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https://github.com/minetest-mods/nether.git
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respect protected areas when spawning remote portals
This commit is contained in:
parent
8769593d6f
commit
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8
init.lua
8
init.lua
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@ -101,7 +101,7 @@ The expedition parties have found no diamonds or gold, and after an experienced
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return pos.y < nether.DEPTH_CEILING
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end,
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find_realm_anchorPos = function(surface_anchorPos)
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find_realm_anchorPos = function(surface_anchorPos, player_name)
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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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@ -116,12 +116,12 @@ The expedition parties have found no diamonds or gold, and after an experienced
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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_CEILING - 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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destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y, player_name)
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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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find_surface_anchorPos = function(realm_anchorPos, player_name)
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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.
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@ -140,7 +140,7 @@ The expedition parties have found no diamonds or gold, and after an experienced
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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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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "nether_portal", player_name)
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return destination_pos
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end
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end,
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@ -465,7 +465,8 @@ end
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-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
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function nether.find_nether_ground_y(target_x, target_z, start_y)
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-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
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function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
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local nobj_cave_point = minetest.get_perlin(np_cave)
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local air = 0 -- Consecutive air nodes found
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@ -479,10 +480,10 @@ function nether.find_nether_ground_y(target_x, target_z, start_y)
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-- Check volume for non-natural nodes
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local minp = {x = target_x - 1, y = y , z = target_z - 2}
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local maxp = {x = target_x + 2, y = y + 4, z = target_z + 2}
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if nether.volume_is_natural(minp, maxp) then
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if nether.volume_is_natural_and_unprotected(minp, maxp, player_name) then
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return y + 1
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else -- Restart search a little lower
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nether.find_nether_ground_y(target_x, target_z, y - 16)
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nether.find_nether_ground_y(target_x, target_z, y - 16, player_name)
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end
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else -- Not enough space, reset air to zero
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air = 0
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@ -201,11 +201,12 @@ end)
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-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
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function nether.find_nether_ground_y(target_x, target_z, start_y)
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-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
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function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
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local nobj_cave_point = minetest.get_perlin(np_cave)
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local air = 0 -- Consecutive air nodes found
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for y = start_y, start_y - 4096, -1 do
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for y = start_y, math.max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
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local nval_cave = nobj_cave_point:get3d({x = target_x, y = y, z = target_z})
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if nval_cave > TCAVE then -- Cavern
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@ -215,10 +216,10 @@ function nether.find_nether_ground_y(target_x, target_z, start_y)
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-- Check volume for non-natural nodes
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local minp = {x = target_x - 1, y = y , z = target_z - 2}
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local maxp = {x = target_x + 2, y = y + 4, z = target_z + 2}
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if nether.volume_is_natural(minp, maxp) then
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if nether.volume_is_natural_and_unprotected(minp, maxp, player_name) then
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return y + 1
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else -- Restart search a little lower
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nether.find_nether_ground_y(target_x, target_z, y - 16)
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nether.find_nether_ground_y(target_x, target_z, y - 16, player_name)
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end
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else -- Not enough space, reset air to zero
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air = 0
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@ -226,5 +227,5 @@ function nether.find_nether_ground_y(target_x, target_z, start_y)
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end
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end
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return start_y -- Fallback
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return math.max(start_y, NETHER_FLOOR + BLEND) -- Fallback
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end
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@ -1303,8 +1303,9 @@ end
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-- invoked when a player attempts to turn obsidian nodes into an open portal
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-- player_name is optional, allowing a player to spawn a remote portal in their own protected area
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-- ignition_node_name is optional
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local function ignite_portal(ignition_pos, ignition_node_name)
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local function ignite_portal(ignition_pos, player_name, ignition_node_name)
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if ignition_node_name == nil then ignition_node_name = minetest.get_node(ignition_pos).name end
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if DEBUG then minetest.chat_send_all("IGNITE the " .. ignition_node_name .. " at " .. minetest.pos_to_string(ignition_pos)) end
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@ -1354,9 +1355,9 @@ local function ignite_portal(ignition_pos, ignition_node_name)
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local destination_anchorPos, destination_orientation
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if portal_definition.is_within_realm(ignition_pos) then
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destination_anchorPos, destination_orientation = portal_definition.find_surface_anchorPos(anchorPos)
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destination_anchorPos, destination_orientation = portal_definition.find_surface_anchorPos(anchorPos, player_name or "")
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else
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destination_anchorPos, destination_orientation = portal_definition.find_realm_anchorPos(anchorPos)
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destination_anchorPos, destination_orientation = portal_definition.find_realm_anchorPos(anchorPos, player_name or "")
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end
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if DEBUG and destination_orientation == nil then minetest.chat_send_all("No destination_orientation given") end
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if destination_orientation == nil then destination_orientation = orientation end
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@ -1825,7 +1826,7 @@ function register_frame_node(frame_node_name)
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extended_node_def.mesecons = {effector = {
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action_on = function (pos, node)
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if DEBUG then minetest.chat_send_all("portal frame material: mesecons action ON") end
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ignite_portal(pos, node.name)
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ignite_portal(pos, nil, node.name)
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end,
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action_off = function (pos, node)
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if DEBUG then minetest.chat_send_all("portal frame material: mesecons action OFF") end
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@ -2081,7 +2082,7 @@ function nether.register_portal(name, portaldef)
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end
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if portaldef.find_surface_anchorPos == nil then -- default to using find_surface_target_y()
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portaldef.find_surface_anchorPos = function(pos)
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portaldef.find_surface_anchorPos = function(pos, player_name)
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local destination_pos = {x = pos.x, y = 0, z = pos.z}
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local existing_portal_location, existing_portal_orientation =
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@ -2089,7 +2090,7 @@ function nether.register_portal(name, portaldef)
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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, name)
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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, name, player_name)
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return destination_pos
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end
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end
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@ -2153,10 +2154,10 @@ end
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function nether.register_portal_ignition_item(item_name, ignition_failure_sound)
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minetest.override_item(item_name, {
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on_place = function(stack, _, pt)
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on_place = function(stack, placer, pt)
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local done = false
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if pt.under and nether.is_frame_node[minetest.get_node(pt.under).name] then
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done = ignite_portal(pt.under)
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done = ignite_portal(pt.under, placer:get_player_name())
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if done and not minetest.settings:get_bool("creative_mode") then
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stack:take_item()
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end
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@ -2175,22 +2176,22 @@ end
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-- use this when determining where to spawn a portal, to avoid overwriting player builds
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-- It checks the area for any nodes that aren't ground or trees.
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-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
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-- (Water also fails this test, unless it is unemerged)
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function nether.volume_is_natural(minp, maxp)
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function nether.volume_is_natural_and_unprotected(minp, maxp, player_name)
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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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local vm = minetest.get_voxel_manip()
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local pos1 = {x = minp.x, y = minp.y, z = minp.z}
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local pos2 = {x = maxp.x, y = maxp.y, z = maxp.z}
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local emin, emax = vm:read_from_map(pos1, pos2)
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local emin, emax = vm:read_from_map(minp, maxp)
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local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local data = vm:get_data()
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for z = pos1.z, pos2.z do
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for y = pos1.y, pos2.y do
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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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for z = minp.z, maxp.z do
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for y = minp.y, maxp.y do
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local vi = area:index(minp.x, y, z)
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for x = minp.x, maxp.x do
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local id = data[vi] -- Existing node
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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 -- checked for common natural or not emerged
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@ -2200,7 +2201,7 @@ function nether.volume_is_natural(minp, maxp)
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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 and node_groups.leafdecay == nil) then
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if DEBUG then minetest.chat_send_all("volume_is_natural() found unnatural node " .. name) end
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if DEBUG then minetest.chat_send_all("volume_is_natural_and_unprotected() found unnatural node " .. name) end
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return false
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end
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end
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@ -2210,13 +2211,25 @@ function nether.volume_is_natural(minp, maxp)
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end
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end
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if DEBUG then minetest.chat_send_all("Volume is natural") end
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if minetest.is_area_protected(minp, maxp, player_name or "") then
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if DEBUG then minetest.chat_send_all("Volume is protected " .. minetest.pos_to_string(minp) .. "-" .. minetest.pos_to_string(maxp)) end
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return false;
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end
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if DEBUG then minetest.chat_send_all("Volume is natural and unprotected for player '" .. (player_name or "") .. "', " .. minetest.pos_to_string(minp) .. "-" .. minetest.pos_to_string(maxp)) end
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return true
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end
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-- Deprecated, use nether.volume_is_natural_and_unprotected() instead.
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function nether.volume_is_natural(minp, maxp)
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return nether.volume_is_natural_and_unprotected(minp, maxp)
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end
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-- Can be used when implementing custom find_surface_anchorPos() functions
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-- portal_name is optional, providing it allows existing portals on the surface to be reused.
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function nether.find_surface_target_y(target_x, target_z, portal_name)
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-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
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function nether.find_surface_target_y(target_x, target_z, portal_name, player_name)
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assert(target_x ~= nil and target_z ~= nil, "Arguments `target_x` and `target_z` cannot be nil when calling find_surface_target_y()")
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@ -2250,14 +2263,14 @@ function nether.find_surface_target_y(target_x, target_z, portal_name)
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-- Check volume for non-natural nodes
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local minp = {x = target_x - 1, y = y - 1, z = target_z - 2}
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local maxp = {x = target_x + 2, y = y + 3, z = target_z + 2}
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if nether.volume_is_natural(minp, maxp) then
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if nether.volume_is_natural_and_unprotected(minp, maxp, player_name) then
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return y
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elseif portal_name ~= nil and nether.registered_portals[portal_name] ~= nil then
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-- players have built here - don't grief.
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-- but reigniting existing portals in portal rooms is fine - desirable even.
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local anchorPos, orientation, is_ignited = is_within_portal_frame(nether.registered_portals[portal_name], {x = target_x, y = y, z = target_z})
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if anchorPos ~= nil then
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if DEBUG then minetest.chat_send_all("Volume_is_natural check failed, but a portal frame is here " .. minetest.pos_to_string(anchorPos) .. ", so this is still a good target y level") end
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if DEBUG then minetest.chat_send_all("volume_is_natural_and_unprotected check failed, but a portal frame is here " .. minetest.pos_to_string(anchorPos) .. ", so this is still a good target y level") end
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return y
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end
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end
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@ -49,17 +49,22 @@ surface.
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Helper functions
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----------------
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* `nether.volume_is_natural(minp, maxp)`: returns a boolean
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* `nether.volume_is_natural_and_unprotected(minp, maxp, player_name)`: returns
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a boolean.
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* use this when determining where to spawn a portal, to avoid overwriting
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player builds. It checks the area for any nodes that aren't ground or
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trees.
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Water will fail this test, unless it is unemerged.
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* player_name is optional, providing it allows the player's own protected
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areas to be recognized as unprotected.
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* `nether.find_surface_target_y(target_x, target_z, portal_name)`: returns a
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suitable anchorPos
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* `nether.find_surface_target_y(target_x, target_z, portal_name, player_name)`:
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returns a suitable anchorPos
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* Can be used when implementing custom find_surface_anchorPos() functions
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* portal_name is optional, providing it allows existing portals on the
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surface to be reused.
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* player_name is optional, providing it prevents the exclusion of surface
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target areas which are protected by the player.
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* `nether.find_nearest_working_portal(portal_name, anchorPos, distance_limit, y_factor)`: returns
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(anchorPos, orientation), or nil if no portal was found within the
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@ -208,7 +213,7 @@ Used by `nether.register_portal`.
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-- Ideally implementations are fast, as this function can be used to
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-- sift through a list of portals.
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find_realm_anchorPos = function(surface_anchorPos),
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find_realm_anchorPos = function(surface_anchorPos, player_name),
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-- Required. Return a position in the realm that a portal created at
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-- surface_anchorPos will link to.
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-- Return an anchorPos or (anchorPos, orientation)
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@ -218,8 +223,10 @@ Used by `nether.register_portal`.
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-- orientation, otherwise the existing portal could be overwritten by
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-- a new one with the orientation of the surface portal.
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-- Return nil to prevent the portal from igniting.
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-- player_name may be "", e.g. if the portal was ignited by a mesecon,
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-- and is provided for use with volume_is_natural_and_unprotected() etc.
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find_surface_anchorPos = function(realm_anchorPos),
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find_surface_anchorPos = function(realm_anchorPos, player_name),
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-- Optional. If you don't implement this then a position near the
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-- surface will be picked.
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-- Return an anchorPos or (anchorPos, orientation)
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@ -233,6 +240,8 @@ Used by `nether.register_portal`.
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-- orientation, otherwise the existing portal could be overwritten by
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-- a new one with the orientation of the realm portal.
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-- Return nil to prevent the portal from igniting.
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-- player_name may be "", e.g. if the portal was ignited by a mesecon,
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-- and is provided for use with volume_is_natural_and_unprotected() etc.
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on_run_wormhole = function(portalDef, anochorPos, orientation),
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-- invoked once per second per portal
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@ -85,7 +85,7 @@ This portal is different to the others, rather than acting akin to a doorway it
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return pos.y > FLOATLAND_LEVEL - 200
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end,
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find_realm_anchorPos = function(surface_anchorPos)
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find_realm_anchorPos = function(surface_anchorPos, player_name)
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-- TODO: Once paramat finishes adjusting the floatlands, implement a surface algorithm that finds land
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local destination_pos = {x = surface_anchorPos.x ,y = FLOATLAND_LEVEL + 2, z = surface_anchorPos.z}
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return true
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end,
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find_realm_anchorPos = function(surface_anchorPos)
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find_realm_anchorPos = function(surface_anchorPos, player_name)
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-- This function isn't needed, since this type of portal always goes to the surface
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minetest.log("error" , "find_realm_anchorPos called for surface portal")
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return {x=0, y=0, z=0}
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end,
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find_surface_anchorPos = function(realm_anchorPos)
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find_surface_anchorPos = function(realm_anchorPos, player_name)
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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 these portals travel around the
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-- surface (following a Moore curve) so will be calculating a different x and z to realm_anchorPos.
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@ -192,7 +192,7 @@ Due to such difficulties, we never learned what determines the direction and dis
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end
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local destination_pos = {x = target_x + adj_x, y = 0, z = target_z + adj_z}
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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "surface_portal")
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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "surface_portal", player_name)
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return destination_pos
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end
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