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portal_api.lua localise math
localise math functions
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@ -57,6 +57,10 @@ nether.portal_destination_not_found_message =
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S("Mysterious forces prevented you from opening that portal. Please try another location")
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-- Math functions
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local math_floor, math_min, math_max, math_sin, math_cos = math.floor, math.min, math.max, math.sin, math.cos
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local math_random, math_hypot = math.random, math.hypot
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--[[
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Positions
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@ -691,9 +695,9 @@ local function get_timerPos_from_p1_and_p2(p1, p2)
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-- and if someone want to make a circular portal then that positon will still likely be part
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-- of the frame.
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return {
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x = math.floor((p1.x + p2.x) / 2),
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x = math_floor((p1.x + p2.x) / 2),
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y = p1.y,
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z = math.floor((p1.z + p2.z) / 2),
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z = math_floor((p1.z + p2.z) / 2),
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}
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end
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@ -704,7 +708,7 @@ local function get_colorfacedir_from_color_and_orientation(color, orientation, p
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assert(orientation, "no orientation passed")
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local axis_direction, rotation
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local dir = math.floor((orientation % 360) / 90 + 0.5)
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local dir = math_floor((orientation % 360) / 90 + 0.5)
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-- if the portal is vertical then node axis direction will be +Y (up) and portal orientation
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-- will set the node's rotation.
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@ -715,7 +719,7 @@ local function get_colorfacedir_from_color_and_orientation(color, orientation, p
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if dir == 1 then axis_direction = 3 end -- East
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if dir == 2 then axis_direction = 2 end -- South
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if dir == 3 then axis_direction = 4 end -- West
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rotation = math.floor(axis_direction / 2); -- a rotation is only needed if axis_direction is east or west
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rotation = math_floor(axis_direction / 2); -- a rotation is only needed if axis_direction is east or west
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else
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axis_direction = 0 -- 0 is up, or +Y
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rotation = dir
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@ -875,7 +879,7 @@ local function list_closest_portals(portal_definition, anchorPos, distance_limit
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local x = anchorPos.x - found_anchorPos.x
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local y = anchorPos.y - found_anchorPos.y
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local z = anchorPos.z - found_anchorPos.z
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local distance = math.hypot(y * y_factor, math.hypot(x, z))
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local distance = math_hypot(y * y_factor, math_hypot(x, z))
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if distance <= distance_limit or distance_limit < 0 then
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local info = minetest.deserialize(value) or {}
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debugf("found %s listed at distance %.2f (within %.2f) from dest %s, found: %s orientation %s", found_name, distance, distance_limit, anchorPos, found_anchorPos, info.orientation)
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@ -1176,7 +1180,7 @@ local function set_schematic_param2(schematic_table, frame_node_name, frame_node
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for _, node in ipairs(schematic_table.facedirNodes) do
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if isFacedir and node.facedir ~= nil then
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-- frame_node_color can be nil
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local colorBits = (frame_node_color or math.floor((node.param2 or 0) / 32)) * 32
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local colorBits = (frame_node_color or math_floor((node.param2 or 0) / 32)) * 32
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node.param2 = node.facedir + colorBits
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else
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node.param2 = 0
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@ -1465,9 +1469,9 @@ local function ensure_remote_portal_then_teleport(playerName, portal_definition,
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end
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-- rotate the player if the destination portal is a different orientation
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local rotation_angle = math.rad(destination_orientation - local_orientation)
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local rotation_angle = math_rad(destination_orientation - local_orientation)
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local offset = vector.subtract(playerPos, local_wormholePos) -- preserve player's position in the portal
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local rotated_offset = {x = math.cos(rotation_angle) * offset.x - math.sin(rotation_angle) * offset.z, y = offset.y, z = math.sin(rotation_angle) * offset.x + math.cos(rotation_angle) * offset.z}
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local rotated_offset = {x = math.cos(rotation_angle) * offset.x - math_sin(rotation_angle) * offset.z, y = offset.y, z = math_sin(rotation_angle) * offset.x + math_cos(rotation_angle) * offset.z}
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local new_playerPos = vector.add(destination_wormholePos, rotated_offset)
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player:set_pos(new_playerPos)
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player:set_look_horizontal(player:get_look_horizontal() + rotation_angle)
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@ -1528,7 +1532,7 @@ function run_wormhole(timerPos, time_elapsed)
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local run_wormhole_node_func = function(pos)
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if math.random(2) == 1 then -- lets run only 3 particlespawners instead of 6 per portal
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if math_random(2) == 1 then -- lets run only 3 particlespawners instead of 6 per portal
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minetest.add_particlespawner({
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amount = 16,
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time = 2,
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@ -1621,7 +1625,7 @@ local function create_book(item_name, inventory_description, inventory_image, ti
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local display_book = function(itemstack, user, pointed_thing)
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local player_name = user:get_player_name()
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minetest.sound_play("nether_book_open", {to_player = player_name, gain = 0.25})
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minetest.sound_play("nether_book_open", {to_player = player_name, gain = 0.25}, true)
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local formspec =
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"size[18,12.122]" ..
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@ -1641,7 +1645,7 @@ local function create_book(item_name, inventory_description, inventory_image, ti
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local width = 7.9
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local height = 12.0
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local item_number = i
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local items_on_page = math.floor(#chapters / 2)
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local items_on_page = math_floor(#chapters / 2)
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if i > items_on_page then
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-- page 2
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left_margin = 10.1
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@ -2262,8 +2266,8 @@ function nether.get_schematic_volume(anchor_pos, orientation, portal_name)
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-- schematic then we will also need to check orientations 3 and 4.
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-- (The currently existing portal-shapes are not affected)
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return
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{x = math.min(minp0.x, minp1.x), y = math.min(minp0.y, minp1.y), z = math.min(minp0.z, minp1.z)},
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{x = math.max(maxp0.x, maxp1.x), y = math.max(maxp0.y, maxp1.y), z = math.max(maxp0.z, maxp1.z)}
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{x = math_min(minp0.x, minp1.x), y = math_min(minp0.y, minp1.y), z = math_min(minp0.z, minp1.z)},
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{x = math_max(maxp0.x, maxp1.x), y = math_max(maxp0.y, maxp1.y), z = math_max(maxp0.z, maxp1.z)}
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end
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-- Assume the largest possible portal shape unless we know it's a smaller one.
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