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https://github.com/minetest-mods/nether.git
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Issue #6 Replace ABM with single node timer
https://github.com/minetest-mods/nether/issues/6
This commit is contained in:
parent
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251
init.lua
251
init.lua
@ -53,11 +53,11 @@ netherportal = {} -- portal API
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--[[
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AnchorPos and WormholdPos are node locations in a portal defined as follows:
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For this TraditionalPortalShape implementation, anchorPos and wormholdPos are defined as follows:
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.
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+--------+--------+--------+--------+
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| | Frame | |
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| | | | |
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| | | | p2 |
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+--------+--------+--------+--------+
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| | | |
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@ -68,8 +68,8 @@ netherportal = {} -- portal API
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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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AnchorPos| Node | | |
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| p1 | Timer | | |
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+--------+--------+--------+--------+
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+X/East or +Z/North ----->
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@ -121,7 +121,37 @@ local TraditionalPortalShape = {
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end
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end,
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-- todo - convert TraditionalPortalShape to class so this doesn't need to be passed portal_shape
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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, together
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-- they define the bounding volume for the portal.
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get_p1_and_p2_from_anchorPos = function(portal_shape, anchorPos, orientation)
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assert(orientation, "no orientation passed")
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local p1 = anchorPos -- TraditionalPortalShape puts the anchorPos at p1 for backwards&forwards compatibility
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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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get_anchorPos_and_orientation_from_p1_and_p2 = function(p1, p2)
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if p1.z == p2.z then
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return p1, 0
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elseif p1.x == p2.x then
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return p1, 90
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else
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-- this KISS implementation will break you've made a 3D PortalShape definition, and will need to be reimplemented
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minetest.log("error", "get_anchorPos_and_orientation_from_p1_and_p2 failed on p1=" .. meta:get_string("p1") .. " p2=" .. meta:get_string("p2"))
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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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-- a 4x5 portal is small enough that hardcoded positions is simpler that procedural code
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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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@ -215,20 +245,26 @@ local registered_portals = {
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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, together
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-- they define the bounding volume for the portal.
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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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local function get_timerPos_from_p1_and_p2(p1, p2)
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-- Pick a frame node for the portal's timer.
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--
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-- The timer event will need to know the portal definition, which can be determined by
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-- what the portal frame is made from, so the timer node should be on the frame.
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-- The timer event will also need to know its portal orientation, but unless someone
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-- makes a cubic portal shape, orientation can be determined from p1 and p2 in the node's
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-- metadata (frame nodes don't have orientation set in param2 like wormhole nodes do).
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--
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-- We shouldn't pick p1 (or p2) as it's possible for two orthogonal portals to share
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-- the same p1, etc.
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--
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-- I'll pick the bottom center node of the portal, since that works for rectangular portals
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-- and if someone want to make a circular portal then that positon will still likely be part
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-- of the frame.
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return {
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x = math.floor((p1.x + p2.x) / 2),
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y = p1.y,
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z = math.floor((p1.z + p2.z) / 2),
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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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@ -244,7 +280,7 @@ local function set_portal_metadata(portal_definition, anchorPos, orientation, de
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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 p1, p2 = portal_definition.shape.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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@ -253,13 +289,21 @@ local function set_portal_metadata(portal_definition, anchorPos, orientation, de
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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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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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-- including "frame_node_name" in the metadata lets us know which kind of portal this is.
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-- It's not strictly necessary for TraditionalPortalShape as we know that p1 is part of
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-- the frame, and legacy portals don't have this extra metadata, but p1 isn't always loaded
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-- and reading this from the metadata saves an extra call to minetest.getnode().
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meta:set_string("frame_node_name", portal_definition.frame_node_name)
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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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local timerPos = get_timerPos_from_p1_and_p2(p1, p2)
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minetest.get_node_timer(timerPos):start(1)
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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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@ -270,8 +314,8 @@ end
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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 nodes_are_valid -- using closures to allow the check functions to return extra information - by setting this variable
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local portal_is_ignited -- using closures to allow the check 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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@ -298,11 +342,11 @@ local function is_portal_frame(portal_definition, pos)
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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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portal_definition.shape.apply_func_to_frame_nodes(anchorPos, orientation, check_frame_Func) -- check_frame_Func affects nodes_are_valid, portal_is_ignited
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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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portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, check_wormhole_Func) -- check_wormhole_Func affects nodes_are_valid, portal_is_ignited
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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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@ -389,6 +433,7 @@ local function locate_or_build_portal(portal_definition, suggested_anchorPos, su
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end
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-- use this when determining where to spawn a portal, to avoid overwriting player builds
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local function volume_is_natural(minp, maxp)
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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@ -449,7 +494,27 @@ 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
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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 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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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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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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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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]]
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local function find_surface_target_y(target_x, target_z, start_y)
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for y = start_y, start_y - 256, -16 do
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-- Check volume for non-natural nodes
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@ -506,6 +571,7 @@ local function ignite_portal(ignition_pos)
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end
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-- WARNING - this is invoked by on_destruct, so you can't assume there's an accesible node at pos
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local function extinguish_portal(pos, node_name)
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-- find which sort of portals are made from the node that was clicked on
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@ -525,32 +591,7 @@ local function extinguish_portal(pos, node_name)
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return
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end
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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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for z = p1.z, p2.z do
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local nn = minetest.get_node({x = x, y = y, z = z}).name
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if nn == frame_node_name or nn == wormhole_node_name then
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if nn == wormhole_node_name then
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minetest.remove_node({x = x, y = y, z = z})
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end
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local m = minetest.get_meta({x = x, y = y, z = z})
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m:set_string("p1", "")
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m:set_string("p2", "")
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m:set_string("target", "")
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end
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end
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end
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end
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meta = minetest.get_meta(target)
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if not meta then
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return
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end
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p1 = minetest.string_to_pos(meta:get_string("p1"))
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p2 = minetest.string_to_pos(meta:get_string("p2"))
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if not p1 or not p2 then
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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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for x = p1.x, p2.x do
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for y = p1.y, p2.y do
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@ -564,10 +605,13 @@ local function extinguish_portal(pos, node_name)
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m:set_string("p1", "")
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m:set_string("p2", "")
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m:set_string("target", "")
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m:set_string("frame_node_name", "")
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end
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end
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end
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end
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if target ~= nil then extinguish_portal(target, node_name) end
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end
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@ -635,29 +679,32 @@ local function ensure_remote_portal_then_teleport(player, portal_definition, loc
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end
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-- ABMs
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-- run_wormhole() is invoked once per second per portal, handling teleportation and particle effects.
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-- See get_timerPos_from_p1_and_p2() for an explanation of where pos will be
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function run_wormhole(pos, time_elapsed)
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local run_wormhole_node_func = function(pos)
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if math.random(2) == 1 then -- lets run only 3 particlespawners instead of 6 per portal
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minetest.add_particlespawner({
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amount = 16,
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time = 2,
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minpos = {x = pos.x - 0.25, y = pos.y - 0.25, z = pos.z - 0.25},
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maxpos = {x = pos.x + 0.25, y = pos.y + 0.25, z = pos.z + 0.25},
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minvel = {x = -0.8, y = -0.8, z = -0.8},
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maxvel = {x = 0.8, y = 0.8, z = 0.8},
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minacc = {x = 0, y = 0, z = 0},
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maxacc = {x = 0, y = 0, z = 0},
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minexptime = 0.5,
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maxexptime = 1.5,
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minsize = 0.5,
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maxsize = 1.5,
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collisiondetection = false,
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texture = "nether_particle.png",
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glow = 5
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})
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end
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minetest.register_abm({
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nodenames = {"nether:portal"},
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interval = 1,
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chance = 2,
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action = function(pos, node)
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minetest.add_particlespawner({
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amount = 32,
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time = 4,
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minpos = {x = pos.x - 0.25, y = pos.y - 0.25, z = pos.z - 0.25},
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maxpos = {x = pos.x + 0.25, y = pos.y + 0.25, z = pos.z + 0.25},
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minvel = {x = -0.8, y = -0.8, z = -0.8},
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maxvel = {x = 0.8, y = 0.8, z = 0.8},
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minacc = {x = 0, y = 0, z = 0},
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maxacc = {x = 0, y = 0, z = 0},
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minexptime = 0.5,
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maxexptime = 1,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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texture = "nether_particle.png"
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})
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for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
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if obj:is_player() then
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local meta = minetest.get_meta(pos)
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@ -666,7 +713,7 @@ minetest.register_abm({
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if destination_wormholePos ~= nil and local_p1 ~= nil then
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-- find out what sort of portal we're in
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local p1_node_name = minetest.get_node(local_p1).name
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local p1_node_name = minetest.get_node(local_p1).name -- todo: use a better way
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local portal_definition = registered_portals[p1_node_name]
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if portal_definition == nil then
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if p1_node_name ~= "ignore" then
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@ -684,7 +731,7 @@ minetest.register_abm({
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minetest.emerge_area(vector.subtract(destination_wormholePos, 4), vector.add(destination_wormholePos, 4))
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end
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local local_orientation = get_orientation_from_param2(node.param2)
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local local_orientation = get_orientation_from_param2(minetest.get_node(pos).param2)
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minetest.after(
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3, -- hopefully target area is emerged in 3 seconds
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function()
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@ -700,7 +747,51 @@ minetest.register_abm({
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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 p1, p2, frame_node_name
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local meta = minetest.get_meta(pos)
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if meta ~= nil then
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p1 = minetest.string_to_pos(meta:get_string("p1"))
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p2 = minetest.string_to_pos(meta:get_string("p2"))
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--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
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end
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if p1 ~= nil and p2 ~= nil then
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-- look up the portal shape by what it's built from, so we know where the wormhole nodes will be located
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if frame_node_name == nil then frame_node_name = minetest.get_node(pos).name end -- pos should be a frame node
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local portal_definition = registered_portals[frame_node_name]
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if portal_definition == nil then
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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 .. "\"")
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else
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local anchorPos, orientation = portal_definition.shape.get_anchorPos_and_orientation_from_p1_and_p2(p1, p2)
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portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, run_wormhole_node_func)
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end
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end
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end
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minetest.register_lbm({
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label = "Start portal timer",
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name = "nether:start_portal_timer",
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nodenames = {"nether:portal"},
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run_at_every_load = false,
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action = function(pos, node)
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local p1
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local meta = minetest.get_meta(pos)
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if meta ~= nil then
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p1 = minetest.string_to_pos(meta:get_string("p1"))
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p2 = minetest.string_to_pos(meta:get_string("p1"))
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end
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if p1 ~= nil and p2 ~= nil then
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local timerPos = get_timerPos_from_p1_and_p2(p1, p2)
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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", {
|
||||
|
Loading…
Reference in New Issue
Block a user