respect protected areas when spawning remote portals

This commit is contained in:
Treer 2020-07-18 13:33:17 +10:00
parent 8769593d6f
commit c1d610742b
6 changed files with 68 additions and 44 deletions

View File

@ -101,7 +101,7 @@ The expedition parties have found no diamonds or gold, and after an experienced
return pos.y < nether.DEPTH_CEILING
end,
find_realm_anchorPos = function(surface_anchorPos)
find_realm_anchorPos = function(surface_anchorPos, player_name)
-- divide x and z by a factor of 8 to implement Nether fast-travel
local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR)
destination_pos.x = math.floor(0.5 + destination_pos.x) -- round to int
@ -116,12 +116,12 @@ The expedition parties have found no diamonds or gold, and after an experienced
return existing_portal_location, existing_portal_orientation
else
local start_y = nether.DEPTH_CEILING - math.random(500, 1500) -- Search starting altitude
destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y)
destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y, player_name)
return destination_pos
end
end,
find_surface_anchorPos = function(realm_anchorPos)
find_surface_anchorPos = function(realm_anchorPos, player_name)
-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function,
-- since find_surface_target_y() will be used by default, but Nether portals also scale position
-- to create fast-travel.
@ -140,7 +140,7 @@ The expedition parties have found no diamonds or gold, and after an experienced
if existing_portal_location ~= nil then
return existing_portal_location, existing_portal_orientation
else
destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "nether_portal")
destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "nether_portal", player_name)
return destination_pos
end
end,

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@ -465,7 +465,8 @@ end
-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
function nether.find_nether_ground_y(target_x, target_z, start_y)
-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
local nobj_cave_point = minetest.get_perlin(np_cave)
local air = 0 -- Consecutive air nodes found
@ -479,10 +480,10 @@ function nether.find_nether_ground_y(target_x, target_z, start_y)
-- Check volume for non-natural nodes
local minp = {x = target_x - 1, y = y , z = target_z - 2}
local maxp = {x = target_x + 2, y = y + 4, z = target_z + 2}
if nether.volume_is_natural(minp, maxp) then
if nether.volume_is_natural_and_unprotected(minp, maxp, player_name) then
return y + 1
else -- Restart search a little lower
nether.find_nether_ground_y(target_x, target_z, y - 16)
nether.find_nether_ground_y(target_x, target_z, y - 16, player_name)
end
else -- Not enough space, reset air to zero
air = 0

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@ -201,11 +201,12 @@ end)
-- use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
function nether.find_nether_ground_y(target_x, target_z, start_y)
-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
function nether.find_nether_ground_y(target_x, target_z, start_y, player_name)
local nobj_cave_point = minetest.get_perlin(np_cave)
local air = 0 -- Consecutive air nodes found
for y = start_y, start_y - 4096, -1 do
for y = start_y, math.max(NETHER_FLOOR + BLEND, start_y - 4096), -1 do
local nval_cave = nobj_cave_point:get3d({x = target_x, y = y, z = target_z})
if nval_cave > TCAVE then -- Cavern
@ -215,10 +216,10 @@ function nether.find_nether_ground_y(target_x, target_z, start_y)
-- Check volume for non-natural nodes
local minp = {x = target_x - 1, y = y , z = target_z - 2}
local maxp = {x = target_x + 2, y = y + 4, z = target_z + 2}
if nether.volume_is_natural(minp, maxp) then
if nether.volume_is_natural_and_unprotected(minp, maxp, player_name) then
return y + 1
else -- Restart search a little lower
nether.find_nether_ground_y(target_x, target_z, y - 16)
nether.find_nether_ground_y(target_x, target_z, y - 16, player_name)
end
else -- Not enough space, reset air to zero
air = 0
@ -226,5 +227,5 @@ function nether.find_nether_ground_y(target_x, target_z, start_y)
end
end
return start_y -- Fallback
return math.max(start_y, NETHER_FLOOR + BLEND) -- Fallback
end

View File

@ -1303,8 +1303,9 @@ end
-- invoked when a player attempts to turn obsidian nodes into an open portal
-- player_name is optional, allowing a player to spawn a remote portal in their own protected area
-- ignition_node_name is optional
local function ignite_portal(ignition_pos, ignition_node_name)
local function ignite_portal(ignition_pos, player_name, ignition_node_name)
if ignition_node_name == nil then ignition_node_name = minetest.get_node(ignition_pos).name end
if DEBUG then minetest.chat_send_all("IGNITE the " .. ignition_node_name .. " at " .. minetest.pos_to_string(ignition_pos)) end
@ -1354,9 +1355,9 @@ local function ignite_portal(ignition_pos, ignition_node_name)
local destination_anchorPos, destination_orientation
if portal_definition.is_within_realm(ignition_pos) then
destination_anchorPos, destination_orientation = portal_definition.find_surface_anchorPos(anchorPos)
destination_anchorPos, destination_orientation = portal_definition.find_surface_anchorPos(anchorPos, player_name or "")
else
destination_anchorPos, destination_orientation = portal_definition.find_realm_anchorPos(anchorPos)
destination_anchorPos, destination_orientation = portal_definition.find_realm_anchorPos(anchorPos, player_name or "")
end
if DEBUG and destination_orientation == nil then minetest.chat_send_all("No destination_orientation given") end
if destination_orientation == nil then destination_orientation = orientation end
@ -1825,7 +1826,7 @@ function register_frame_node(frame_node_name)
extended_node_def.mesecons = {effector = {
action_on = function (pos, node)
if DEBUG then minetest.chat_send_all("portal frame material: mesecons action ON") end
ignite_portal(pos, node.name)
ignite_portal(pos, nil, node.name)
end,
action_off = function (pos, node)
if DEBUG then minetest.chat_send_all("portal frame material: mesecons action OFF") end
@ -2081,7 +2082,7 @@ function nether.register_portal(name, portaldef)
end
if portaldef.find_surface_anchorPos == nil then -- default to using find_surface_target_y()
portaldef.find_surface_anchorPos = function(pos)
portaldef.find_surface_anchorPos = function(pos, player_name)
local destination_pos = {x = pos.x, y = 0, z = pos.z}
local existing_portal_location, existing_portal_orientation =
@ -2089,7 +2090,7 @@ function nether.register_portal(name, portaldef)
if existing_portal_location ~= nil then
return existing_portal_location, existing_portal_orientation
else
destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, name)
destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, name, player_name)
return destination_pos
end
end
@ -2153,10 +2154,10 @@ end
function nether.register_portal_ignition_item(item_name, ignition_failure_sound)
minetest.override_item(item_name, {
on_place = function(stack, _, pt)
on_place = function(stack, placer, pt)
local done = false
if pt.under and nether.is_frame_node[minetest.get_node(pt.under).name] then
done = ignite_portal(pt.under)
done = ignite_portal(pt.under, placer:get_player_name())
if done and not minetest.settings:get_bool("creative_mode") then
stack:take_item()
end
@ -2175,22 +2176,22 @@ end
-- use this when determining where to spawn a portal, to avoid overwriting player builds
-- It checks the area for any nodes that aren't ground or trees.
-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
-- (Water also fails this test, unless it is unemerged)
function nether.volume_is_natural(minp, maxp)
function nether.volume_is_natural_and_unprotected(minp, maxp, player_name)
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local vm = minetest.get_voxel_manip()
local pos1 = {x = minp.x, y = minp.y, z = minp.z}
local pos2 = {x = maxp.x, y = maxp.y, z = maxp.z}
local emin, emax = vm:read_from_map(pos1, pos2)
local emin, emax = vm:read_from_map(minp, maxp)
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local data = vm:get_data()
for z = pos1.z, pos2.z do
for y = pos1.y, pos2.y do
local vi = area:index(pos1.x, y, z)
for x = pos1.x, pos2.x do
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
local vi = area:index(minp.x, y, z)
for x = minp.x, maxp.x do
local id = data[vi] -- Existing node
if DEBUG and id == nil then minetest.chat_send_all("nil block at index " .. vi) end
if id ~= c_air and id ~= c_ignore and id ~= nil then -- checked for common natural or not emerged
@ -2200,7 +2201,7 @@ function nether.volume_is_natural(minp, maxp)
-- trees are natural but not "ground content"
local node_groups = nodedef.groups
if node_groups == nil or (node_groups.tree == nil and node_groups.leaves == nil and node_groups.leafdecay == nil) then
if DEBUG then minetest.chat_send_all("volume_is_natural() found unnatural node " .. name) end
if DEBUG then minetest.chat_send_all("volume_is_natural_and_unprotected() found unnatural node " .. name) end
return false
end
end
@ -2210,13 +2211,25 @@ function nether.volume_is_natural(minp, maxp)
end
end
if DEBUG then minetest.chat_send_all("Volume is natural") end
if minetest.is_area_protected(minp, maxp, player_name or "") then
if DEBUG then minetest.chat_send_all("Volume is protected " .. minetest.pos_to_string(minp) .. "-" .. minetest.pos_to_string(maxp)) end
return false;
end
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
return true
end
-- Deprecated, use nether.volume_is_natural_and_unprotected() instead.
function nether.volume_is_natural(minp, maxp)
return nether.volume_is_natural_and_unprotected(minp, maxp)
end
-- Can be used when implementing custom find_surface_anchorPos() functions
-- portal_name is optional, providing it allows existing portals on the surface to be reused.
function nether.find_surface_target_y(target_x, target_z, portal_name)
-- player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
function nether.find_surface_target_y(target_x, target_z, portal_name, player_name)
assert(target_x ~= nil and target_z ~= nil, "Arguments `target_x` and `target_z` cannot be nil when calling find_surface_target_y()")
@ -2250,14 +2263,14 @@ function nether.find_surface_target_y(target_x, target_z, portal_name)
-- Check volume for non-natural nodes
local minp = {x = target_x - 1, y = y - 1, z = target_z - 2}
local maxp = {x = target_x + 2, y = y + 3, z = target_z + 2}
if nether.volume_is_natural(minp, maxp) then
if nether.volume_is_natural_and_unprotected(minp, maxp, player_name) then
return y
elseif portal_name ~= nil and nether.registered_portals[portal_name] ~= nil then
-- players have built here - don't grief.
-- but reigniting existing portals in portal rooms is fine - desirable even.
local anchorPos, orientation, is_ignited = is_within_portal_frame(nether.registered_portals[portal_name], {x = target_x, y = y, z = target_z})
if anchorPos ~= nil then
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
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
return y
end
end

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@ -49,17 +49,22 @@ surface.
Helper functions
----------------
* `nether.volume_is_natural(minp, maxp)`: returns a boolean
* `nether.volume_is_natural_and_unprotected(minp, maxp, player_name)`: returns
a boolean.
* use this when determining where to spawn a portal, to avoid overwriting
player builds. It checks the area for any nodes that aren't ground or
trees.
Water will fail this test, unless it is unemerged.
* player_name is optional, providing it allows the player's own protected
areas to be recognized as unprotected.
* `nether.find_surface_target_y(target_x, target_z, portal_name)`: returns a
suitable anchorPos
* `nether.find_surface_target_y(target_x, target_z, portal_name, player_name)`:
returns a suitable anchorPos
* Can be used when implementing custom find_surface_anchorPos() functions
* portal_name is optional, providing it allows existing portals on the
surface to be reused.
* player_name is optional, providing it prevents the exclusion of surface
target areas which are protected by the player.
* `nether.find_nearest_working_portal(portal_name, anchorPos, distance_limit, y_factor)`: returns
(anchorPos, orientation), or nil if no portal was found within the
@ -208,7 +213,7 @@ Used by `nether.register_portal`.
-- Ideally implementations are fast, as this function can be used to
-- sift through a list of portals.
find_realm_anchorPos = function(surface_anchorPos),
find_realm_anchorPos = function(surface_anchorPos, player_name),
-- Required. Return a position in the realm that a portal created at
-- surface_anchorPos will link to.
-- Return an anchorPos or (anchorPos, orientation)
@ -218,8 +223,10 @@ Used by `nether.register_portal`.
-- orientation, otherwise the existing portal could be overwritten by
-- a new one with the orientation of the surface portal.
-- Return nil to prevent the portal from igniting.
-- player_name may be "", e.g. if the portal was ignited by a mesecon,
-- and is provided for use with volume_is_natural_and_unprotected() etc.
find_surface_anchorPos = function(realm_anchorPos),
find_surface_anchorPos = function(realm_anchorPos, player_name),
-- Optional. If you don't implement this then a position near the
-- surface will be picked.
-- Return an anchorPos or (anchorPos, orientation)
@ -233,6 +240,8 @@ Used by `nether.register_portal`.
-- orientation, otherwise the existing portal could be overwritten by
-- a new one with the orientation of the realm portal.
-- Return nil to prevent the portal from igniting.
-- player_name may be "", e.g. if the portal was ignited by a mesecon,
-- and is provided for use with volume_is_natural_and_unprotected() etc.
on_run_wormhole = function(portalDef, anochorPos, orientation),
-- 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
return pos.y > FLOATLAND_LEVEL - 200
end,
find_realm_anchorPos = function(surface_anchorPos)
find_realm_anchorPos = function(surface_anchorPos, player_name)
-- TODO: Once paramat finishes adjusting the floatlands, implement a surface algorithm that finds land
local destination_pos = {x = surface_anchorPos.x ,y = FLOATLAND_LEVEL + 2, z = surface_anchorPos.z}
@ -131,13 +131,13 @@ Due to such difficulties, we never learned what determines the direction and dis
return true
end,
find_realm_anchorPos = function(surface_anchorPos)
find_realm_anchorPos = function(surface_anchorPos, player_name)
-- This function isn't needed, since this type of portal always goes to the surface
minetest.log("error" , "find_realm_anchorPos called for surface portal")
return {x=0, y=0, z=0}
end,
find_surface_anchorPos = function(realm_anchorPos)
find_surface_anchorPos = function(realm_anchorPos, player_name)
-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function,
-- since find_surface_target_y() will be used by default, but these portals travel around the
-- surface (following a Moore curve) so will be calculating a different x and z to realm_anchorPos.
@ -192,7 +192,7 @@ Due to such difficulties, we never learned what determines the direction and dis
end
local destination_pos = {x = target_x + adj_x, y = 0, z = target_z + adj_z}
destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "surface_portal")
destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "surface_portal", player_name)
return destination_pos
end