mirror of
https://github.com/minetest-mods/nether.git
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Respect protected areas when spawning remote portals (#27)
* respect protected areas when spawning remote portals * Use portal_shape to determine area to check for natural/protected * Log warning on deprecated function call
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@ -23,6 +23,7 @@ read_globals = {
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"PseudoRandom",
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"stairs",
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"stairsplus",
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"string.split",
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table = { fields = { "copy", "getn" } },
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"vector",
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"VoxelArea",
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10
init.lua
10
init.lua
@ -58,7 +58,7 @@ nether.NETHER_REALM_ENABLED = minetest.settings:get_bool("nether_realm_ena
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nether.DEPTH_CEILING = tonumber(minetest.settings:get("nether_depth_ymax") or nether.DEPTH_CEILING)
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nether.DEPTH_FLOOR = tonumber(minetest.settings:get("nether_depth_ymin") or nether.DEPTH_FLOOR)
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if nether.DEPTH_FLOOR + 1000 > nether.DEPTH_CEILING then
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if nether.DEPTH_FLOOR + 1000 > nether.DEPTH_CEILING then
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error("The lower limit of the Nether must be set at least 1000 lower than the upper limit, and more than 3000 is recommended. Set settingtypes.txt, or 'All Settings' -> 'Mods' -> 'nether' -> 'Nether depth'", 0)
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end
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nether.DEPTH = nether.DEPTH_CEILING -- Deprecated, use nether.DEPTH_CEILING instead.
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@ -101,7 +101,7 @@ The expedition parties have found no diamonds or gold, and after an experienced
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return pos.y < nether.DEPTH_CEILING
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end,
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find_realm_anchorPos = function(surface_anchorPos)
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find_realm_anchorPos = function(surface_anchorPos, player_name)
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-- divide x and z by a factor of 8 to implement Nether fast-travel
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local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR)
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destination_pos.x = math.floor(0.5 + destination_pos.x) -- round to int
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@ -116,12 +116,12 @@ The expedition parties have found no diamonds or gold, and after an experienced
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return existing_portal_location, existing_portal_orientation
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else
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local start_y = nether.DEPTH_CEILING - math.random(500, 1500) -- Search starting altitude
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destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y)
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destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y, player_name)
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return destination_pos
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end
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end,
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find_surface_anchorPos = function(realm_anchorPos)
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find_surface_anchorPos = function(realm_anchorPos, player_name)
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-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function,
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-- since find_surface_target_y() will be used by default, but Nether portals also scale position
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-- to create fast-travel.
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@ -140,7 +140,7 @@ The expedition parties have found no diamonds or gold, and after an experienced
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if existing_portal_location ~= nil then
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return existing_portal_location, existing_portal_orientation
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else
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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "nether_portal")
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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "nether_portal", player_name)
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return destination_pos
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end
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end,
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18
mapgen.lua
18
mapgen.lua
@ -465,10 +465,15 @@ end
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-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
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function nether.find_nether_ground_y(target_x, target_z, start_y)
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-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
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function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
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local nobj_cave_point = minetest.get_perlin(np_cave)
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local air = 0 -- Consecutive air nodes found
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local minp_schem, maxp_schem = nether.get_schematic_volume({x = target_x, y = 0, z = target_z}, nil, "nether_portal")
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local minp = {x = minp_schem.x, y = 0, z = minp_schem.z}
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local maxp = {x = maxp_schem.x, y = 0, z = maxp_schem.z}
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for y = start_y, math_max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
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local nval_cave = nobj_cave_point:get3d({x = target_x, y = y, z = target_z})
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@ -476,13 +481,14 @@ function nether.find_nether_ground_y(target_x, target_z, start_y)
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air = air + 1
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else -- Not cavern, check if 4 nodes of space above
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if air >= 4 then
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local portal_y = y + 1
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-- Check volume for non-natural nodes
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local minp = {x = target_x - 1, y = y , z = target_z - 2}
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local maxp = {x = target_x + 2, y = y + 4, z = target_z + 2}
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if nether.volume_is_natural(minp, maxp) then
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return y + 1
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minp.y = minp_schem.y + portal_y
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maxp.y = maxp_schem.y + portal_y
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if nether.volume_is_natural_and_unprotected(minp, maxp, player_name) then
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return portal_y
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else -- Restart search a little lower
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nether.find_nether_ground_y(target_x, target_z, y - 16)
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nether.find_nether_ground_y(target_x, target_z, y - 16, player_name)
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end
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else -- Not enough space, reset air to zero
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air = 0
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@ -201,24 +201,30 @@ end)
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-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
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function nether.find_nether_ground_y(target_x, target_z, start_y)
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-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
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function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
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local nobj_cave_point = minetest.get_perlin(np_cave)
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local air = 0 -- Consecutive air nodes found
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for y = start_y, start_y - 4096, -1 do
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local minp_schem, maxp_schem = nether.get_schematic_volume({x = target_x, y = 0, z = target_z}, nil, "nether_portal")
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local minp = {x = minp_schem.x, y = 0, z = minp_schem.z}
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local maxp = {x = maxp_schem.x, y = 0, z = maxp_schem.z}
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for y = start_y, math.max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
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local nval_cave = nobj_cave_point:get3d({x = target_x, y = y, z = target_z})
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if nval_cave > TCAVE then -- Cavern
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air = air + 1
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else -- Not cavern, check if 4 nodes of space above
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if air >= 4 then
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local portal_y = y + 1
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-- Check volume for non-natural nodes
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local minp = {x = target_x - 1, y = y , z = target_z - 2}
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local maxp = {x = target_x + 2, y = y + 4, z = target_z + 2}
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if nether.volume_is_natural(minp, maxp) then
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return y + 1
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minp.y = minp_schem.y + portal_y
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maxp.y = maxp_schem.y + portal_y
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if nether.volume_is_natural_and_unprotected(minp, maxp, player_name) then
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return portal_y
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else -- Restart search a little lower
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nether.find_nether_ground_y(target_x, target_z, y - 16)
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nether.find_nether_ground_y(target_x, target_z, y - 16, player_name)
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end
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else -- Not enough space, reset air to zero
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air = 0
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@ -226,5 +232,5 @@ function nether.find_nether_ground_y(target_x, target_z, start_y)
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end
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end
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return start_y -- Fallback
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end
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return math.max(start_y, NETHER_FLOOR + BLEND) -- Fallback
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end
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113
portal_api.lua
113
portal_api.lua
@ -1303,8 +1303,9 @@ end
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-- invoked when a player attempts to turn obsidian nodes into an open portal
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-- player_name is optional, allowing a player to spawn a remote portal in their own protected area
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-- ignition_node_name is optional
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local function ignite_portal(ignition_pos, ignition_node_name)
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local function ignite_portal(ignition_pos, player_name, ignition_node_name)
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if ignition_node_name == nil then ignition_node_name = minetest.get_node(ignition_pos).name end
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if DEBUG then minetest.chat_send_all("IGNITE the " .. ignition_node_name .. " at " .. minetest.pos_to_string(ignition_pos)) end
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@ -1354,9 +1355,9 @@ local function ignite_portal(ignition_pos, ignition_node_name)
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local destination_anchorPos, destination_orientation
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if portal_definition.is_within_realm(ignition_pos) then
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destination_anchorPos, destination_orientation = portal_definition.find_surface_anchorPos(anchorPos)
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destination_anchorPos, destination_orientation = portal_definition.find_surface_anchorPos(anchorPos, player_name or "")
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else
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destination_anchorPos, destination_orientation = portal_definition.find_realm_anchorPos(anchorPos)
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destination_anchorPos, destination_orientation = portal_definition.find_realm_anchorPos(anchorPos, player_name or "")
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end
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if DEBUG and destination_orientation == nil then minetest.chat_send_all("No destination_orientation given") end
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if destination_orientation == nil then destination_orientation = orientation end
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@ -1825,7 +1826,7 @@ function register_frame_node(frame_node_name)
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extended_node_def.mesecons = {effector = {
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action_on = function (pos, node)
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if DEBUG then minetest.chat_send_all("portal frame material: mesecons action ON") end
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ignite_portal(pos, node.name)
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ignite_portal(pos, nil, node.name)
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end,
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action_off = function (pos, node)
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if DEBUG then minetest.chat_send_all("portal frame material: mesecons action OFF") end
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@ -2081,7 +2082,7 @@ function nether.register_portal(name, portaldef)
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end
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if portaldef.find_surface_anchorPos == nil then -- default to using find_surface_target_y()
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portaldef.find_surface_anchorPos = function(pos)
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portaldef.find_surface_anchorPos = function(pos, player_name)
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local destination_pos = {x = pos.x, y = 0, z = pos.z}
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local existing_portal_location, existing_portal_orientation =
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@ -2089,7 +2090,7 @@ function nether.register_portal(name, portaldef)
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if existing_portal_location ~= nil then
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return existing_portal_location, existing_portal_orientation
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else
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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, name)
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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, name, player_name)
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return destination_pos
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end
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end
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@ -2153,10 +2154,10 @@ end
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function nether.register_portal_ignition_item(item_name, ignition_failure_sound)
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minetest.override_item(item_name, {
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on_place = function(stack, _, pt)
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on_place = function(stack, placer, pt)
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local done = false
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if pt.under and nether.is_frame_node[minetest.get_node(pt.under).name] then
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done = ignite_portal(pt.under)
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done = ignite_portal(pt.under, placer:get_player_name())
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if done and not minetest.settings:get_bool("creative_mode") then
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stack:take_item()
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end
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@ -2175,22 +2176,22 @@ end
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-- use this when determining where to spawn a portal, to avoid overwriting player builds
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-- It checks the area for any nodes that aren't ground or trees.
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-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
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-- (Water also fails this test, unless it is unemerged)
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function nether.volume_is_natural(minp, maxp)
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function nether.volume_is_natural_and_unprotected(minp, maxp, player_name)
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local vm = minetest.get_voxel_manip()
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local pos1 = {x = minp.x, y = minp.y, z = minp.z}
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local pos2 = {x = maxp.x, y = maxp.y, z = maxp.z}
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local emin, emax = vm:read_from_map(pos1, pos2)
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local emin, emax = vm:read_from_map(minp, maxp)
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local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local data = vm:get_data()
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for z = pos1.z, pos2.z do
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for y = pos1.y, pos2.y do
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local vi = area:index(pos1.x, y, z)
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for x = pos1.x, pos2.x do
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for z = minp.z, maxp.z do
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for y = minp.y, maxp.y do
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local vi = area:index(minp.x, y, z)
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for x = minp.x, maxp.x do
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local id = data[vi] -- Existing node
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if DEBUG and id == nil then minetest.chat_send_all("nil block at index " .. vi) end
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if id ~= c_air and id ~= c_ignore and id ~= nil then -- checked for common natural or not emerged
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@ -2200,7 +2201,7 @@ function nether.volume_is_natural(minp, maxp)
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-- trees are natural but not "ground content"
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local node_groups = nodedef.groups
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if node_groups == nil or (node_groups.tree == nil and node_groups.leaves == nil and node_groups.leafdecay == nil) then
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if DEBUG then minetest.chat_send_all("volume_is_natural() found unnatural node " .. name) end
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if DEBUG then minetest.chat_send_all("volume_is_natural_and_unprotected() found unnatural node " .. name) end
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return false
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end
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end
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@ -2210,13 +2211,73 @@ function nether.volume_is_natural(minp, maxp)
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end
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end
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if DEBUG then minetest.chat_send_all("Volume is natural") end
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if minetest.is_area_protected(minp, maxp, player_name or "") then
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if DEBUG then minetest.chat_send_all("Volume is protected " .. minetest.pos_to_string(minp) .. "-" .. minetest.pos_to_string(maxp)) end
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return false;
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end
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if DEBUG then minetest.chat_send_all("Volume is natural and unprotected for player '" .. (player_name or "") .. "', " .. minetest.pos_to_string(minp) .. "-" .. minetest.pos_to_string(maxp)) end
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return true
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end
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-- Deprecated, use nether.volume_is_natural_and_unprotected() instead.
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function nether.volume_is_natural(minp, maxp)
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if nether.deprecation_warning_volume_is_natural == nil then
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local stack = debug.traceback("", 2);
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local calling_func = (string.split(stack, "\n", false, 2, false)[2] or ""):trim()
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minetest.log("warning",
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"Deprecated function \"nether.volume_is_natural()\" invoked. Use \"nether.volume_is_natural_and_unprotected()\" instead. " ..
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calling_func)
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nether.deprecation_warning_volume_is_natural = true;
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end
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return nether.volume_is_natural_and_unprotected(minp, maxp)
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end
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-- Gets the volume that may be altered if a portal is placed at the anchor_pos
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-- orientation is optional, but specifying it will reduce the volume returned
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-- portal_name is optional, but specifying it will reduce the volume returned
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-- returns minp, maxp
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function nether.get_schematic_volume(anchor_pos, orientation, portal_name)
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if orientation == nil then
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-- Return a volume large enough for any orientation
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local minp0, maxp0 = nether.get_schematic_volume(anchor_pos, 0, portal_name)
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local minp1, maxp1 = nether.get_schematic_volume(anchor_pos, 1, portal_name)
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-- ToDo: If an asymmetric portal is used with an anchor not at the center of the
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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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end
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-- Assume the largest possible portal shape unless we know it's a smaller one.
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local shape_defintion = nether.PortalShape_Circular
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if portal_name ~= nil and nether.registered_portals[portal_name] ~= nil then
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shape_defintion = nether.registered_portals[portal_name].shape
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end
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local size = shape_defintion.schematic.size
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local minp = shape_defintion.get_schematicPos_from_anchorPos(anchor_pos, orientation);
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local maxp
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if (orientation % 2) == 0 then
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maxp = {x = minp.x + size.x - 1, y = minp.y + size.y - 1, z = minp.z + size.z - 1}
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else
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maxp = {x = minp.x + size.z - 1, y = minp.y + size.y - 1, z = minp.z + size.x - 1}
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end
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return minp, maxp
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end
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-- Can be used when implementing custom find_surface_anchorPos() functions
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-- portal_name is optional, providing it allows existing portals on the surface to be reused.
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function nether.find_surface_target_y(target_x, target_z, portal_name)
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-- portal_name is optional, providing it allows existing portals on the surface to be reused, and
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-- a potentially smaller volume to be checked by volume_is_natural_and_unprotected().
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-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
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function nether.find_surface_target_y(target_x, target_z, portal_name, player_name)
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assert(target_x ~= nil and target_z ~= nil, "Arguments `target_x` and `target_z` cannot be nil when calling find_surface_target_y()")
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@ -2246,18 +2307,22 @@ function nether.find_surface_target_y(target_x, target_z, portal_name)
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end
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end
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local minp_schem, maxp_schem = nether.get_schematic_volume({x = target_x, y = 0, z = target_z}, nil, portal_name)
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local minp = {x = minp_schem.x, y = 0, z = minp_schem.z}
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local maxp = {x = maxp_schem.x, y = 0, z = maxp_schem.z}
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for y = start_y, start_y - 256, -16 do
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-- Check volume for non-natural nodes
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local minp = {x = target_x - 1, y = y - 1, z = target_z - 2}
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local maxp = {x = target_x + 2, y = y + 3, z = target_z + 2}
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if nether.volume_is_natural(minp, maxp) then
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minp.y = minp_schem.y + y
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maxp.y = maxp_schem.y + y
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if nether.volume_is_natural_and_unprotected(minp, maxp, player_name) then
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return y
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elseif portal_name ~= nil and nether.registered_portals[portal_name] ~= nil then
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-- players have built here - don't grief.
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-- but reigniting existing portals in portal rooms is fine - desirable even.
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local anchorPos, orientation, is_ignited = is_within_portal_frame(nether.registered_portals[portal_name], {x = target_x, y = y, z = target_z})
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||||
if anchorPos ~= nil then
|
||||
if DEBUG then minetest.chat_send_all("Volume_is_natural check failed, but a portal frame is here " .. minetest.pos_to_string(anchorPos) .. ", so this is still a good target y level") end
|
||||
if DEBUG then minetest.chat_send_all("volume_is_natural_and_unprotected check failed, but a portal frame is here " .. minetest.pos_to_string(anchorPos) .. ", so this is still a good target y level") end
|
||||
return y
|
||||
end
|
||||
end
|
||||
|
@ -49,17 +49,22 @@ surface.
|
||||
Helper functions
|
||||
----------------
|
||||
|
||||
* `nether.volume_is_natural(minp, maxp)`: returns a boolean
|
||||
* `nether.volume_is_natural_and_unprotected(minp, maxp, player_name)`: 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
|
||||
trees.
|
||||
Water will fail this test, unless it is unemerged.
|
||||
* player_name is optional, providing it allows the player's own protected
|
||||
areas to be treated as unprotected.
|
||||
|
||||
* `nether.find_surface_target_y(target_x, target_z, portal_name)`: returns a
|
||||
suitable anchorPos
|
||||
* `nether.find_surface_target_y(target_x, target_z, portal_name, player_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.
|
||||
* player_name is optional, providing it prevents the exclusion of surface
|
||||
target areas which are protected by the player.
|
||||
|
||||
* `nether.find_nearest_working_portal(portal_name, anchorPos, distance_limit, y_factor)`: returns
|
||||
(anchorPos, orientation), or nil if no portal was found within the
|
||||
@ -208,7 +213,7 @@ Used by `nether.register_portal`.
|
||||
-- Ideally implementations are fast, as this function can be used to
|
||||
-- sift through a list of portals.
|
||||
|
||||
find_realm_anchorPos = function(surface_anchorPos),
|
||||
find_realm_anchorPos = function(surface_anchorPos, player_name),
|
||||
-- Required. Return a position in the realm that a portal created at
|
||||
-- surface_anchorPos will link to.
|
||||
-- Return an anchorPos or (anchorPos, orientation)
|
||||
@ -218,8 +223,10 @@ Used by `nether.register_portal`.
|
||||
-- orientation, otherwise the existing portal could be overwritten by
|
||||
-- a new one with the orientation of the surface portal.
|
||||
-- Return nil to prevent the portal from igniting.
|
||||
-- player_name may be "", e.g. if the portal was ignited by a mesecon,
|
||||
-- and is provided for use with volume_is_natural_and_unprotected() etc.
|
||||
|
||||
find_surface_anchorPos = function(realm_anchorPos),
|
||||
find_surface_anchorPos = function(realm_anchorPos, player_name),
|
||||
-- Optional. If you don't implement this then a position near the
|
||||
-- surface will be picked.
|
||||
-- Return an anchorPos or (anchorPos, orientation)
|
||||
@ -233,6 +240,8 @@ Used by `nether.register_portal`.
|
||||
-- orientation, otherwise the existing portal could be overwritten by
|
||||
-- a new one with the orientation of the realm portal.
|
||||
-- Return nil to prevent the portal from igniting.
|
||||
-- player_name may be "", e.g. if the portal was ignited by a mesecon,
|
||||
-- and is provided for use with volume_is_natural_and_unprotected() etc.
|
||||
|
||||
on_run_wormhole = function(portalDef, anochorPos, orientation),
|
||||
-- invoked once per second per portal
|
||||
|
@ -85,7 +85,7 @@ This portal is different to the others, rather than acting akin to a doorway it
|
||||
return pos.y > FLOATLAND_LEVEL - 200
|
||||
end,
|
||||
|
||||
find_realm_anchorPos = function(surface_anchorPos)
|
||||
find_realm_anchorPos = function(surface_anchorPos, player_name)
|
||||
-- TODO: Once paramat finishes adjusting the floatlands, implement a surface algorithm that finds land
|
||||
local destination_pos = {x = surface_anchorPos.x ,y = FLOATLAND_LEVEL + 2, z = surface_anchorPos.z}
|
||||
|
||||
@ -131,13 +131,13 @@ Due to such difficulties, we never learned what determines the direction and dis
|
||||
return true
|
||||
end,
|
||||
|
||||
find_realm_anchorPos = function(surface_anchorPos)
|
||||
find_realm_anchorPos = function(surface_anchorPos, player_name)
|
||||
-- This function isn't needed, since this type of portal always goes to the surface
|
||||
minetest.log("error" , "find_realm_anchorPos called for surface portal")
|
||||
return {x=0, y=0, z=0}
|
||||
end,
|
||||
|
||||
find_surface_anchorPos = function(realm_anchorPos)
|
||||
find_surface_anchorPos = function(realm_anchorPos, player_name)
|
||||
-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function,
|
||||
-- since find_surface_target_y() will be used by default, but these portals travel around the
|
||||
-- surface (following a Moore curve) so will be calculating a different x and z to realm_anchorPos.
|
||||
@ -192,7 +192,7 @@ Due to such difficulties, we never learned what determines the direction and dis
|
||||
end
|
||||
|
||||
local destination_pos = {x = target_x + adj_x, y = 0, z = target_z + adj_z}
|
||||
destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "surface_portal")
|
||||
destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "surface_portal", player_name)
|
||||
|
||||
return destination_pos
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user