only perform remote_portal_checkup if portal schematic was placed

This commit is contained in:
Treer 2019-07-14 21:37:53 +10:00 committed by Treer
parent 44f4f5ed91
commit 1f5cc9c94e

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@ -528,9 +528,38 @@ local function build_portal(portal_definition, anchorPos, orientation, destinati
end
-- Sometimes after a portal is placed, concurrent mapgen routines overwrite it.
-- Make portals immortal for ~20 seconds after creation
local function remote_portal_checkup(elapsed, portal_definition, anchorPos, orientation, destination_wormholePos)
if DEBUG then minetest.chat_send_all("portal checkup at " .. elapsed .. " seconds") end
local wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(anchorPos, orientation)
local wormhole_node = minetest.get_node_or_nil(wormholePos)
if wormhole_node == nil or wormhole_node.name ~= portal_definition.wormhole_node_name then
-- ruh roh
local message = "Newly created portal at " .. minetest.pos_to_string(anchorPos) .. " was overwritten. Attempting to recreate. Issue spotted after " .. elapsed .. " seconds"
minetest.log("warning", message)
if DEBUG then minetest.chat_send_all("!!! " .. message) end
-- A pre-existing portal frame wouldn't have been immediately overwritten, so no need to check for one, just place the portal.
build_portal(portal_definition, anchorPos, orientation, destination_wormholePos)
end
if elapsed < 10 then -- stop checking after ~20 seconds
local delay = elapsed * 2
minetest.after(delay, remote_portal_checkup, elapsed + delay, portal_definition, anchorPos, orientation, destination_wormholePos)
end
end
-- Used to find or build the remote twin after a portal is opened.
-- If a portal is found that is already lit then the destination_wormholePos argument is ignored - the anchorPos
-- of the portal that was found will be returned but its destination will be unchanged.
-- If a portal is found that is already lit then it will be extinguished first and its destination_wormholePos updated,
-- this is to enforce that portals only link together in mutual pairs. It would be better for gameplay if I didn't apply
-- that restriction, but it would require maintaining an accurate list of every portal that links to a portal so they
-- could all be updated if the portal is destroyed. To keep the code simple I'm going to limit portals to only being
-- the destination of a single lit portal at a time.
-- * suggested_anchorPos indicates where the portal should be built
-- * destination_wormholePos is the wormholePos of the destination portal this one will be linked to.
-- * suggested_orientation is the suggested schematic rotation: 0, 90, 180, 270 (0 meaning a portal that faces north/south - i.e. obsidian running east/west)
@ -539,7 +568,7 @@ end
-- specified if an existing portal was already found there.
local function locate_or_build_portal(portal_definition, suggested_anchorPos, suggested_orientation, destination_wormholePos)
if DEBUG then minetest.chat_send_all("locate_or_build_portal at " .. minetest.pos_to_string(suggested_anchorPos) .. ", targetted to " .. minetest.pos_to_string(destination_wormholePos) .. ", orientation " .. suggested_orientation) end
if DEBUG then minetest.chat_send_all("locate_or_build_portal() at " .. minetest.pos_to_string(suggested_anchorPos) .. ", targetted to " .. minetest.pos_to_string(destination_wormholePos) .. ", orientation " .. suggested_orientation) end
local result_anchorPos = suggested_anchorPos;
local result_orientation = suggested_orientation;
@ -554,14 +583,18 @@ local function locate_or_build_portal(portal_definition, suggested_anchorPos, su
result_orientation = found_orientation
if is_ignited then
if DEBUG then minetest.chat_send_all("Build aborted: already a portal at " .. minetest.pos_to_string(found_anchorPos) .. ", orientation " .. result_orientation) end
if DEBUG then minetest.chat_send_all("Build unnecessary: already a lit portal at " .. minetest.pos_to_string(found_anchorPos) .. ", orientation " .. result_orientation .. ". Extinguishing...") end
extinguish_portal(found_anchorPos, portal_definition.frame_node_name, false)
else
if DEBUG then minetest.chat_send_all("Build aborted: already an unlit portal at " .. minetest.pos_to_string(found_anchorPos) .. ", orientation " .. result_orientation) end
-- ignite the portal
set_portal_metadata_and_ignite(portal_definition, result_anchorPos, result_orientation, destination_wormholePos)
if DEBUG then minetest.chat_send_all("Build unnecessary: already an unlit portal at " .. minetest.pos_to_string(found_anchorPos) .. ", orientation " .. result_orientation) end
end
-- ignite the portal
set_portal_metadata_and_ignite(portal_definition, result_anchorPos, result_orientation, destination_wormholePos)
else
build_portal(portal_definition, result_anchorPos, result_orientation, destination_wormholePos)
-- make sure portal isn't overwritten by ongoing generation/emerge
minetest.after(2, remote_portal_checkup, 2, portal_definition, result_anchorPos, result_orientation, destination_wormholePos)
end
return result_anchorPos, result_orientation
end
@ -649,8 +682,8 @@ function nether.find_surface_target_y(target_x, target_z, portal_name)
-- get_spawn_level() seems to err on the side of caution and sometimes spawn the player a
-- block higher than the ground level.
local shouldBeGroundPos = {x = target_x, y = surface_level - 1, z = target_z}
local groundNode = minetest.get_node(shouldBeGroundPos)
if groundNode.Name = 'ignore' then
local groundNode = minetest.get_node_or_nil(shouldBeGroundPos)
if groundNode == nil then
-- force the area to be loaded - it's going to be loaded anyway by volume_is_natural()
minetest.get_voxel_manip():read_from_map(shouldBeGroundPos, shouldBeGroundPos)
local groundNode = minetest.get_node(shouldBeGroundPos)
@ -793,32 +826,6 @@ extinguish_portal = function(pos, node_name, frame_was_destroyed) -- assigned ra
end
-- Sometimes after a portal is placed, concurrent mapgen routines overwrite it.
-- Make portals immortal for ~20 seconds after creation
local function remote_portal_checkup(elapsed, portal_definition, anchorPos, orientation, destination_wormholePos)
if DEBUG then minetest.chat_send_all("portal checkup at " .. elapsed .. " seconds") end
local wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(anchorPos, orientation)
local wormhole_node = minetest.get_node_or_nil(wormholePos)
if wormhole_node == nil or wormhole_node.name ~= portal_definition.wormhole_node_name then
-- ruh roh
local message = "Newly created portal at " .. minetest.pos_to_string(anchorPos) .. " was overwritten. Attempting to recreate. Issue spotted after " .. elapsed .. " seconds"
minetest.log("warning", message)
if DEBUG then minetest.chat_send_all("!!! " .. message) end
-- A pre-existing portal frame wouldn't have been immediately overwritten, so no need to check for one, just place the portal.
build_portal(portal_definition, anchorPos, orientation, destination_wormholePos)
end
if elapsed < 10 then -- stop checking after ~20 seconds
local delay = elapsed * 2
minetest.after(delay, remote_portal_checkup, elapsed + delay, portal_definition, anchorPos, orientation, destination_wormholePos)
end
end
-- invoked when a player is standing in a portal
local function ensure_remote_portal_then_teleport(player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
@ -877,9 +884,6 @@ local function ensure_remote_portal_then_teleport(player, portal_definition, loc
)
end
minetest.after(0.1, ensure_remote_portal_then_teleport, player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
-- make sure portal isn't overwritten by ongoing generation/emerge
minetest.after(2, remote_portal_checkup, 2, portal_definition, new_dest_anchorPos, new_dest_orientation, local_wormholePos)
end
end
end