mirror of
https://github.com/minetest-mods/nether.git
synced 2024-12-27 19:30:28 +01:00
Separate portal shape code from portal behavior code, and refactor
Allows dev and testing/debugging to focus on one (shape or behavior) without getting mixed up in the other, will also enable different portal shapes later on. Other adjustments: * Reuse/reignite an existing portal or portal frame if there is one at the remote destination, rather than the area being overwritten by a slightly offset portal schematic. * Create remote portals in a matching orientation to the local portal. * Preserve player position & facing relative to portal when traveling through wormhole (even if portals are at 90°) * Players no longer bounce several times after teleporting * Player is not teleported until after the portal at the other end is confirmed/built
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614
init.lua
614
init.lua
@ -25,6 +25,7 @@
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local NETHER_DEPTH = -5000
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local TCAVE = 0.6
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local BLEND = 128
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local DEBUG = true
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-- 3D noise
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@ -46,23 +47,344 @@ local np_cave = {
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local yblmax = NETHER_DEPTH - BLEND * 2
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netherportal = {} -- portal API
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-- Functions
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local function build_portal(pos, target)
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local p1 = {x = pos.x - 1, y = pos.y - 1, z = pos.z}
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local p2 = {x = p1.x + 3, y = p1.y + 4, z = p1.z}
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local path = minetest.get_modpath("nether") .. "/schematics/nether_portal.mts"
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minetest.place_schematic({x = p1.x, y = p1.y, z = p1.z - 2}, path, 0, nil, true)
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--[[
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AnchorPos and WormholdPos are node locations in a portal defined as follows:
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.
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+--------+--------+--------+--------+
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| | Frame | |
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| | | | |
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+--------+--------+--------+--------+
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| | | |
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+--------+ + +--------+
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| | Wormhole | |
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| | | |
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+--------+ + +--------+
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| |Wormhole | |
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| | Pos | |
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+--------+--------+--------+--------+
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| Anchor | | | |
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| Pos | | | |
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+--------+--------+--------+--------+
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for y = p1.y, p2.y do
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for x = p1.x, p2.x do
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local meta = minetest.get_meta({x = x, y = y, z = p1.z})
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meta:set_string("p1", minetest.pos_to_string(p1))
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meta:set_string("p2", minetest.pos_to_string(p2))
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meta:set_string("target", minetest.pos_to_string(target))
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+X/East or +Z/North ----->
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A better location for AnchorPos would be directly under WormholePos, as it's more centered
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and you don't need to know the portal's orientation to find AnchorPos from the WormholePos
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or vice-versa, however AnchorPos is in the bottom/south/west-corner to keep compatibility
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with earlier versions of this mod (which only records portal corners p1 & p2 in the node metadata).
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Orientation is 0 or 90, 0 meaning a portal that faces north/south - i.e. obsidian running
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east/west.
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]]
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-- This object defines a portal's shape, segregating the shape logic code from portal physics.
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-- You can create a new "PortalShape" definition object which implements the same
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-- functions if you wish to register a custom shaped portal in register_portal().
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-- Since it's symmetric, this PortalShape definition has only implemented orientations of 0 and 90
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local TraditionalPortalShape = {
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-- todo: use size to update is_portal_frame
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size = vector.new(4, 5, 1), -- size of the portal, and not necessarily the size of the schematic, which may clear area around the portal.
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schematic_filename = minetest.get_modpath("nether") .. "/schematics/nether_portal.mts",
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-- returns the coords for minetest.place_schematic() that will place the schematic on the anchorPos
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get_schematicPos_from_anchorPos = function(anchorPos, orientation)
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assert(orientation, "no orientation passed")
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if orientation == 0 then
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return {x = anchorPos.x, y = anchorPos.y, z = anchorPos.z - 2}
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else
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return {x = anchorPos.x - 2, y = anchorPos.y, z = anchorPos.z }
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end
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end,
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get_wormholePos_from_anchorPos = function(anchorPos, orientation)
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assert(orientation, "no orientation passed")
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if orientation == 0 then
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return {x = anchorPos.x + 1, y = anchorPos.y + 1, z = anchorPos.z }
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else
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return {x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z + 1}
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end
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end,
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get_anchorPos_from_wormholePos = function(wormholePos, orientation)
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assert(orientation, "no orientation passed")
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if orientation == 0 then
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return {x = wormholePos.x - 1, y = wormholePos.y - 1, z = wormholePos.z }
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else
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return {x = wormholePos.x, y = wormholePos.y - 1, z = wormholePos.z - 1}
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end
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end,
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apply_func_to_frame_nodes = function(anchorPos, orientation, func)
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local shortCircuited
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if orientation == 0 then
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-- use short-circuiting of boolean evaluation to allow func() to cause an abort by returning true
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shortCircuited =
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func({x = anchorPos.x + 0, y = anchorPos.y, z = anchorPos.z}) or
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func({x = anchorPos.x + 1, y = anchorPos.y, z = anchorPos.z}) or
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func({x = anchorPos.x + 2, y = anchorPos.y, z = anchorPos.z}) or
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func({x = anchorPos.x + 3, y = anchorPos.y, z = anchorPos.z}) or
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func({x = anchorPos.x + 0, y = anchorPos.y + 4, z = anchorPos.z}) or
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func({x = anchorPos.x + 1, y = anchorPos.y + 4, z = anchorPos.z}) or
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func({x = anchorPos.x + 2, y = anchorPos.y + 4, z = anchorPos.z}) or
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func({x = anchorPos.x + 3, y = anchorPos.y + 4, z = anchorPos.z}) or
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func({x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z}) or
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func({x = anchorPos.x, y = anchorPos.y + 2, z = anchorPos.z}) or
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func({x = anchorPos.x, y = anchorPos.y + 3, z = anchorPos.z}) or
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func({x = anchorPos.x + 3, y = anchorPos.y + 1, z = anchorPos.z}) or
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func({x = anchorPos.x + 3, y = anchorPos.y + 2, z = anchorPos.z}) or
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func({x = anchorPos.x + 3, y = anchorPos.y + 3, z = anchorPos.z})
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else
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shortCircuited =
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func({x = anchorPos.x, y = anchorPos.y, z = anchorPos.z + 0}) or
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func({x = anchorPos.x, y = anchorPos.y, z = anchorPos.z + 1}) or
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func({x = anchorPos.x, y = anchorPos.y, z = anchorPos.z + 2}) or
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func({x = anchorPos.x, y = anchorPos.y, z = anchorPos.z + 3}) or
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func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 0}) or
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func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 1}) or
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func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 2}) or
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func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 3}) or
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func({x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z }) or
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func({x = anchorPos.x, y = anchorPos.y + 2, z = anchorPos.z }) or
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func({x = anchorPos.x, y = anchorPos.y + 3, z = anchorPos.z }) or
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func({x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z + 3}) or
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func({x = anchorPos.x, y = anchorPos.y + 2, z = anchorPos.z + 3}) or
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func({x = anchorPos.x, y = anchorPos.y + 3, z = anchorPos.z + 3})
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end
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return not shortCircuited
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end,
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apply_func_to_wormhole_nodes = function(anchorPos, orientation, func)
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local shortCircuited
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if orientation == 0 then
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local wormholePos = {x = anchorPos.x + 1, y = anchorPos.y + 1, z = anchorPos.z}
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-- use short-circuiting of boolean evaluation to allow func() to cause an abort by returning true
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shortCircuited =
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func({x = wormholePos.x + 0, y = wormholePos.y + 0, z = wormholePos.z}) or
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func({x = wormholePos.x + 1, y = wormholePos.y + 0, z = wormholePos.z}) or
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func({x = wormholePos.x + 0, y = wormholePos.y + 1, z = wormholePos.z}) or
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func({x = wormholePos.x + 1, y = wormholePos.y + 1, z = wormholePos.z}) or
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func({x = wormholePos.x + 0, y = wormholePos.y + 2, z = wormholePos.z}) or
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func({x = wormholePos.x + 1, y = wormholePos.y + 2, z = wormholePos.z})
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else
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local wormholePos = {x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z + 1}
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shortCircuited =
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func({x = wormholePos.x, y = wormholePos.y + 0, z = wormholePos.z + 0}) or
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func({x = wormholePos.x, y = wormholePos.y + 0, z = wormholePos.z + 1}) or
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func({x = wormholePos.x, y = wormholePos.y + 1, z = wormholePos.z + 0}) or
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func({x = wormholePos.x, y = wormholePos.y + 1, z = wormholePos.z + 1}) or
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func({x = wormholePos.x, y = wormholePos.y + 2, z = wormholePos.z + 0}) or
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func({x = wormholePos.x, y = wormholePos.y + 2, z = wormholePos.z + 1})
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end
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return not shortCircuited
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end,
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-- Check for whether the portal is blocked in, and if so then provide a safe way
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-- on one side for the player to step out of the portal. Suggest including a roof
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-- incase the portal was blocked with lava flowing from above.
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disable_portal_trap = function(anchorPos, orientation)
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assert(orientation, "no orientation passed")
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-- Not implemented yet. It may not need to be implemented because if you
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-- wait in a portal long enough you teleport again. So a trap portal would have to link
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-- to one of two blocked-in portals which link to each other - which is possible, but
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-- quite extreme.
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end
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}
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local registered_portals = {
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["default:obsidian"] = {
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shape = TraditionalPortalShape,
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wormhole_node_name = "nether:portal",
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frame_node_name = "default:obsidian",
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find_realm_anchorPos = function(pos)
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end,
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find_surface_anchorPos = function(pos)
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end
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}
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}
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-- p1 and p2 are used to keep maps backwards compatible with earlier versions of this mod.
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-- p1 is the bottom/west/south corner of the portal, and p2 is the opposite corner.
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local function get_p1_and_p2_from_anchorPos(portal_shape, anchorPos, orientation)
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assert(orientation, "no orientation passed")
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local p1 = anchorPos
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local p2
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if orientation == 0 then
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p2 = {x = p1.x + portal_shape.size.x - 1, y = p1.y + portal_shape.size.y - 1, z = p1.z }
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else
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p2 = {x = p1.x, y = p1.y + portal_shape.size.y - 1, z = p1.z + portal_shape.size.x - 1}
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end
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return p1, p2
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end
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-- orientation is the rotation degrees passed to place_schematic: 0, 90, 180, or 270
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local function get_param2_from_orientation(param2, orientation)
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return orientation / 90
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end
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local function get_orientation_from_param2(param2)
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return param2 * 90
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end
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local function set_portal_metadata(portal_definition, anchorPos, orientation, destination_wormholePos, ignite)
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-- p1 and p2 are used here to keep maps backwards compatible with earlier versions of this mod
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-- (p2's value is the opposite corner of the portal frame to p1, according to the fixed portal shape of earlier versions of this mod)
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local p1, p2 = get_p1_and_p2_from_anchorPos(portal_definition.shape, anchorPos, orientation)
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local param2 = get_param2_from_orientation(0, orientation)
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local updateFunc = function(pos)
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if ignite and minetest.get_node(pos).name == "air" then
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minetest.set_node(pos, {name = portal_definition.wormhole_node_name, param2 = param2})
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end
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local meta = minetest.get_meta(pos)
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meta:set_string("p1", minetest.pos_to_string(p1))
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meta:set_string("p2", minetest.pos_to_string(p2))
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meta:set_string("target", minetest.pos_to_string(destination_wormholePos))
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end
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portal_definition.shape.apply_func_to_frame_nodes(anchorPos, orientation, updateFunc)
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portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, updateFunc)
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end
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local function set_portal_metadata_and_ignite(portal_definition, anchorPos, orientation, destination_wormholePos)
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set_portal_metadata(portal_definition, anchorPos, orientation, destination_wormholePos, true)
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end
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-- Checks pos, and if it's part of a portal or portal frame then three values are returned: anchorPos, orientation, is_ignited
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-- where orientation is 0 or 90 (0 meaning a portal that faces north/south - i.e. obsidian running east/west)
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local function is_portal_frame(portal_definition, pos)
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local nodes_are_valid -- using closures as a way for the functions to return extra information - by setting this variable
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local portal_is_ignited -- using closures as a way for the functions to return extra information - by setting this variable
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local frame_node_name = portal_definition.frame_node_name
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local check_frame_Func = function(check_pos)
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if minetest.get_node(check_pos).name ~= frame_node_name then
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nodes_are_valid = false
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return true -- short-circuit the search
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end
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end
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local wormhole_node_name = portal_definition.wormhole_node_name
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local check_wormhole_Func = function(check_pos)
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local node_name = minetest.get_node(check_pos).name
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if node_name ~= wormhole_node_name then
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portal_is_ignited = false;
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if node_name ~= "air" then
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nodes_are_valid = false
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return true -- short-circuit the search
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end
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end
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end
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-- this function returns two bools: portal found, portal is lit
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local is_portal_at_anchorPos = function(anchorPos, orientation)
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nodes_are_valid = true
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portal_is_ignited = true
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portal_definition.shape.apply_func_to_frame_nodes(anchorPos, orientation, check_frame_Func)
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if nodes_are_valid then
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-- a valid frame exists at anchorPos, check the wormhole is either ignited or unobstructed
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portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, check_wormhole_Func)
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end
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return nodes_are_valid, portal_is_ignited and nodes_are_valid -- returns two bools: portal was found, portal is lit
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end
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local width_minus_1 = portal_definition.shape.size.x - 1
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local height_minus_1 = portal_definition.shape.size.y - 1
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local depth_minus_1 = portal_definition.shape.size.z - 1
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for d = -depth_minus_1, depth_minus_1 do
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for w = -width_minus_1, width_minus_1 do
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for y = -height_minus_1, height_minus_1 do
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local testAnchorPos_x = {x = pos.x + w, y = pos.y + y, z = pos.z + d}
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local portal_found, portal_lit = is_portal_at_anchorPos(testAnchorPos_x, 0)
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if portal_found then
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return testAnchorPos_x, 0, portal_lit
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else
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-- try orthogonal orientation
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local testForAnchorPos_z = {x = pos.x + d, y = pos.y + y, z = pos.z + w}
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portal_found, portal_lit = is_portal_at_anchorPos(testForAnchorPos_z, 90)
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if portal_found then return testForAnchorPos_z, 90, portal_lit end
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end
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end
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end
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end
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end
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local function build_portal(portal_definition, anchorPos, orientation, destination_wormholePos)
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minetest.place_schematic(
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portal_definition.shape.get_schematicPos_from_anchorPos(anchorPos, orientation),
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portal_definition.shape.schematic_filename,
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orientation,
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nil,
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true
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)
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if DEBUG then minetest.chat_send_all("Placed portal schematic at " .. minetest.pos_to_string(portal_definition.shape.get_schematicPos_from_anchorPos(anchorPos, orientation)) .. ", orientation " .. orientation) end
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set_portal_metadata(portal_definition, anchorPos, orientation, destination_wormholePos)
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end
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-- Used to find or build a remote twin after a portal is opened.
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-- If a portal is found that is already lit then the destination_wormholePos argument is ignored - the anchorPos
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-- of the portal that was found will be returned but its destination will be unchanged.
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-- * suggested_anchorPos indicates where the portal should be built
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-- * destination_wormholePos is the wormholePos of the destination portal this one will be linked to.
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-- * 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)
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--
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-- Returns the final (anchorPos, orientation), as they may differ from the anchorPos and orientation that was
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-- specified if an existing portal was already found there.
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local function locate_or_build_portal(portal_definition, suggested_anchorPos, suggested_orientation, destination_wormholePos)
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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
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local result_anchorPos = suggested_anchorPos;
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local result_orientation = suggested_orientation;
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local place_new_portal = true
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-- Searching for an existing portal at wormholePos seems better than at anchorPos, though isn't important
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local suggested_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(suggested_anchorPos, suggested_orientation)
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local found_anchorPos, found_orientation, is_ignited = is_portal_frame(portal_definition, suggested_wormholePos)
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if found_anchorPos ~= nil then
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-- A portal is already here, we don't have to build one, though we may need to ignite it
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result_anchorPos = found_anchorPos
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result_orientation = found_orientation
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if is_ignited then
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if DEBUG then minetest.chat_send_all("Build aborted: already a portal at " .. minetest.pos_to_string(found_anchorPos) .. ", orientation " .. result_orientation) end
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else
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if DEBUG then minetest.chat_send_all("Build aborted: already an unlit portal at " .. minetest.pos_to_string(found_anchorPos) .. ", orientation " .. result_orientation) end
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-- ignite the portal
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set_portal_metadata_and_ignite(portal_definition, result_anchorPos, result_orientation, destination_wormholePos)
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end
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else
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build_portal(portal_definition, result_anchorPos, result_orientation, destination_wormholePos)
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end
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return result_anchorPos, result_orientation
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end
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@ -126,6 +448,7 @@ local function find_nether_target_y(target_x, target_z, start_y)
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end
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|
||||
--todo: find_surface_target_y() fails and selects locations under the surface
|
||||
local function find_surface_target_y(target_x, target_z, start_y)
|
||||
for y = start_y, start_y - 256, -16 do
|
||||
-- Check volume for non-natural nodes
|
||||
@ -140,126 +463,112 @@ local function find_surface_target_y(target_x, target_z, start_y)
|
||||
end
|
||||
|
||||
|
||||
local function move_check(p1, max, dir)
|
||||
local p = {x = p1.x, y = p1.y, z = p1.z}
|
||||
local d = math.abs(max - p1[dir]) / (max - p1[dir])
|
||||
-- invoked when a player attempts to turn obsidian nodes into an open portal
|
||||
local function ignite_portal(ignition_pos)
|
||||
|
||||
while p[dir] ~= max do
|
||||
p[dir] = p[dir] + d
|
||||
if minetest.get_node(p).name ~= "default:obsidian" then
|
||||
return false
|
||||
local ignition_node_name = minetest.get_node(ignition_pos).name
|
||||
|
||||
-- find out what sort of portals are made from the node that was clicked on
|
||||
local portal_definition = registered_portals[ignition_node_name]
|
||||
if portal_definition == nil then
|
||||
return false -- no portals are made from the node at ignition_pos
|
||||
end
|
||||
|
||||
-- check it was a portal frame that the player is trying to ignite
|
||||
local anchorPos, orientation, is_ignited = is_portal_frame(portal_definition, ignition_pos)
|
||||
if anchorPos == nil then
|
||||
if DEBUG then minetest.chat_send_all("No portal frame found at " .. minetest.pos_to_string(ignition_pos)) end
|
||||
return false -- no portal is here
|
||||
elseif is_ignited then
|
||||
if DEBUG then
|
||||
local meta = minetest.get_meta(ignition_pos)
|
||||
if meta ~= nil then minetest.chat_send_all("This portal links to " .. meta:get_string("target") .. ". p1=" .. meta:get_string("p1") .. " p2=" .. meta:get_string("p2")) end
|
||||
end
|
||||
return false -- portal is already ignited
|
||||
end
|
||||
if DEBUG then minetest.chat_send_all("Found portal frame. Looked at " .. minetest.pos_to_string(ignition_pos) .. ", found at " .. minetest.pos_to_string(anchorPos) .. " orientation " .. orientation) end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
|
||||
local function check_portal(p1, p2)
|
||||
if p1.x ~= p2.x then
|
||||
if not move_check(p1, p2.x, "x") then
|
||||
return false
|
||||
end
|
||||
if not move_check(p2, p1.x, "x") then
|
||||
return false
|
||||
end
|
||||
elseif p1.z ~= p2.z then
|
||||
if not move_check(p1, p2.z, "z") then
|
||||
return false
|
||||
end
|
||||
if not move_check(p2, p1.z, "z") then
|
||||
return false
|
||||
end
|
||||
else
|
||||
return false
|
||||
end
|
||||
|
||||
if not move_check(p1, p2.y, "y") then
|
||||
return false
|
||||
end
|
||||
if not move_check(p2, p1.y, "y") then
|
||||
return false
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
|
||||
local function is_portal(pos)
|
||||
for d = -3, 3 do
|
||||
for y = -4, 4 do
|
||||
local px = {x = pos.x + d, y = pos.y + y, z = pos.z}
|
||||
local pz = {x = pos.x, y = pos.y + y, z = pos.z + d}
|
||||
|
||||
if check_portal(px, {x = px.x + 3, y = px.y + 4, z = px.z}) then
|
||||
return px, {x = px.x + 3, y = px.y + 4, z = px.z}
|
||||
end
|
||||
if check_portal(pz, {x = pz.x, y = pz.y + 4, z = pz.z + 3}) then
|
||||
return pz, {x = pz.x, y = pz.y + 4, z = pz.z + 3}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local function make_portal(pos)
|
||||
local p1, p2 = is_portal(pos)
|
||||
if not p1 or not p2 then
|
||||
return false
|
||||
end
|
||||
|
||||
for d = 1, 2 do
|
||||
for y = p1.y + 1, p2.y - 1 do
|
||||
local p
|
||||
if p1.z == p2.z then
|
||||
p = {x = p1.x + d, y = y, z = p1.z}
|
||||
else
|
||||
p = {x = p1.x, y = y, z = p1.z + d}
|
||||
end
|
||||
if minetest.get_node(p).name ~= "air" then
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local param2
|
||||
if p1.z == p2.z then
|
||||
param2 = 0
|
||||
else
|
||||
param2 = 1
|
||||
end
|
||||
|
||||
local target = {x = p1.x, y = p1.y, z = p1.z}
|
||||
target.x = target.x + 1
|
||||
if target.y < NETHER_DEPTH then
|
||||
target.y = find_surface_target_y(target.x, target.z, -16)
|
||||
-- pick a destination
|
||||
local destination_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(anchorPos, orientation)
|
||||
if anchorPos.y < NETHER_DEPTH then
|
||||
destination_wormholePos.y = find_surface_target_y(destination_wormholePos.x, destination_wormholePos.z, -16)
|
||||
else
|
||||
local start_y = NETHER_DEPTH - math.random(500, 1500) -- Search start
|
||||
target.y = find_nether_target_y(target.x, target.z, start_y)
|
||||
destination_wormholePos.y = find_nether_target_y(destination_wormholePos.x, destination_wormholePos.z, start_y)
|
||||
end
|
||||
if DEBUG then minetest.chat_send_all("Destinaton set to " .. minetest.pos_to_string(destination_wormholePos)) end
|
||||
|
||||
for d = 0, 3 do
|
||||
for y = p1.y, p2.y do
|
||||
local p
|
||||
if param2 == 0 then
|
||||
p = {x = p1.x + d, y = y, z = p1.z}
|
||||
else
|
||||
p = {x = p1.x, y = y, z = p1.z + d}
|
||||
end
|
||||
if minetest.get_node(p).name == "air" then
|
||||
minetest.set_node(p, {name = "nether:portal", param2 = param2})
|
||||
end
|
||||
local meta = minetest.get_meta(p)
|
||||
meta:set_string("p1", minetest.pos_to_string(p1))
|
||||
meta:set_string("p2", minetest.pos_to_string(p2))
|
||||
meta:set_string("target", minetest.pos_to_string(target))
|
||||
end
|
||||
end
|
||||
-- ignition/BURN_BABY_BURN
|
||||
set_portal_metadata_and_ignite(portal_definition, anchorPos, orientation, destination_wormholePos)
|
||||
|
||||
return true
|
||||
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)
|
||||
|
||||
-- check player is still standing in a portal
|
||||
local playerPos = player:getpos()
|
||||
playerPos.y = playerPos.y + 0.1 -- Fix some glitches at -8000
|
||||
if minetest.get_node(playerPos).name ~= portal_definition.wormhole_node_name then
|
||||
return -- the player has moved out of the portal
|
||||
end
|
||||
|
||||
-- debounce - check player is still standing in the same portal that called this function
|
||||
local meta = minetest.get_meta(playerPos)
|
||||
if not vector.equals(local_anchorPos, minetest.string_to_pos(meta:get_string("p1"))) then
|
||||
if DEBUG then minetest.chat_send_all("the player already teleported from " .. minetest.pos_to_string(local_anchorPos) .. ", and is now standing in a different portal - " .. meta:get_string("p1")) end
|
||||
return -- the player already teleported, and is now standing in a different portal
|
||||
end
|
||||
|
||||
local destination_anchorPos = portal_definition.shape.get_anchorPos_from_wormholePos(destination_wormholePos, local_orientation)
|
||||
local node = minetest.get_node_or_nil(destination_wormholePos)
|
||||
|
||||
if node == nil then
|
||||
-- area not emerged yet, delay and retry
|
||||
if DEBUG then minetest.chat_send_all("ensure_remote_portal_then_teleport() could not find anything yet at " .. minetest.pos_to_string(destination_wormholePos)) end
|
||||
minetest.after(1, ensure_remote_portal_then_teleport, player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
|
||||
else
|
||||
local local_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(local_anchorPos, local_orientation)
|
||||
|
||||
if node.name == portal_definition.wormhole_node_name then
|
||||
-- portal exists
|
||||
local destination_orientation = get_orientation_from_param2(node.param2)
|
||||
portal_definition.shape.disable_portal_trap(destination_anchorPos, destination_orientation)
|
||||
|
||||
-- rotate the player if the destination portal is a different orientation
|
||||
local rotation_angle = math.rad(destination_orientation - local_orientation)
|
||||
local offset = vector.subtract(playerPos, local_wormholePos) -- preserve player's position in the portal
|
||||
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}
|
||||
player:setpos(vector.add(destination_wormholePos, rotated_offset))
|
||||
player:set_look_horizontal(player:get_look_horizontal() + rotation_angle)
|
||||
else
|
||||
-- destination portal still needs to be built
|
||||
if DEBUG then minetest.chat_send_all("ensure_remote_portal_then_teleport() saw " .. node.name .. " at " .. minetest.pos_to_string(destination_wormholePos) .. " rather than a wormhole. Calling locate_or_build_portal()") end
|
||||
|
||||
local new_dest_anchorPos, new_dest_orientation = locate_or_build_portal(portal_definition, destination_anchorPos, local_orientation, local_wormholePos)
|
||||
|
||||
if local_orientation ~= new_dest_orientation or not vector.equals(destination_anchorPos, new_dest_anchorPos) then
|
||||
-- Update the local portal's target to match where the existing remote portal was found
|
||||
destination_anchorPos = new_dest_anchorPos
|
||||
destination_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(new_dest_anchorPos, new_dest_orientation)
|
||||
if DEBUG then minetest.chat_send_all("update target to " .. minetest.pos_to_string(destination_wormholePos)) end
|
||||
|
||||
set_portal_metadata(
|
||||
portal_definition,
|
||||
local_anchorPos,
|
||||
local_orientation,
|
||||
destination_wormholePos
|
||||
)
|
||||
|
||||
minetest.after(0.1, ensure_remote_portal_then_teleport, player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- ABMs
|
||||
|
||||
minetest.register_abm({
|
||||
@ -286,41 +595,42 @@ minetest.register_abm({
|
||||
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
|
||||
if obj:is_player() then
|
||||
local meta = minetest.get_meta(pos)
|
||||
local target = minetest.string_to_pos(meta:get_string("target"))
|
||||
if target then
|
||||
-- force emerge of target area
|
||||
minetest.get_voxel_manip():read_from_map(target, target)
|
||||
if not minetest.get_node_or_nil(target) then
|
||||
minetest.emerge_area(
|
||||
vector.subtract(target, 4), vector.add(target, 4))
|
||||
local destination_wormholePos = minetest.string_to_pos(meta:get_string("target"))
|
||||
local local_p1 = minetest.string_to_pos(meta:get_string("p1"))
|
||||
if destination_wormholePos ~= nil and local_p1 ~= nil then
|
||||
|
||||
-- find out what sort of portal we're in
|
||||
local p1_node_name = minetest.get_node(local_p1).name
|
||||
local portal_definition = registered_portals[p1_node_name]
|
||||
if portal_definition == nil then
|
||||
if p1_node_name ~= "ignore" then
|
||||
-- I've seen cases where the p1_node_name temporarily returns "ignore", but it comes right - perhaps it happens when playerPos and anchorPos are in different chunks?
|
||||
if DEBUG then minetest.chat_send_all("Weirdness: No portal with a \"" .. p1_node_name .. "\" frame is registered. Portal metadata at " .. minetest.pos_to_string(pos) .. " claims node ".. minetest.pos_to_string(local_p1) .. " is its portal corner (p1), but that location contains \"" .. p1_node_name .. "\"") end
|
||||
else
|
||||
minetest.log("error", "No portal with a \"" .. p1_node_name .. "\" frame is registered. Portal metadata at " .. minetest.pos_to_string(pos) .. " claims node ".. minetest.pos_to_string(local_p1) .. " is its portal corner (p1), but that location contains \"" .. p1_node_name .. "\"")
|
||||
end
|
||||
return
|
||||
end
|
||||
-- teleport the player
|
||||
minetest.after(3, function(o, p, t)
|
||||
local objpos = o:getpos()
|
||||
if not objpos then -- player quit the game while teleporting
|
||||
return
|
||||
|
||||
-- force emerge of target area
|
||||
minetest.get_voxel_manip():read_from_map(destination_wormholePos, destination_wormholePos)
|
||||
if not minetest.get_node_or_nil(destination_wormholePos) then
|
||||
minetest.emerge_area(vector.subtract(destination_wormholePos, 4), vector.add(destination_wormholePos, 4))
|
||||
end
|
||||
|
||||
local local_orientation = get_orientation_from_param2(node.param2)
|
||||
minetest.after(
|
||||
3, -- hopefully target area is emerged in 3 seconds
|
||||
function()
|
||||
ensure_remote_portal_then_teleport(
|
||||
obj,
|
||||
portal_definition,
|
||||
local_p1,
|
||||
local_orientation,
|
||||
destination_wormholePos
|
||||
)
|
||||
end
|
||||
objpos.y = objpos.y + 0.1 -- Fix some glitches at -8000
|
||||
if minetest.get_node(objpos).name ~= "nether:portal" then
|
||||
return
|
||||
end
|
||||
|
||||
o:setpos(t)
|
||||
|
||||
local function check_and_build_portal(pp, tt)
|
||||
local n = minetest.get_node_or_nil(tt)
|
||||
if n and n.name ~= "nether:portal" then
|
||||
build_portal(tt, pp)
|
||||
minetest.after(2, check_and_build_portal, pp, tt)
|
||||
minetest.after(4, check_and_build_portal, pp, tt)
|
||||
elseif not n then
|
||||
minetest.after(1, check_and_build_portal, pp, tt)
|
||||
end
|
||||
end
|
||||
|
||||
minetest.after(1, check_and_build_portal, p, t)
|
||||
|
||||
end, obj, pos, target)
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -528,7 +838,7 @@ end
|
||||
minetest.override_item("default:mese_crystal_fragment", {
|
||||
on_place = function(stack, _, pt)
|
||||
if pt.under and minetest.get_node(pt.under).name == "default:obsidian" then
|
||||
local done = make_portal(pt.under)
|
||||
local done = ignite_portal(pt.under)
|
||||
if done and not minetest.settings:get_bool("creative_mode") then
|
||||
stack:take_item()
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user