Issue #6 Replace ABM with single node timer

https://github.com/minetest-mods/nether/issues/6
This commit is contained in:
Treer 2019-06-30 13:38:56 +10:00 committed by SmallJoker
parent a085e194fa
commit 7a4d9ebf01

251
init.lua
View File

@ -53,11 +53,11 @@ netherportal = {} -- portal API
--[[
AnchorPos and WormholdPos are node locations in a portal defined as follows:
For this TraditionalPortalShape implementation, anchorPos and wormholdPos are defined as follows:
.
+--------+--------+--------+--------+
| | Frame | |
| | | | |
| | | | p2 |
+--------+--------+--------+--------+
| | | |
| | | |
@ -68,8 +68,8 @@ netherportal = {} -- portal API
| |Wormhole | |
| | Pos | |
+--------+--------+--------+--------+
| Anchor | | | |
| Pos | | | |
AnchorPos| Node | | |
| p1 | Timer | | |
+--------+--------+--------+--------+
+X/East or +Z/North ----->
@ -121,7 +121,37 @@ local TraditionalPortalShape = {
end
end,
-- todo - convert TraditionalPortalShape to class so this doesn't need to be passed portal_shape
--
-- p1 and p2 are used to keep maps backwards compatible with earlier versions of this mod.
-- p1 is the bottom/west/south corner of the portal, and p2 is the opposite corner, together
-- they define the bounding volume for the portal.
get_p1_and_p2_from_anchorPos = function(portal_shape, anchorPos, orientation)
assert(orientation, "no orientation passed")
local p1 = anchorPos -- TraditionalPortalShape puts the anchorPos at p1 for backwards&forwards compatibility
local p2
if orientation == 0 then
p2 = {x = p1.x + portal_shape.size.x - 1, y = p1.y + portal_shape.size.y - 1, z = p1.z }
else
p2 = {x = p1.x, y = p1.y + portal_shape.size.y - 1, z = p1.z + portal_shape.size.x - 1}
end
return p1, p2
end,
get_anchorPos_and_orientation_from_p1_and_p2 = function(p1, p2)
if p1.z == p2.z then
return p1, 0
elseif p1.x == p2.x then
return p1, 90
else
-- this KISS implementation will break you've made a 3D PortalShape definition, and will need to be reimplemented
minetest.log("error", "get_anchorPos_and_orientation_from_p1_and_p2 failed on p1=" .. meta:get_string("p1") .. " p2=" .. meta:get_string("p2"))
end
end,
apply_func_to_frame_nodes = function(anchorPos, orientation, func)
-- a 4x5 portal is small enough that hardcoded positions is simpler that procedural code
local shortCircuited
if orientation == 0 then
-- use short-circuiting of boolean evaluation to allow func() to cause an abort by returning true
@ -215,20 +245,26 @@ local registered_portals = {
}
-- p1 and p2 are used to keep maps backwards compatible with earlier versions of this mod.
-- p1 is the bottom/west/south corner of the portal, and p2 is the opposite corner, together
-- they define the bounding volume for the portal.
local function get_p1_and_p2_from_anchorPos(portal_shape, anchorPos, orientation)
assert(orientation, "no orientation passed")
local p1 = anchorPos
local p2
if orientation == 0 then
p2 = {x = p1.x + portal_shape.size.x - 1, y = p1.y + portal_shape.size.y - 1, z = p1.z }
else
p2 = {x = p1.x, y = p1.y + portal_shape.size.y - 1, z = p1.z + portal_shape.size.x - 1}
end
return p1, p2
local function get_timerPos_from_p1_and_p2(p1, p2)
-- Pick a frame node for the portal's timer.
--
-- The timer event will need to know the portal definition, which can be determined by
-- what the portal frame is made from, so the timer node should be on the frame.
-- The timer event will also need to know its portal orientation, but unless someone
-- makes a cubic portal shape, orientation can be determined from p1 and p2 in the node's
-- metadata (frame nodes don't have orientation set in param2 like wormhole nodes do).
--
-- We shouldn't pick p1 (or p2) as it's possible for two orthogonal portals to share
-- the same p1, etc.
--
-- I'll pick the bottom center node of the portal, since that works for rectangular portals
-- and if someone want to make a circular portal then that positon will still likely be part
-- of the frame.
return {
x = math.floor((p1.x + p2.x) / 2),
y = p1.y,
z = math.floor((p1.z + p2.z) / 2),
}
end
-- orientation is the rotation degrees passed to place_schematic: 0, 90, 180, or 270
@ -244,7 +280,7 @@ local function set_portal_metadata(portal_definition, anchorPos, orientation, de
-- p1 and p2 are used here to keep maps backwards compatible with earlier versions of this mod
-- (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)
local p1, p2 = get_p1_and_p2_from_anchorPos(portal_definition.shape, anchorPos, orientation)
local p1, p2 = portal_definition.shape.get_p1_and_p2_from_anchorPos(portal_definition.shape, anchorPos, orientation)
local param2 = get_param2_from_orientation(0, orientation)
local updateFunc = function(pos)
@ -253,13 +289,21 @@ local function set_portal_metadata(portal_definition, anchorPos, orientation, de
end
local meta = minetest.get_meta(pos)
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(destination_wormholePos))
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(destination_wormholePos))
-- including "frame_node_name" in the metadata lets us know which kind of portal this is.
-- It's not strictly necessary for TraditionalPortalShape as we know that p1 is part of
-- the frame, and legacy portals don't have this extra metadata, but p1 isn't always loaded
-- and reading this from the metadata saves an extra call to minetest.getnode().
meta:set_string("frame_node_name", portal_definition.frame_node_name)
end
portal_definition.shape.apply_func_to_frame_nodes(anchorPos, orientation, updateFunc)
portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, updateFunc)
local timerPos = get_timerPos_from_p1_and_p2(p1, p2)
minetest.get_node_timer(timerPos):start(1)
end
local function set_portal_metadata_and_ignite(portal_definition, anchorPos, orientation, destination_wormholePos)
@ -270,8 +314,8 @@ end
-- where orientation is 0 or 90 (0 meaning a portal that faces north/south - i.e. obsidian running east/west)
local function is_portal_frame(portal_definition, pos)
local nodes_are_valid -- using closures as a way for the functions to return extra information - by setting this variable
local portal_is_ignited -- using closures as a way for the functions to return extra information - by setting this variable
local nodes_are_valid -- using closures to allow the check functions to return extra information - by setting this variable
local portal_is_ignited -- using closures to allow the check functions to return extra information - by setting this variable
local frame_node_name = portal_definition.frame_node_name
local check_frame_Func = function(check_pos)
@ -298,11 +342,11 @@ local function is_portal_frame(portal_definition, pos)
nodes_are_valid = true
portal_is_ignited = true
portal_definition.shape.apply_func_to_frame_nodes(anchorPos, orientation, check_frame_Func)
portal_definition.shape.apply_func_to_frame_nodes(anchorPos, orientation, check_frame_Func) -- check_frame_Func affects nodes_are_valid, portal_is_ignited
if nodes_are_valid then
-- a valid frame exists at anchorPos, check the wormhole is either ignited or unobstructed
portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, check_wormhole_Func)
portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, check_wormhole_Func) -- check_wormhole_Func affects nodes_are_valid, portal_is_ignited
end
return nodes_are_valid, portal_is_ignited and nodes_are_valid -- returns two bools: portal was found, portal is lit
@ -389,6 +433,7 @@ local function locate_or_build_portal(portal_definition, suggested_anchorPos, su
end
-- use this when determining where to spawn a portal, to avoid overwriting player builds
local function volume_is_natural(minp, maxp)
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
@ -449,7 +494,27 @@ local function find_nether_target_y(target_x, target_z, start_y)
end
--todo: find_surface_target_y() fails and selects locations under the surface
--[[
The normal realm portal has a particular X, Z, it searches downwards for a suitable Y.
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.
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.
The portal is placed with air nodes around it to create a space so it isn't embedded in stone.
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.
Note that MC also often places portals embedded in stone.
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.
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.
A portal room embedded underground is the safest and the most accessible for the player.
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.
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.
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.
https://github.com/minetest-mods/nether/issues/5#issuecomment-506983676
]]
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
@ -506,6 +571,7 @@ local function ignite_portal(ignition_pos)
end
-- WARNING - this is invoked by on_destruct, so you can't assume there's an accesible node at pos
local function extinguish_portal(pos, node_name)
-- find which sort of portals are made from the node that was clicked on
@ -525,32 +591,7 @@ local function extinguish_portal(pos, node_name)
return
end
for x = p1.x, p2.x do
for y = p1.y, p2.y do
for z = p1.z, p2.z do
local nn = minetest.get_node({x = x, y = y, z = z}).name
if nn == frame_node_name or nn == wormhole_node_name then
if nn == wormhole_node_name then
minetest.remove_node({x = x, y = y, z = z})
end
local m = minetest.get_meta({x = x, y = y, z = z})
m:set_string("p1", "")
m:set_string("p2", "")
m:set_string("target", "")
end
end
end
end
meta = minetest.get_meta(target)
if not meta then
return
end
p1 = minetest.string_to_pos(meta:get_string("p1"))
p2 = minetest.string_to_pos(meta:get_string("p2"))
if not p1 or not p2 then
return
end
minetest.get_node_timer(p1):stop(1)
for x = p1.x, p2.x do
for y = p1.y, p2.y do
@ -564,10 +605,13 @@ local function extinguish_portal(pos, node_name)
m:set_string("p1", "")
m:set_string("p2", "")
m:set_string("target", "")
m:set_string("frame_node_name", "")
end
end
end
end
if target ~= nil then extinguish_portal(target, node_name) end
end
@ -635,29 +679,32 @@ local function ensure_remote_portal_then_teleport(player, portal_definition, loc
end
-- ABMs
-- run_wormhole() is invoked once per second per portal, handling teleportation and particle effects.
-- See get_timerPos_from_p1_and_p2() for an explanation of where pos will be
function run_wormhole(pos, time_elapsed)
local run_wormhole_node_func = function(pos)
if math.random(2) == 1 then -- lets run only 3 particlespawners instead of 6 per portal
minetest.add_particlespawner({
amount = 16,
time = 2,
minpos = {x = pos.x - 0.25, y = pos.y - 0.25, z = pos.z - 0.25},
maxpos = {x = pos.x + 0.25, y = pos.y + 0.25, z = pos.z + 0.25},
minvel = {x = -0.8, y = -0.8, z = -0.8},
maxvel = {x = 0.8, y = 0.8, z = 0.8},
minacc = {x = 0, y = 0, z = 0},
maxacc = {x = 0, y = 0, z = 0},
minexptime = 0.5,
maxexptime = 1.5,
minsize = 0.5,
maxsize = 1.5,
collisiondetection = false,
texture = "nether_particle.png",
glow = 5
})
end
minetest.register_abm({
nodenames = {"nether:portal"},
interval = 1,
chance = 2,
action = function(pos, node)
minetest.add_particlespawner({
amount = 32,
time = 4,
minpos = {x = pos.x - 0.25, y = pos.y - 0.25, z = pos.z - 0.25},
maxpos = {x = pos.x + 0.25, y = pos.y + 0.25, z = pos.z + 0.25},
minvel = {x = -0.8, y = -0.8, z = -0.8},
maxvel = {x = 0.8, y = 0.8, z = 0.8},
minacc = {x = 0, y = 0, z = 0},
maxacc = {x = 0, y = 0, z = 0},
minexptime = 0.5,
maxexptime = 1,
minsize = 1,
maxsize = 2,
collisiondetection = false,
texture = "nether_particle.png"
})
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if obj:is_player() then
local meta = minetest.get_meta(pos)
@ -666,7 +713,7 @@ minetest.register_abm({
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 p1_node_name = minetest.get_node(local_p1).name -- todo: use a better way
local portal_definition = registered_portals[p1_node_name]
if portal_definition == nil then
if p1_node_name ~= "ignore" then
@ -684,7 +731,7 @@ minetest.register_abm({
minetest.emerge_area(vector.subtract(destination_wormholePos, 4), vector.add(destination_wormholePos, 4))
end
local local_orientation = get_orientation_from_param2(node.param2)
local local_orientation = get_orientation_from_param2(minetest.get_node(pos).param2)
minetest.after(
3, -- hopefully target area is emerged in 3 seconds
function()
@ -700,7 +747,51 @@ minetest.register_abm({
end
end
end
end,
end
local p1, p2, frame_node_name
local meta = minetest.get_meta(pos)
if meta ~= nil then
p1 = minetest.string_to_pos(meta:get_string("p1"))
p2 = minetest.string_to_pos(meta:get_string("p2"))
--frame_node_name = minetest.string_to_pos(meta:get_string("frame_node_name")) don't rely on this yet until you're sure everything works with old portals that don't have this set
end
if p1 ~= nil and p2 ~= nil then
-- look up the portal shape by what it's built from, so we know where the wormhole nodes will be located
if frame_node_name == nil then frame_node_name = minetest.get_node(pos).name end -- pos should be a frame node
local portal_definition = registered_portals[frame_node_name]
if portal_definition == nil then
minetest.log("error", "No portal with a \"" .. frame_node_name .. "\" frame is registered. run_wormhole" .. minetest.pos_to_string(pos) .. " was invoked but that location contains \"" .. frame_node_name .. "\"")
else
local anchorPos, orientation = portal_definition.shape.get_anchorPos_and_orientation_from_p1_and_p2(p1, p2)
portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, run_wormhole_node_func)
end
end
end
minetest.register_lbm({
label = "Start portal timer",
name = "nether:start_portal_timer",
nodenames = {"nether:portal"},
run_at_every_load = false,
action = function(pos, node)
local p1
local meta = minetest.get_meta(pos)
if meta ~= nil then
p1 = minetest.string_to_pos(meta:get_string("p1"))
p2 = minetest.string_to_pos(meta:get_string("p1"))
end
if p1 ~= nil and p2 ~= nil then
local timerPos = get_timerPos_from_p1_and_p2(p1, p2)
local timer = minetest.get_node_timer(timerPos)
if timer ~= nil then
timer:start(1)
elseif DEBUG then
minetest.chat_send_all("get_node_timer" .. minetest.pos_to_string(timerPos) .. " returned null")
end
end
end
})
@ -773,6 +864,10 @@ minetest.register_node(":default:obsidian", {
on_destruct = function(pos)
extinguish_portal(pos, "default:obsidian")
end,
on_timer = function(pos, elapsed)
run_wormhole(pos, elapsed)
return true
end
})
minetest.register_node("nether:rack", {