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Add portal_examples.lua
Currently the example portals just take you to the nether, like nether portals. In theory they could take players anywhere.
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Nether Mod for Minetest
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Nether Mod for Minetest, with Portal API.
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See portal_api.txt for how to create custom portals to your own realms.
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## License of source code:
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portal_examples.lua
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portal_examples.lua
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--[[
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Nether mod portal examples for Minetest
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To use this file, add the following line to init.lua:
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dofile(nether.path .. "/portal_examples.lua")
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Copyright (C) 2019 Treer
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Permission to use, copy, modify, and/or distribute this software for
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any purpose with or without fee is hereby granted, provided that the
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above copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
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WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
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BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
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OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
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WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
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ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
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SOFTWARE.
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]]--
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local S = nether.get_translator
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nether.register_portal("floatlands_portal", {
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shape = nether.PortalShape_Traditional,
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frame_node_name = "default:ice",
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wormhole_node_color = 7, -- 2 is blue
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particle_texture = {
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name = "nether_particle_anim1.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 7,
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aspect_h = 7,
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length = 1,
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},
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scale = 1.5
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},
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book_of_portals_pagetext = S([[ ──══♦♦♦◊ The Floatlands ◊♦♦♦══──
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Requiring 14 blocks of ice, but otherwise constructed the same as the portal to the Nether:
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┌═╤═╤═╤═╗
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├─╥─┴─┼─╢
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├─╢ ├─╢
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├─╢ ├─╢
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├─╚═╤═╡─╢
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└─┴─┴─┴─┘
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]] .. "\u{25A9}"),
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within_realm = function(pos) -- return true if pos is inside the Nether
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return pos.y < nether.DEPTH
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end,
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find_realm_anchorPos = function(surface_anchorPos)
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-- divide x and z by a factor of 8 to implement Nether fast-travel
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local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR)
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destination_pos.x = math.floor(0.5 + destination_pos.x) -- round to int
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destination_pos.z = math.floor(0.5 + destination_pos.z) -- round to int
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destination_pos.y = nether.DEPTH - 1000 -- temp value so find_nearest_working_portal() returns nether portals
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Nether)
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local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("floatlands_portal", destination_pos, 8, 0)
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if existing_portal_location ~= nil then
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return existing_portal_location, existing_portal_orientation
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else
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local start_y = nether.DEPTH - math.random(500, 1500) -- Search starting altitude
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destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y)
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return destination_pos
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end
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end,
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find_surface_anchorPos = function(realm_anchorPos)
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-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function,
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-- since find_surface_target_y() will be used by default, but Nether portals also scale position
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-- to create fast-travel. Defining a custom function also means we can look for existing nearby portals:
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-- Multiply x and z by a factor of 8 to implement Nether fast-travel
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local destination_pos = vector.multiply(realm_anchorPos, nether.FASTTRAVEL_FACTOR)
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destination_pos.x = math.min(30900, math.max(-30900, destination_pos.x)) -- clip to world boundary
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destination_pos.z = math.min(30900, math.max(-30900, destination_pos.z)) -- clip to world boundary
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destination_pos.y = 0 -- temp value so find_nearest_working_portal() doesn't return nether portals
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are outside the Nether)
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local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("floatlands_portal", destination_pos, 8 * nether.FASTTRAVEL_FACTOR, 0)
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if existing_portal_location ~= nil then
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return existing_portal_location, existing_portal_orientation
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else
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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "nether_portal")
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return destination_pos
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end
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end,
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})
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nether.register_portal("stargate_portal", {
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shape = nether.PortalShape_Circular,
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frame_node_name = "default:stone",
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wormhole_node_color = 4, -- 4 is cyan
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book_of_portals_pagetext = S([[ ──══♦♦♦◊ Shape testing portal ◊♦♦♦══──
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┌═╤═╤═╗
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┌═┼─┴─┴─┼═╗
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┌═┼─┘ └─┼═╗
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├─╢ ├─╢
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├─╢ ├─╢ Stargate?
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└─╚═╗ ┌═╡─┘
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└─╚═╤═╤═┼─┘
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└─┴─┴─┘
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]] .. "\u{25A9}"),
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within_realm = function(pos) -- return true if pos is inside the Nether
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return pos.y < nether.DEPTH
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end,
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find_realm_anchorPos = function(surface_anchorPos)
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-- divide x and z by a factor of 8 to implement Nether fast-travel
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local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR)
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destination_pos.x = math.floor(0.5 + destination_pos.x) -- round to int
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destination_pos.z = math.floor(0.5 + destination_pos.z) -- round to int
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destination_pos.y = nether.DEPTH - 1000 -- temp value so find_nearest_working_portal() returns nether portals
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Nether)
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local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("stargate_portal", destination_pos, 8, 0)
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if existing_portal_location ~= nil then
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return existing_portal_location, existing_portal_orientation
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else
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local start_y = nether.DEPTH - math.random(500, 1500) -- Search starting altitude
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destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y)
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return destination_pos
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end
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end,
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find_surface_anchorPos = function(realm_anchorPos)
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-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function,
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-- since find_surface_target_y() will be used by default, but Nether portals also scale position
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-- to create fast-travel. Defining a custom function also means we can look for existing nearby portals:
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-- Multiply x and z by a factor of 8 to implement Nether fast-travel
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local destination_pos = vector.multiply(realm_anchorPos, nether.FASTTRAVEL_FACTOR)
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destination_pos.x = math.min(30900, math.max(-30900, destination_pos.x)) -- clip to world boundary
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destination_pos.z = math.min(30900, math.max(-30900, destination_pos.z)) -- clip to world boundary
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destination_pos.y = 0 -- temp value so find_nearest_working_portal() doesn't return nether portals
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are outside the Nether)
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local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("stargate_portal", destination_pos, 8 * nether.FASTTRAVEL_FACTOR, 0)
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if existing_portal_location ~= nil then
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return existing_portal_location, existing_portal_orientation
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else
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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "stargate_portal")
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return destination_pos
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end
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end
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})
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