",
})

-- Achievements

achievements.register_achievement(
   "bedtime",
   {
      title = S("Bed Time"),
      description = S("Craft a bed."),
      times = 1,
      craftitem = "rp_bed:bed_foot",
})

minetest.register_lbm({
   label = "Clear legacy bed meta",
   name = "rp_bed:reset_beds_v3_0_0",
   nodenames = {"rp_bed:bed_foot"},
   action = function(pos, node)
      local meta = minetest.get_meta(pos)
      meta:set_string("player", "")
   end,
})

-- Aliases
minetest.register_alias("bed:bed", "rp_bed:bed_foot")
minetest.register_alias("bed:bed_foot", "rp_bed:bed_foot")
minetest.register_alias("bed:bed_head", "rp_bed:bed_head")
