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Fix call to node timer stop()
Part of e5a5db907, fixes an issue where node timers weren't stopped by extinguish_portal(). And tweaks some comments
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init.lua
41
init.lua
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@ -121,7 +121,7 @@ local TraditionalPortalShape = {
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end
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end,
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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 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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@ -218,6 +218,7 @@ local TraditionalPortalShape = {
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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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-- If portal can appear in mid-air then can also check for that and add a platform.
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disable_portal_trap = function(anchorPos, orientation)
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assert(orientation, "no orientation passed")
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@ -234,6 +235,7 @@ local TraditionalPortalShape = {
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local registered_portals = {
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-- todo: switch to lookup by name, ignite_portal can scan all 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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@ -511,25 +513,40 @@ end
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--[[
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The normal realm portal has a particular X, Z, it searches downwards for a suitable Y.
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It can't be placed in mid-air, and for performance the test for a suitable placement position cannot move downwards in 1 node steps, instead it moves downwards in 16 node steps, so it will almost always be placed buried in solid nodes.
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The portal cannot be placed in any volume that contains non-natural nodes (is_ground_content = false) to not grief player builds. This makes it even more likely the portal will be a little way underground.
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"The normal realm portal has a particular X, Z, it searches downwards for a suitable Y.
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It can't be placed in mid-air, and for performance the test for a suitable placement position cannot move downwards in
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1 node steps, instead it moves downwards in 16 node steps, so it will almost always be placed buried in solid nodes.
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The portal cannot be placed in any volume that contains non-natural nodes (is_ground_content = false) to not grief
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player builds. This makes it even more likely the portal will be a little way underground.
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The portal is placed with air nodes around it to create a space so it isn't embedded in stone.
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It is expected that the player has a pickaxe to dig their way out, this is highly likely if they have built a portal and are exploring the nether. The player will not be trapped.
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It is expected that the player has a pickaxe to dig their way out, this is highly likely if they have built a portal
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and are exploring the nether. The player will not be trapped.
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Note that MC also often places portals embedded in stone.
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The code could be altered to first try to find a surface position, but if this surface position is unsuitable due to being near player builds, the portal will still move downwards into the ground, so this is unavoidable.
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The code could be altered to first try to find a surface position, but if this surface position is
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unsuitable due to being near player builds, the portal will still move downwards into the ground, so this is
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unavoidable.
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Any search for a suitable resting-on-surface or resting-on-cave-surface position will be somewhat complex, to avoid
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placement on a tiny floating island or narrow spike etc. which would be impractical or deadly to the player.
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Any search for a suitable resting-on-surface or resting-on-cave-surface position will be somewhat complex, to avoid placement on a tiny floating island or narrow spike etc. which would be impractical or deadly to the player.
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A portal room embedded underground is the safest and the most accessible for the player.
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So i decided to start the placement position search at y = -16 as that, or a little below, is the most likely suitable position: Ground is almost always present there, it's below any lakes or seas, below most player builds.
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Also, the search for non-natural nodes doesn't actually guarantee avoiding player builds, as a player build can be composed of only natural nodes (is_ground_content = true). So even more good reason to start the search a little way underground where player builds are more unlikely. Y = -16 seemed a reasonable compromise between safety and distance from surface.
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So i decided to start the placement position search at y = -16 as that, or a little below, is the most likely suitable
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position: Ground is almost always present there, it's below any lakes or seas, below most player builds.
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Each placement position search has to search a volume of nodes for non-natural nodes, this is not lightweight, and many searches may happen if there a lot of underground player builds present. So the code has been written to avoid intensive procedures.
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https://github.com/minetest-mods/nether/issues/5#issuecomment-506983676
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Also, the search for non-natural nodes doesn't actually guarantee avoiding player builds, as a player build can be
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composed of only natural nodes (is_ground_content = true). So even more good reason to start the search a little way
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underground where player builds are more unlikely. Y = -16 seemed a reasonable compromise between safety and distance
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from surface.
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Each placement position search has to search a volume of nodes for non-natural nodes, this is not lightweight, and many
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searches may happen if there a lot of underground player builds present. So the code has been written to avoid
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intensive procedures."
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-- https://github.com/minetest-mods/nether/issues/5#issuecomment-506983676
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]]
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local function find_surface_target_y(portal_definition, target_x, target_z, start_y)
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for y = start_y, start_y - 256, -16 do
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@ -614,7 +631,7 @@ local function extinguish_portal(pos, node_name)
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return
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end
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minetest.get_node_timer(p1):stop(1)
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minetest.get_node_timer(get_timerPos_from_p1_and_p2(p1, p2)):stop()
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for x = p1.x, p2.x do
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for y = p1.y, p2.y do
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