Styxcolor reports: when teleporting another playe ... #199

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opened 2021-01-23 02:44:52 +00:00 by yourland-report · 9 comments

Styxcolor reports a bug:

when teleporting another player close to your own location you have to be careful - if minetest sends the other player into a wall next to you, he is in for a bad time

Player position:

{
	y = 3.5,
	x = -807.29803466797,
	z = 2622.9938964844
}

Player look:

{
	y = -0.49211969971657,
	x = 0.87039762735367,
	z = 0.015040547586977
}

Log identifier


[MOD] yl_report log identifier = GM2jBno8m5pgPaCyOy3hILE99poqiC1U

Profiler save:

profile-20210123T034452.json_pretty

Status:

# Server: version=5.3.0-yl, uptime=164928, max_lag=0.658921, clients={Markx, Oakenshield, AliasAlreadyTaken, Bailiff, MisterE, InitialD, bearnado, Styxcolor}
Styxcolor reports a bug: ``` when teleporting another player close to your own location you have to be careful - if minetest sends the other player into a wall next to you, he is in for a bad time ``` Player position: ``` { y = 3.5, x = -807.29803466797, z = 2622.9938964844 } ``` Player look: ``` { y = -0.49211969971657, x = 0.87039762735367, z = 0.015040547586977 } ``` Log identifier ``` [MOD] yl_report log identifier = GM2jBno8m5pgPaCyOy3hILE99poqiC1U ``` Profiler save: ``` profile-20210123T034452.json_pretty ``` Status: ``` # Server: version=5.3.0-yl, uptime=164928, max_lag=0.658921, clients={Markx, Oakenshield, AliasAlreadyTaken, Bailiff, MisterE, InitialD, bearnado, Styxcolor} ```
AliasAlreadyTaken was assigned by yourland-report 2021-01-23 02:44:52 +00:00
Owner

i think in this case the coords of the teleported player should be = the coords of the player

i think in this case the coords of the teleported player should be = the coords of the player
AliasAlreadyTaken added the
1. kind/bug
3. source/mod upstream
labels 2021-01-26 15:31:29 +00:00

I noticed this, too. The repawn mod has a function to not teleport the player right into you, but it doesn't check if the player can actually survive there. It may even teleport one over a cliff, when you stand close to one.

We need to make a function that makes sure people can stand and survice where they are teleported to. Not only the teleport_other would benefit, but also the priest.

Although the issue is upstream, I guess we'll have to adopt the mod entirely for it. Which I already did to disable stuff.

I noticed this, too. The repawn mod has a function to not teleport the player right into you, but it doesn't check if the player can actually survive there. It may even teleport one over a cliff, when you stand close to one. We need to make a function that makes sure people can stand and survice where they are teleported to. Not only the teleport_other would benefit, but also the priest. Although the issue is upstream, I guess we'll have to adopt the mod entirely for it. Which I already did to disable stuff.
Member

Honestly, I much prefer the semantics of the "builtin" teleport command, which tries to do something "sane" when teleporting one player to another. mt-respawn seems to have a lot of additional features. How much of it do we actually use, though?

Honestly, I much prefer the semantics of the "builtin" teleport command, which tries to do something "sane" when teleporting one player to another. `mt-respawn` seems to have a lot of additional features. How much of it do we actually use, though?

I use next to every command of theirs.

Each city gets a "place", so that we can teleport there and people get a "died in Haven" message.

I even added area-teleport, so that people can teleport to the center of areas

I use next to every command of theirs. Each city gets a "place", so that we can teleport there and people get a "died in Haven" message. I even added area-teleport, so that people can teleport to the center of areas
Member

I'll try to get around to adding the "find a good place" logic from the builtin command to mt-respawn, then.

I'll try to get around to adding the "find a good place" logic from the builtin command to mt-respawn, then.
Member

also, need to make the /teleport command grok xyz teleports or "to player" teleports via the old semantics, if the new semantics don't match

also, need to make the `/teleport` command grok xyz teleports or "to player" teleports via the old semantics, if the new semantics don't match
flux added this to the flux's TODO list project 2022-09-04 04:08:19 +00:00

What's wrong with the new semantics?

What's wrong with the new semantics?
Member

What's wrong with the new semantics?

partially, muscle memory to the old semantics, though i'm getting better w/ the new ones. but also, the old semantics are less verbose (/teleport flux rheo vs /teleport_other flux player rheo), and understand commas in coordinates (so you can copy/paste coords and not have to edit out the commas)

> What's wrong with the new semantics? partially, muscle memory to the old semantics, though i'm getting better w/ the new ones. but also, the old semantics are less verbose (`/teleport flux rheo` vs `/teleport_other flux player rheo`), and understand commas in coordinates (so you can copy/paste coords and not have to edit out the commas)

I like the new semantics, they make explicit what's going to happen. However, muscle memory or convention justify adding "shortcuts".

This "no commas" thingy bothered me sometimes, too. We should simply warp it with string to pos.

I like the new semantics, they make explicit what's going to happen. However, muscle memory or convention justify adding "shortcuts". This "no commas" thingy bothered me sometimes, too. We should simply warp it with string to pos.
flux added the
2. prio/good first issue
label 2023-02-20 20:10:17 +00:00
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Reference: your-land/bugtracker#199
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