Images instead of ASCII diagrams in Book of Portals

This commit is contained in:
Treer
2020-02-01 16:51:58 +11:00
committed by SmallJoker
parent 0618325710
commit 36d1f6f573
8 changed files with 135 additions and 105 deletions

View File

@ -5,8 +5,8 @@ The portal system used to get to the Nether can be used to create portals
to other realms.
Pick a node type to have your portals built from, a shape in which the
portals must be built, and provide 3 functions for portals to find their
destination with:
portals must be built, and provide 3 functions for portals to find their
destination with:
* `find_realm_anchorPos(surface_anchorPos)`
* `find_surface_anchorPos(realm_anchorPos)`
* `is_within_realm(pos)`
@ -16,7 +16,7 @@ Optionally decorate by choosing portal colors, particles, media etc.
See `init.lua` and `portal_examples.lua` for examples of 3 different portals.
Portal code is more efficient when each type of portal uses a different type
of node to build its frame out of - consider creating your own node for
of node to build its frame out of - consider creating your own node for
players to build portals from. However it is possible to register more than
one kind of portal with the same frame material — such as obsidian — provided
the size of the PortalShape is distinct from any other type of portal that is
@ -24,15 +24,15 @@ using the same node for its frame, and portal sizes remain small.
Stone is not a good choice for portal frame nodes as the Minetest engine may
convert it into terrain nodes if the biome-pass occurs after the portal is
created. Similarly, avoid using nodes which may be replaced by ABMs or
created. Similarly, avoid using nodes which may be replaced by ABMs or
docoration functions without triggering the node's `on_destruct` handler.
Realms
------
This API uses the concept of a "realm" for each type of portal. If a portal is
outside its realm then it links to a portal inside the realm, if a portal is
This API uses the concept of a "realm" for each type of portal. If a portal is
outside its realm then it links to a portal inside the realm, if a portal is
inside its realm then it links to the outside.
You get to decide what consitutes your realm by implementing the function
@ -47,7 +47,7 @@ any time a portal is opened it will use `find_surface_anchorPos()`.
Note that the name "find_surface_anchorPos" is a Nether-centric misnomer, as
different types of portals are free to use different definitions of a realm
such that leaving the realm might not be synonymous with travelling to the
such that leaving the realm might not be synonymous with travelling to the
surface.
@ -55,18 +55,18 @@ Helper functions
----------------
* `nether.volume_is_natural(minp, maxp)`: returns a boolean
* use this when determining where to spawn a portal, to avoid overwriting
player builds. It checks the area for any nodes that aren't ground or
* use this when determining where to spawn a portal, to avoid overwriting
player builds. It checks the area for any nodes that aren't ground or
trees.
Water will fail this test, unless it is unemerged.
* `nether.find_surface_target_y(target_x, target_z, portal_name)`: returns a
* `nether.find_surface_target_y(target_x, target_z, portal_name)`: returns a
suitable anchorPos
* Can be used when implementing custom find_surface_anchorPos() functions
* portal_name is optional, providing it allows existing portals on the
surface to be reused.
* `nether.find_nearest_working_portal(portal_name, anchorPos, distance_limit, y_factor)`: returns
* `nether.find_nearest_working_portal(portal_name, anchorPos, distance_limit, y_factor)`: returns
(anchorPos, orientation), or nil if no portal was found within the
distance_limit.
* A y_factor of 0 means y does not affect the distance_limit, a y_factor
@ -83,7 +83,7 @@ API functions
Call these functions only at load time:
* `nether.register_portal(name, portal_definition)`
* Returns true on success. Can return false if the portal definition
* Returns true on success. Can return false if the portal definition
clashes with a portal already registered by another mod, e.g. if the size
and frame node is not unique.
A false return value should be handled, you could:
@ -95,18 +95,18 @@ Call these functions only at load time:
* Unregisters the portal from the engine, and deletes the entry with key
`name` from `nether.registered_portals` and associated internal tables.
* Returns true on success
* You will probably never need to call this, it exists only for completeness.
* You will probably never need to call this, it exists only for completeness.
* `nether.register_portal_ignition_item(name, ignition_failure_sound)`
* ignition_failure_sound is optional, it plays any time an attempt to use
* ignition_failure_sound is optional, it plays any time an attempt to use
the item occurs if a portal is not ignited.
* `nether.register_wormhole_node(name, nodedef_overrides)`
* Can be used to register wormhole nodes with a different post_effect_color
from the "nether:portal" node. "Post effect color" is the tint the world
takes on when you are standing inside a portal. `post_effect_color` is the
takes on when you are standing inside a portal. `post_effect_color` is the
only key/value that is needed in the nodedef_overrides table to achieve that,
but the function allows any nodedef key/value to be specified/overridden.
* After `register_wormhole_node()`, invoke `register_portal()` and include
`wormhole_node_name` in the portal_definition, assigning it the name of the
* After `register_wormhole_node()`, invoke `register_portal()` and include
`wormhole_node_name` in the portal_definition, assigning it the name of the
new wormhole node.
@ -117,10 +117,10 @@ Used by `nether.register_portal`.
{
frame_node_name = "default:obsidian",
-- Required. For best results, have your portal constructed of a
-- Required. For best results, have your portal constructed of a
-- material nobody else is using.
shape = nether.PortalShape_Traditional,
shape = nether.PortalShape_Traditional,
-- Optional.
-- Shapes available are:
-- nether.PortalShape_Traditional (default)
@ -135,7 +135,7 @@ Used by `nether.register_portal`.
wormhole_node_color = 0,
-- Optional. Defaults to 0/magenta.
-- A value from 0 to 7 corresponding to the color of pixels in
-- A value from 0 to 7 corresponding to the color of pixels in
-- nether_portals_palette.png:
-- 0 traditional/magenta
-- 1 black
@ -151,8 +151,8 @@ Used by `nether.register_portal`.
-- if not specified.
particle_texture = "image.png",
-- Optional. Hardware colouring (i.e. particle_color) is applied to
-- this texture, use particle_texture_colored instead if you want to
-- Optional. Hardware colouring (i.e. particle_color) is applied to
-- this texture, use particle_texture_colored instead if you want to
-- use the colors of the image.
-- Animation and particle scale may also be specified, e.g:
-- particle_texture = {
@ -164,7 +164,7 @@ Used by `nether.register_portal`.
-- length = 1,
-- },
-- scale = 1.5
-- },
-- },
-- See lua_api.txt for Tile Animation definition
-- Some animated and non-animated textures are provided by this mod:
-- nether_particle.png (original)
@ -173,10 +173,23 @@ Used by `nether.register_portal`.
-- nether_particle_anim3.png (sparks)
-- nether_particle_anim4.png (particles)
title = "Gateway to Moria",
-- Optional. Provides a title for the portal.
-- Currently this title is only used by the Book of Portals.
book_of_portals_pagetext = "Everything I need the player to know",
-- Optional. Provides the text for the portal in the Book of Portals.
-- The Book of Portals is a book that can be found in chests, and
-- provides players with instructions on how to build and use the
-- portal, so be sure to mention the node type the frame must be built
-- from.
-- This can also provide flavortext or details about where the portal
-- will take the player.
sounds = {
ambient = <SimpleSoundSpec>,
-- if the ambient SimpleSoundSpec is a table it can also contain a
-- "length" int, which is the number of seconds to wait before
ambient = <SimpleSoundSpec>,
-- if the ambient SimpleSoundSpec is a table it can also contain a
-- "length" int, which is the number of seconds to wait before
-- repeating the ambient sound. Default is 3.
ignite = <SimpleSoundSpec>,
extinguish = <SimpleSoundSpec>,
@ -185,7 +198,7 @@ Used by `nether.register_portal`.
-- sounds is optional
within_realm = function(pos),
-- Required. Return true if a portal at pos is in the realm, rather
-- Required. Return true if a portal at pos is in the realm, rather
than the surface world.
find_realm_anchorPos = function(surface_anchorPos),
@ -207,7 +220,7 @@ Used by `nether.register_portal`.
-- are free to use different definitions of a realm such that leaving
-- the realm might not be synonymous with travelling to the surface.
-- If orientation is not specified then the orientation of the realm
-- portal will be used.
-- portal will be used.
-- If the location of an existing portal is returned then include the
-- orientation, otherwise the existing portal could be overwritten by
-- a new one with the orientation of the realm portal.