AliasAlreadyTaken reports: Area borders. Detect switching ... #5128
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Reference: your-land/bugtracker#5128
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AliasAlreadyTaken reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
this forcefield should auto-engage when builder flight is used so players don't accidentally sail outside of area and fall to their deaths, which is what is happening now.
it should be tied directly to builder's flight, I can't think of another application for it and staff certainly don't want to ram into barriers while out and about doing staffy things.
it certainly doesn't have to be an actual bounce, per se - when you use area ban now, the trespasser is repositioned at spawn. So this could be like a reverse area ban where the player is repositioned in the center of their area where they qualify for use of builders flight.
This repositioning is already in the game, whereas bouncing off a forcefield, probably not? so quicker dev time, for sure.
alias vetoed the idea of something to keep builders flight players from accidentally plummeting to their deaths - this must be something else.
this isn't something that can currently be done w/ minetest in its current state, at least not reasonably reliably.
bouncy nodes are a thing (e.g. maptools has some), but they're not super effective in the horizontal directions. we could of course replace all air nodes with solid nodes as needed.
but if we're swapping out nodes, (1) that would affect other players (2) maintaining the state of bouncy/solid nodes would probably be buggy - things might not always get removed correctly.
if we implement something that just adds velocity to a player that's entered somewhere they shouldn't be, then that gets affected by lag, including client/server desync lag, meaning that smart people can abuse it pretty well.
the protector block mod has code to visualize area borders using entities, similar to worldedit. this is doable, if that's what's meant.
technic (i think?) has one of these - it works by replacing all the air nodes with unbreakable impassible nodes. it's not tied into the area mod in any way, it's set up as a radius from a machine (and requires power). it's not perfect - if you've got non-air but non-walkable nodes at the boundaries, players (and mobs) can still pass through those.
After reading the review issue #5025, I'm not so opposed to that idea anymore.
if you want this feature, the most reliable way to implement it is to copy the tower_crane behavior. when the player is using flight in a bounded area, track where they are. if they leave the area, teleport them back to where they were the last time we were able to note that.
Can players instead be gently "pulled" back by adding velocity, until some max distance is reached an only then teleported?
Wouldn't that mean they can't leave their area then even when on the ground and on purpose?
not if we want to keep them from dying from lag. our options are limited.
yes. we could give them a chatcommand to disable that though?
overall we don't have any option that's not going to get ugly and gross in some important situations.
Still, "switching area context" should trigger some callback we can then detect.
that's one feature i wish the areas mod had - callbacks for events like "player entered area", "player left area". wasn't someone just discussing doing some major work on it?
#6497