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Add PortalShape_Platform
and other work on the portal examples also documentation and fixing issue where apples prevented volume_is_natural() from returning true
This commit is contained in:
parent
c15fd3643d
commit
672069d798
5
init.lua
5
init.lua
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@ -31,13 +31,16 @@ nether.get_translator = S
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nether.DEPTH = -5000
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nether.FASTTRAVEL_FACTOR = 8 -- 10 could be better value for Minetest, since there's no sprint, but ex-Minecraft players will be mathing for 8
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nether.PORTAL_BOOK_LOOT_WEIGHTING = 0.9 -- Likelyhood of finding the Book of Portals (guide) in dungeon chests. Set to 0 to disable.
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nether.ENABLE_EXAMPLE_PORTALS = false -- Enables extra portal types - examples of how to create your own portal types using the Nether's portal API. Once enabled, their shapes will be shown in the book of portals.
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-- Load files
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dofile(nether.path .. "/portal_api.lua")
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dofile(nether.path .. "/nodes.lua")
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dofile(nether.path .. "/mapgen.lua")
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if nether.ENABLE_EXAMPLE_PORTALS then
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dofile(nether.path .. "/portal_examples.lua")
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end
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-- Portals are ignited by right-clicking with a mese crystal fragment
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nether.register_portal_ignition_item(
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208
portal_api.lua
208
portal_api.lua
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@ -25,25 +25,29 @@ Positions
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p1 & p2 p1 and p2 is the system used by earlier versions of the nether mod, which the portal_api
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is forwards and backwards compatible with.
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p1 is the bottom/west/south corner of the portal, and p2 is the opposite corner, together
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they define the bounding volume for the portal.
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The value of p1 and p2 is kept in the metadata of every node in the portal
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p1 is the bottom/west/south corner of the portal, and p2 is the opposite corner, together
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they define the bounding volume for the portal.
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The value of p1 and p2 is kept in the metadata of every node in the portal
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WormholePos The location of the node a portal's target is set to, and a player is teleported
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WormholePos The location of the node that a portal's target is set to, and a player is teleported
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to. It can also be used to test whether a portal is active.
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AnchorPos Introduced by the portal_api, this should
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Usually an orientation is required with an AnchorPos
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AnchorPos Introduced by the portal_api. Coordinates for portals are normally given in terms of
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the AnchorPos. The AnchorPos does not change with portal orientation - portals rotate
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around the AnchorPos. Ideally an AnchorPos would be near the bottom center of a portal
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shape, but this is not the case with PortalShape_Traditional to keep comptaibility with
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earlier versions of the nether mod.
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Usually an orientation is required with an AnchorPos.
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TimerPos The portal_api replaces ABMs with a single node timer per portal, and the TimerPos is the
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node in which that timer is located. Extra metadata is also kept in the TimerNode.
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node in which that timer is located. Extra metadata is also kept in the TimerPos node.
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Portal shapes
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=============
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For the PortalShape_Traditional implementation, anchorPos, wormholdPos and TimerPos are defined
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For the PortalShape_Traditional implementation, p1, p2, anchorPos, wormholdPos and TimerPos are defined
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as follows:
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.
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+--------+--------+--------+--------+
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@ -59,8 +63,8 @@ Portal shapes
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| |Wormhole | |
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| | Pos | |
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+--------+--------+--------+--------+
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AnchorPos| Node | | |
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| p1 | Timer | | |
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AnchorPos|TimerPos| | |
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| p1 | | | |
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+--------+--------+--------+--------+
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+X/East or +Z/North ----->
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@ -71,15 +75,15 @@ or vice-versa, however AnchorPos is in the bottom/south/west-corner to keep comp
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with earlier versions of nether mod (which only records portal corners p1 & p2 in the node
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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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Orientation is yaw, either 0 or 90, 0 meaning a portal that faces north/south - i.e. obsidian
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running east/west.
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]]
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-- This object defines a portal's shape, segregating the shape logic code from portal behaviour code.
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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(). Examples follow
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-- after PortalShape_Traditional.
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-- functions if you wish to register a custom shaped portal in register_portal(). Examples of other
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-- shapes follow after PortalShape_Traditional.
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-- Since it's symmetric, this PortalShape definition has only implemented orientations of 0 and 90
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nether.PortalShape_Traditional = {
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name = "Traditional",
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@ -355,6 +359,92 @@ nether.PortalShape_Circular = {
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} -- End of PortalShape_Circular class
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-- Example alternative PortalShape
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-- This platform shape is symmetrical around the y-axis, so the orientation value never matters.
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nether.PortalShape_Platform = {
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name = "Platform",
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size = vector.new(5, 2, 5), -- size of the portal, and not necessarily the size of the schematic,
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-- which may clear area around the portal.
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schematic_filename = nether.path .. "/schematics/nether_portal_platform.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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return {x = anchorPos.x - 2, y = anchorPos.y, z = anchorPos.z - 2}
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end,
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get_wormholePos_from_anchorPos = function(anchorPos, orientation)
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-- wormholePos is the node above anchorPos
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return {x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z}
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end,
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get_anchorPos_from_wormholePos = function(wormholePos, orientation)
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-- wormholePos is the node above anchorPos
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return {x = wormholePos.x, y = wormholePos.y - 1, z = wormholePos.z}
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end,
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-- p1 and p2 are used to keep maps 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, together
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-- they define the bounding volume for the portal.
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get_p1_and_p2_from_anchorPos = function(self, anchorPos, orientation)
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assert(self ~= nil and self.name == nether.PortalShape_Platform.name, "Must pass self as first argument, or use shape:func() instead of shape.func()")
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local p1 = {x = anchorPos.x - 2, y = anchorPos.y, z = anchorPos.z - 2}
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local p2 = {x = anchorPos.x + 2, y = anchorPos.y + 1, z = anchorPos.z + 2}
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return p1, p2
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end,
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get_anchorPos_and_orientation_from_p1_and_p2 = function(p1, p2)
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return {x= p1.x + 2, y = p1.y, z = p1.z + 2}, 0
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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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local yPlus1 = anchorPos.y + 1
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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 - 2, y = yPlus1, z = anchorPos.z - 1}) or func({x = anchorPos.x + 2, y = yPlus1, z = anchorPos.z - 1}) or
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func({x = anchorPos.x - 2, y = yPlus1, z = anchorPos.z }) or func({x = anchorPos.x + 2, y = yPlus1, z = anchorPos.z }) or
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func({x = anchorPos.x - 2, y = yPlus1, z = anchorPos.z + 1}) or func({x = anchorPos.x + 2, y = yPlus1, z = anchorPos.z + 1}) or
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func({x = anchorPos.x - 1, y = yPlus1, z = anchorPos.z - 2}) or func({x = anchorPos.x - 1, y = yPlus1, z = anchorPos.z + 2}) or
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func({x = anchorPos.x , y = yPlus1, z = anchorPos.z - 2}) or func({x = anchorPos.x , y = yPlus1, z = anchorPos.z + 2}) or
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func({x = anchorPos.x + 1, y = yPlus1, z = anchorPos.z - 2}) or func({x = anchorPos.x + 1, y = yPlus1, z = anchorPos.z + 2}) or
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func({x = anchorPos.x - 1, y = anchorPos.y, z = anchorPos.z - 1}) 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 - 1, y = anchorPos.y, z = anchorPos.z + 1}) 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 }) 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 + 1, y = anchorPos.y, z = anchorPos.z - 1}) 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 + 1, y = anchorPos.y, z = anchorPos.z + 1})
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return not shortCircuited
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end,
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-- returns true if function was applied to all wormhole nodes
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apply_func_to_wormhole_nodes = function(anchorPos, orientation, func)
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local shortCircuited
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local yPlus1 = anchorPos.y + 1
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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 - 1, y = yPlus1, z = anchorPos.z - 1}) or
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func({x = anchorPos.x - 1, y = yPlus1, z = anchorPos.z }) or
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func({x = anchorPos.x - 1, y = yPlus1, z = anchorPos.z + 1}) or
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func({x = anchorPos.x , y = yPlus1, z = anchorPos.z - 1}) or
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func({x = anchorPos.x , y = yPlus1, z = anchorPos.z }) or
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func({x = anchorPos.x , y = yPlus1, z = anchorPos.z + 1}) or
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func({x = anchorPos.x + 1, y = yPlus1, z = anchorPos.z - 1}) or
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func({x = anchorPos.x + 1, y = yPlus1, z = anchorPos.z }) or
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func({x = anchorPos.x + 1, y = yPlus1, z = anchorPos.z + 1})
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return not shortCircuited
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end,
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-- Check for suffocation
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disable_portal_trap = function(anchorPos, orientation)
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-- Not implemented.
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end
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} -- End of PortalShape_Platform class
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--====================================================--
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@ -397,27 +487,61 @@ local function get_timerPos_from_p1_and_p2(p1, p2)
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}
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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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-- orientation is the yaw rotation degrees passed to place_schematic: 0, 90, 180, or 270
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-- color is a value from 0 to 7 corresponding to the color of pixels in nether_portals_palette.png
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local function get_param2_from_color_and_orientation(color, orientation)
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-- portal_is_horizontal is a bool indicating whether the portal lies flat or stands vertically
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local function get_colorfacedir_from_color_and_orientation(color, orientation, portal_is_horizontal)
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assert(orientation, "no orientation passed")
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local axis_direction, rotation
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local dir = math.floor((orientation % 360) / 90 + 0.5)
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-- if the portal is vertical then node axis direction will be +Y (up) and portal orientation
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-- will set the node's rotation.
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-- if the portal is horizontal then the node axis direction reflects the yaw orientation and
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-- the node's rotation will be whatever's needed to keep the texture horizontal (either 0 or 1)
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if portal_is_horizontal then
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if dir == 0 then axis_direction = 1 end -- North
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if dir == 1 then axis_direction = 3 end -- East
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if dir == 2 then axis_direction = 2 end -- South
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if dir == 3 then axis_direction = 4 end -- West
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rotation = math.floor(axis_direction / 2); -- a rotation is only needed if axis_direction is east or west
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else
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axis_direction = 0 -- 0 is up, or +Y
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rotation = dir
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end
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-- wormhole nodes have a paramtype2 of colorfacedir, which means the
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-- high 3 bits are palette, followed by 3 direction bits and 2 rotation bits.
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-- We set the palette bits and rotation
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return (orientation / 90) + color * 32
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return rotation + axis_direction * 4 + color * 32
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end
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local function get_orientation_from_param2(param2)
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-- Strip off the top 6 bits, unfortunately MT lua has no bitwise '&'
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local function get_orientation_from_colorfacedir(param2)
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local axis_direction = 0
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-- Strip off the top 6 bits to leave the 2 rotation bits, unfortunately MT lua has no bitwise '&'
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-- (high 3 bits are palette, followed by 3 direction bits then 2 rotation bits)
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if param2 >= 128 then param2 = param2 - 128 end
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if param2 >= 64 then param2 = param2 - 64 end
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if param2 >= 32 then param2 = param2 - 32 end
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if param2 >= 16 then param2 = param2 - 16 end
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if param2 >= 8 then param2 = param2 - 8 end
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if param2 >= 16 then param2 = param2 - 16; axis_direction = axis_direction + 4 end
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if param2 >= 8 then param2 = param2 - 8; axis_direction = axis_direction + 2 end
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if param2 >= 4 then param2 = param2 - 4; axis_direction = axis_direction + 1 end
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return param2 * 90
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-- if the portal is vertical then node axis direction will be +Y (up) and portal orientation
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-- will set the node's rotation.
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-- if the portal is horizontal then the node axis direction reflects the yaw orientation and
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-- the node's rotation will be whatever's needed to keep the texture horizontal (either 0 or 1)
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if axis_direction == 0 or axis_direction == 5 then
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-- portal is vertical
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return param2 * 90
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else
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if axis_direction == 1 then return 0 end
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if axis_direction == 3 then return 90 end
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if axis_direction == 2 then return 180 end
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if axis_direction == 4 then return 270 end
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end
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end
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-- Combining frame_node_name, p1, and p2 will always be enough to uniquely identify a portal_definition
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@ -629,7 +753,7 @@ local function set_portal_metadata(portal_definition, anchorPos, orientation, de
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-- they define the bounding volume for the portal.
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local p1, p2 = portal_definition.shape:get_p1_and_p2_from_anchorPos(anchorPos, orientation)
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local p1_string, p2_string = minetest.pos_to_string(p1), minetest.pos_to_string(p2)
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local param2 = get_param2_from_color_and_orientation(portal_definition.wormhole_node_color, orientation)
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local param2 = get_colorfacedir_from_color_and_orientation(portal_definition.wormhole_node_color, orientation, portal_definition.wormhole_node_is_horizontal)
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local update_aborted-- using closures to allow the updateFunc to return extra information - by setting this variable
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@ -793,7 +917,7 @@ local function build_portal(portal_definition, anchorPos, orientation, destinati
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-- set the param2 on wormhole nodes to ensure they are the right color
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local wormholeNode = {
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name = portal_definition.wormhole_node_name,
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param2 = get_param2_from_color_and_orientation(portal_definition.wormhole_node_color, orientation)
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param2 = get_colorfacedir_from_color_and_orientation(portal_definition.wormhole_node_color, orientation, portal_definition.wormhole_node_is_horizontal)
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}
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portal_definition.shape.apply_func_to_wormhole_nodes(
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anchorPos,
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@ -974,7 +1098,7 @@ local function ensure_remote_portal_then_teleport(player, portal_definition, loc
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if dest_wormhole_node.name == portal_definition.wormhole_node_name then
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-- portal exists
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local destination_orientation = get_orientation_from_param2(dest_wormhole_node.param2)
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local destination_orientation = get_orientation_from_colorfacedir(dest_wormhole_node.param2)
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local destination_anchorPos = portal_definition.shape.get_anchorPos_from_wormholePos(destination_wormholePos, destination_orientation)
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portal_definition.shape.disable_portal_trap(destination_anchorPos, destination_orientation)
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@ -1417,13 +1541,14 @@ end)
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-- The fallback defaults for registered portaldef tables
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local portaldef_default = {
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shape = PortalShape_Traditional,
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wormhole_node_name = "nether:portal",
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wormhole_node_color = 0,
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frame_node_name = "default:obsidian",
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particle_texture = "nether_particle.png",
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particle_texture_animation = nil,
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particle_texture_scale = 1,
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shape = PortalShape_Traditional,
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wormhole_node_name = "nether:portal",
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wormhole_node_color = 0,
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wormhole_node_is_horizontal = false,
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frame_node_name = "default:obsidian",
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particle_texture = "nether_particle.png",
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particle_texture_animation = nil,
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particle_texture_scale = 1,
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sounds = {
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ambient = {name = "nether_portal_ambient", gain = 0.6, length = 3},
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ignite = {name = "nether_portal_ignite", gain = 0.7},
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@ -1565,13 +1690,14 @@ function nether.volume_is_natural(minp, maxp)
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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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local id = data[vi] -- Existing node
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if id ~= c_air and id ~= c_ignore then -- These are natural
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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 -- These are natural or not emerged
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local name = minetest.get_name_from_content_id(id)
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local nodedef = minetest.registered_nodes[name]
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if not nodedef.is_ground_content then
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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) then
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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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return false
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end
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end
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@ -1602,7 +1728,15 @@ function nether.find_surface_target_y(target_x, target_z, portal_name)
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groundNode = minetest.get_node(shouldBeGroundPos)
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end
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if not groundNode.is_ground_content then
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surface_level = surface_level - 1
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if DEBUG then minetest.chat_send_all("find_surface_target_y dropped spawn_level by 1") end
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surface_level = surface_level - 1
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shouldBeGroundPos.y = shouldBeGroundPos.y - 1
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groundNode = minetest.get_node_or_nil(shouldBeGroundPos)
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if groundNode ~= nil and not groundNode.is_ground_content then
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if DEBUG then minetest.chat_send_all("find_surface_target_y dropped spawn_level by 2") end
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surface_level = surface_level - 1
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end
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end
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-- Check volume for non-natural nodes
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local minp = {x = target_x - 1, y = surface_level - 1, z = target_z - 2}
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@ -1662,7 +1796,7 @@ function nether.find_nearest_working_portal(portal_name, anchorPos, distance_lim
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if portalFound then
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return portal_info.anchorPos, portal_info.orientation
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else
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if DEBUG then minetest.chat_send_all("removing portal from mod_storage at " .. minetest.pos_to_string(portal_info.anchorPos) .. " orientation " .. portal_info.orientation) end
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if DEBUG then minetest.chat_send_all("Portal wasn't found, removing portal from mod_storage at " .. minetest.pos_to_string(portal_info.anchorPos) .. " orientation " .. portal_info.orientation) end
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-- The portal at that location must have been destroyed
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remove_portal_location_info(portal_name, portal_info.anchorPos)
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end
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@ -21,6 +21,12 @@ one kind of portal with the same frame material — such as obsidian — provide
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the size of the PortalShape is distinct from any other type of portal that is
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using the same node as its frame, and portal sizes remain small.
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Stone is not a good choice for portal frame nodes as the Minetest engine may
|
||||
convert it into terrain nodes if the biome-pass happens after the portal is
|
||||
created. Similarly, avoid using nodes which may be replaced by ABMs etc. in the
|
||||
game without the node's on_destruct being triggered.
|
||||
|
||||
|
||||
Realms
|
||||
------
|
||||
|
||||
|
@ -152,7 +158,7 @@ Used by `nether.register_portal`.
|
|||
find_realm_anchorPos = function(surface_anchorPos),
|
||||
-- Required. Return a position in the realm that a portal created at
|
||||
-- surface_anchorPos will link to.
|
||||
-- Return an anchorPos or anchorPos, orientation
|
||||
-- Return an anchorPos or (anchorPos, orientation)
|
||||
-- If orientation is not specified then the orientation of the surface
|
||||
-- portal will be used.
|
||||
-- If the location of an existing portal is returned then include the
|
||||
|
@ -179,6 +185,6 @@ Used by `nether.register_portal`.
|
|||
on_ignite = function(portalDef, anochorPos, orientation)
|
||||
-- invoked when a player or mesecon ignites a portal
|
||||
on_created = function(portalDef, anochorPos, orientation)
|
||||
-- invoked when a portal creates a remote twin, usually when a
|
||||
-- player travels through a portal for the first time.
|
||||
-- invoked when a portal creates a remote twin, this is usually when
|
||||
-- a player travels through a portal for the first time.
|
||||
}
|
||||
|
|
|
@ -2,8 +2,8 @@
|
|||
|
||||
Nether mod portal examples for Minetest
|
||||
|
||||
To use this file, add the following line to init.lua:
|
||||
dofile(nether.path .. "/portal_examples.lua")
|
||||
These portal API examples are independent of the Nether.
|
||||
To use this file, set nether.ENABLE_EXAMPLE_PORTALS to true in init.lua
|
||||
|
||||
|
||||
Copyright (C) 2019 Treer
|
||||
|
@ -23,12 +23,20 @@
|
|||
|
||||
]]--
|
||||
|
||||
-- Sets how far a Surface Portal will travel, measured in cells along the Moore curve,
|
||||
-- which are about 117 nodes square each. Larger numbers will generally mean further distance
|
||||
-- as-the-crow-flies, but for small adjustments this will not always be true due to the how
|
||||
-- the Moore curve frequently doubles back upon itself.
|
||||
local SURFACE_TRAVEL_DISTANCE = 15
|
||||
|
||||
|
||||
local S = nether.get_translator
|
||||
|
||||
nether.register_portal("floatlands_portal", {
|
||||
shape = nether.PortalShape_Traditional,
|
||||
shape = nether.PortalShape_Platform,
|
||||
frame_node_name = "default:ice",
|
||||
wormhole_node_color = 7, -- 2 is blue
|
||||
wormhole_node_is_horizontal = true, -- indicate the wormhole surface is horizontal
|
||||
particle_texture = {
|
||||
name = "nether_particle_anim1.png",
|
||||
animation = {
|
||||
|
@ -97,12 +105,12 @@ Requiring 14 blocks of ice, but otherwise constructed the same as the portal to
|
|||
})
|
||||
|
||||
|
||||
-- These Moore Curve functions requred by circular_portal's find_surface_anchorPos() will
|
||||
-- These Moore Curve functions requred by surface_portal's find_surface_anchorPos() will
|
||||
-- be assigned later in this file.
|
||||
local get_moore_distance -- will be function get_moore_distance(cell_count, x, y): integer
|
||||
local get_moore_coords -- will be function get_moore_coords(cell_count, distance): pos2d
|
||||
|
||||
nether.register_portal("circular_portal", {
|
||||
nether.register_portal("surface_portal", {
|
||||
shape = nether.PortalShape_Circular,
|
||||
frame_node_name = "default:cobble",
|
||||
wormhole_node_color = 4, -- 4 is cyan
|
||||
|
@ -117,7 +125,7 @@ nether.register_portal("circular_portal", {
|
|||
└─╚═╤═╤═┼─┘
|
||||
└─┴─┴─┘
|
||||
|
||||
|
||||
These
|
||||
]] .. "\u{25A9}"),
|
||||
|
||||
is_within_realm = function(pos)
|
||||
|
@ -138,7 +146,6 @@ nether.register_portal("circular_portal", {
|
|||
-- surface (following a Moore curve) so will be using a different x and z to realm_anchorPos.
|
||||
|
||||
local cellCount = 512
|
||||
local travelDistanceInCells = 10
|
||||
local maxDistFromOrigin = 30000 -- the world edges are at X=30927, X=−30912, Z=30927 and Z=−30912
|
||||
|
||||
-- clip realm_anchorPos to maxDistFromOrigin, and move the origin so that all values are positive
|
||||
|
@ -147,40 +154,44 @@ nether.register_portal("circular_portal", {
|
|||
|
||||
local divisor = math.ceil(maxDistFromOrigin * 2 / cellCount)
|
||||
local distance = get_moore_distance(cellCount, math.floor(x / divisor + 0.5), math.floor(z / divisor + 0.5))
|
||||
local destination_distance = (distance + travelDistanceInCells) % (cellCount * cellCount)
|
||||
local destination_distance = (distance + SURFACE_TRAVEL_DISTANCE) % (cellCount * cellCount)
|
||||
local moore_pos = get_moore_coords(cellCount, destination_distance)
|
||||
|
||||
-- deterministically look for a location where get_spawn_level() gives us a height
|
||||
local target_x = moore_pos.x * divisor - maxDistFromOrigin
|
||||
local target_z = moore_pos.y * divisor - maxDistFromOrigin
|
||||
local adj_x, adj_z = 0, 0
|
||||
|
||||
local prng = PcgRandom( -- seed the prng so that all portals for these Moore Curve coords will use the same random location
|
||||
moore_pos.x * 65732 +
|
||||
moore_pos.y * 729 +
|
||||
minetest.get_mapgen_setting("seed") * 3
|
||||
)
|
||||
if minetest.get_spawn_level ~= nil then -- older versions of Minetest don't have this
|
||||
-- Deterministically look for a location in the cell where get_spawn_level() can give
|
||||
-- us a surface height, since nether.find_surface_target_y() works much better when
|
||||
-- it can use get_spawn_level()
|
||||
local prng = PcgRandom( -- seed the prng so that all portals for these Moore Curve coords will use the same random location
|
||||
moore_pos.x * 65732 +
|
||||
moore_pos.y * 729 +
|
||||
minetest.get_mapgen_setting("seed") * 3
|
||||
)
|
||||
|
||||
local radius = divisor / 2 - 2
|
||||
local attemptLimit = 10
|
||||
local adj_x, adj_z
|
||||
for attempt = 1, attemptLimit do
|
||||
adj_x = math.floor(prng:rand_normal_dist(-radius, radius, 2) + 0.5)
|
||||
adj_z = math.floor(prng:rand_normal_dist(-radius, radius, 2) + 0.5)
|
||||
minetest.chat_send_all(attempt .. ": x " .. target_x + adj_x .. ", z " .. target_z + adj_z)
|
||||
if minetest.get_spawn_level(target_x + adj_x, target_z + adj_z) ~= nil then
|
||||
-- found a location which will be at ground level (unless a player has built there)
|
||||
minetest.chat_send_all("x " .. target_x + adj_x .. ", z " .. target_z + adj_z .. " is suitable")
|
||||
break
|
||||
local radius = divisor / 2 - 5
|
||||
local attemptLimit = 10 -- how many attempts we'll make to find a good location
|
||||
for attempt = 1, attemptLimit do
|
||||
adj_x = math.floor(prng:rand_normal_dist(-radius, radius, 2) + 0.5)
|
||||
adj_z = math.floor(prng:rand_normal_dist(-radius, radius, 2) + 0.5)
|
||||
minetest.chat_send_all(attempt .. ": x " .. target_x + adj_x .. ", z " .. target_z + adj_z)
|
||||
if minetest.get_spawn_level(target_x + adj_x, target_z + adj_z) ~= nil then
|
||||
-- found a location which will be at ground level (unless a player has built there)
|
||||
minetest.chat_send_all("x " .. target_x + adj_x .. ", z " .. target_z + adj_z .. " is suitable")
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local destination_pos = {x = target_x + adj_x, y = 0, z = target_z + adj_z}
|
||||
-- a y_factor of 0 makes the search ignore the altitude of the portals
|
||||
local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("circular_portal", destination_pos, radius, 0)
|
||||
local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("surface_portal", destination_pos, radius, 0)
|
||||
if existing_portal_location ~= nil then
|
||||
return existing_portal_location, existing_portal_orientation
|
||||
else
|
||||
destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "circular_portal")
|
||||
destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "surface_portal")
|
||||
return destination_pos
|
||||
end
|
||||
end
|
||||
|
@ -192,7 +203,7 @@ nether.register_portal("circular_portal", {
|
|||
-- Hilbert curve and Moore curve functions --
|
||||
--=========================================--
|
||||
|
||||
-- These are space-filling curves, used by the circular_portal example as a way to determine where
|
||||
-- These are space-filling curves, used by the surface_portal example as a way to determine where
|
||||
-- to place portals. https://en.wikipedia.org/wiki/Moore_curve
|
||||
|
||||
|
||||
|
|
BIN
schematics/nether_portal_platform.mts
Normal file
BIN
schematics/nether_portal_platform.mts
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user