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Implement sound and events in API
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parent
0c7a6e95c5
commit
e2666146ca
6
init.lua
6
init.lua
@ -47,8 +47,8 @@ nether.register_portal_ignition_item("default:mese_crystal_fragment")
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nether.register_portal("nether_portal", {
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nether.register_portal("nether_portal", {
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shape = nether.PortalShape_Traditional,
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shape = nether.PortalShape_Traditional,
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frame_node_name = "default:obsidian",
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frame_node_name = "default:obsidian",
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wormhole_node_name = "nether:portal",
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wormhole_node_color = 0, -- 0 is magenta
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wormhole_node_color = 0, -- 0 is magenta
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-- Warning: "Four per Em" spaces have been used to align the diagram in this text, rather
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-- Warning: "Four per Em" spaces have been used to align the diagram in this text, rather
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-- than ASCII spaces. If Minetest changes font this may need to be updated.
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-- than ASCII spaces. If Minetest changes font this may need to be updated.
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book_of_portals_pagetext = S([[ ──══♦♦♦◊ The Nether ◊♦♦♦══──
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book_of_portals_pagetext = S([[ ──══♦♦♦◊ The Nether ◊♦♦♦══──
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@ -66,10 +66,6 @@ This opens to a truly hellish place, though for small mercies the air there is s
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The expedition parties have found no diamonds or gold, and after an experienced search party failed to return from the trail of a missing expedition party, I must conclude this is a dangerous place.
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The expedition parties have found no diamonds or gold, and after an experienced search party failed to return from the trail of a missing expedition party, I must conclude this is a dangerous place.
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]], 10 * nether.FASTTRAVEL_FACTOR),
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]], 10 * nether.FASTTRAVEL_FACTOR),
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sound_ambient = "nether_portal_hum",
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sound_ignite = "",
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sound_extinguish = "",
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sound_teleport = "",
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within_realm = function(pos) -- return true if pos is inside the Nether
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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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return pos.y < nether.DEPTH
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@ -528,6 +528,10 @@ local function build_portal(portal_definition, anchorPos, orientation, destinati
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if DEBUG then minetest.chat_send_all("Placed portal schematic at " .. minetest.pos_to_string(portal_definition.shape.get_schematicPos_from_anchorPos(anchorPos, orientation)) .. ", orientation " .. orientation) end
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if DEBUG then minetest.chat_send_all("Placed portal schematic at " .. minetest.pos_to_string(portal_definition.shape.get_schematicPos_from_anchorPos(anchorPos, orientation)) .. ", orientation " .. orientation) end
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set_portal_metadata(portal_definition, anchorPos, orientation, destination_wormholePos)
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set_portal_metadata(portal_definition, anchorPos, orientation, destination_wormholePos)
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if portal_definition.on_created ~= nil then
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portal_definition.on_created(portal_definition, anchorPos, orientation)
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end
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end
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end
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@ -770,11 +774,48 @@ local function ignite_portal(ignition_pos, ignition_node_name)
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-- ignition/BURN_BABY_BURN
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-- ignition/BURN_BABY_BURN
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set_portal_metadata_and_ignite(portal_definition, anchorPos, orientation, destination_wormholePos)
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set_portal_metadata_and_ignite(portal_definition, anchorPos, orientation, destination_wormholePos)
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if portal_definition.sounds.ignite ~= nil then
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local local_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(anchorPos, orientation)
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minetest.sound_play(portal_definition.sounds.ignite, {pos = local_wormholePos, max_hear_distance = 20})
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end
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if portal_definition.on_ignite ~= nil then
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portal_definition.on_ignite(portal_definition, anchorPos, orientation)
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end
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return true
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return true
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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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end
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-- the timerNode is used to keep the metadata as that node already needs to be known any time a portal is stopped or run
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-- see also ambient_sound_stop()
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function ambient_sound_play(portal_definition, soundPos, timerNodeMeta)
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if portal_definition.sounds.ambient ~= nil then
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local soundLength = portal_definition.sounds.ambient.length
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if soundLength == nil then soundLength = 3 end
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local lastPlayed = timerNodeMeta:get_int("ambient_sound_last_played")
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-- Using "os.time() % soundLength == 0" is lightweight but means delayed starts, so trying a stored lastPlayed
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if os.time() >= lastPlayed + soundLength then
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local soundHandle = minetest.sound_play(portal_definition.sounds.ambient, {pos = soundPos, max_hear_distance = 6})
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if timerNodeMeta ~= nil then
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timerNodeMeta:set_int("ambient_sound_handle", soundHandle)
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timerNodeMeta:set_int("ambient_sound_last_played", os.time())
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end
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end
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end
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end
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-- the timerNode is used to keep the metadata as that node already needs to be known any time a portal is stopped or run
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-- see also ambient_sound_play()
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function ambient_sound_stop(timerNodeMeta)
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if timerNodeMeta ~= nil then
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local soundHandle = timerNodeMeta:get_int("ambient_sound_handle")
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minetest.sound_stop(soundHandle)
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end
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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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-- WARNING - this is invoked by on_destruct, so you can't assume there's an accesible node at pos
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extinguish_portal = function(pos, node_name, frame_was_destroyed) -- assigned rather than declared because extinguish_portal is already declared, for use by earlier functions in the file.
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extinguish_portal = function(pos, node_name, frame_was_destroyed) -- assigned rather than declared because extinguish_portal is already declared, for use by earlier functions in the file.
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@ -797,6 +838,15 @@ extinguish_portal = function(pos, node_name, frame_was_destroyed) -- assigned ra
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return -- no portal frames are made from this type of node
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return -- no portal frames are made from this type of node
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end
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end
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if portal_definition.sounds.extinguish ~= nil then
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minetest.sound_play(portal_definition.sounds.extinguish, {pos = p1})
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end
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-- stop timer and ambient sound
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local timerPos = get_timerPos_from_p1_and_p2(p1, p2)
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minetest.get_node_timer(timerPos):stop()
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ambient_sound_stop(minetest.get_meta(timerPos))
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-- update the ignition state in the portal location info
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-- update the ignition state in the portal location info
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local anchorPos, orientation = portal_definition.shape.get_anchorPos_and_orientation_from_p1_and_p2(p1, p2)
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local anchorPos, orientation = portal_definition.shape.get_anchorPos_and_orientation_from_p1_and_p2(p1, p2)
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if frame_was_destroyed then
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if frame_was_destroyed then
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@ -808,7 +858,6 @@ extinguish_portal = function(pos, node_name, frame_was_destroyed) -- assigned ra
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local frame_node_name = portal_definition.frame_node_name
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local frame_node_name = portal_definition.frame_node_name
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local wormhole_node_name = portal_definition.wormhole_node_name
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local wormhole_node_name = portal_definition.wormhole_node_name
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minetest.get_node_timer(get_timerPos_from_p1_and_p2(p1, p2)):stop()
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for x = p1.x, p2.x do
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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 y = p1.y, p2.y do
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@ -891,12 +940,22 @@ local function ensure_remote_portal_then_teleport(player, portal_definition, loc
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if DEBUG then minetest.chat_send_all("Teleporting player from wormholePos" .. minetest.pos_to_string(local_wormholePos) .. " to wormholePos" .. minetest.pos_to_string(destination_wormholePos)) end
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if DEBUG then minetest.chat_send_all("Teleporting player from wormholePos" .. minetest.pos_to_string(local_wormholePos) .. " to wormholePos" .. minetest.pos_to_string(destination_wormholePos)) end
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-- play the teleport sound
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if portal_definition.sounds.teleport ~= nil then
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minetest.sound_play(portal_definition.sounds.teleport, {to_player = player.name})
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end
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-- rotate the player if the destination portal is a different orientation
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-- rotate the player if the destination portal is a different orientation
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local rotation_angle = math.rad(destination_orientation - local_orientation)
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local rotation_angle = math.rad(destination_orientation - local_orientation)
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local offset = vector.subtract(playerPos, local_wormholePos) -- preserve player's position in the portal
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local offset = vector.subtract(playerPos, local_wormholePos) -- preserve player's position in the portal
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local rotated_offset = {x = math.cos(rotation_angle) * offset.x - math.sin(rotation_angle) * offset.z, y = offset.y, z = math.sin(rotation_angle) * offset.x + math.cos(rotation_angle) * offset.z}
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local rotated_offset = {x = math.cos(rotation_angle) * offset.x - math.sin(rotation_angle) * offset.z, y = offset.y, z = math.sin(rotation_angle) * offset.x + math.cos(rotation_angle) * offset.z}
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player:setpos(vector.add(destination_wormholePos, rotated_offset))
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local new_playerPos = vector.add(destination_wormholePos, rotated_offset)
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player:setpos(new_playerPos)
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player:set_look_horizontal(player:get_look_horizontal() + rotation_angle)
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player:set_look_horizontal(player:get_look_horizontal() + rotation_angle)
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if portal_definition.on_player_teleported ~= nil then
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portal_definition.on_player_teleported(portal_definition, player, playerPos, new_playerPos)
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end
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else
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else
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-- no wormhole node at destination - destination portal either needs to be built or ignited
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-- no wormhole node at destination - destination portal either needs to be built or ignited
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-- A very rare edge-case that takes time to set up:
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-- A very rare edge-case that takes time to set up:
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@ -930,8 +989,8 @@ end
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-- run_wormhole() is invoked once per second per portal, handling teleportation and particle effects.
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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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-- See get_timerPos_from_p1_and_p2() for an explanation of the timerPos location
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function run_wormhole(pos, time_elapsed)
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function run_wormhole(timerPos, time_elapsed)
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local portal_definition -- will be used inside run_wormhole_node_func()
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local portal_definition -- will be used inside run_wormhole_node_func()
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@ -989,7 +1048,7 @@ function run_wormhole(pos, time_elapsed)
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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 p1, p2, frame_node_name
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local meta = minetest.get_meta(pos)
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local meta = minetest.get_meta(timerPos)
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if meta ~= nil then
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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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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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p2 = minetest.string_to_pos(meta:get_string("p2"))
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@ -997,10 +1056,10 @@ function run_wormhole(pos, time_elapsed)
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end
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end
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if p1 ~= nil and p2 ~= nil then
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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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-- 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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if frame_node_name == nil then frame_node_name = minetest.get_node(timerPos).name end -- timerPos should be a frame node if the shape is traditionalPortalShape
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portal_definition = get_portal_definition(frame_node_name, p1, p2)
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portal_definition = get_portal_definition(frame_node_name, p1, p2)
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if portal_definition == nil then
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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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minetest.log("error", "No portal with a \"" .. frame_node_name .. "\" frame is registered. run_wormhole" .. minetest.pos_to_string(timerPos) .. " was invoked but that location contains \"" .. frame_node_name .. "\"")
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else
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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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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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portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, run_wormhole_node_func)
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@ -1008,6 +1067,9 @@ function run_wormhole(pos, time_elapsed)
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if portal_definition.on_run_wormhole ~= nil then
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if portal_definition.on_run_wormhole ~= nil then
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portal_definition.on_run_wormhole(portal_definition, anchorPos, orientation)
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portal_definition.on_run_wormhole(portal_definition, anchorPos, orientation)
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end
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end
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local wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(anchorPos, orientation)
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ambient_sound_play(portal_definition, wormholePos, meta)
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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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end
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@ -1250,10 +1312,12 @@ local portaldef_default = {
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wormhole_node_color = 0,
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wormhole_node_color = 0,
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frame_node_name = "default:obsidian",
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frame_node_name = "default:obsidian",
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particle_texture = "nether_particle.png",
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particle_texture = "nether_particle.png",
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sound_ambient = "nether_portal_hum",
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sounds = {
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sound_ignite = "",
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ambient = {name = "nether_portal_ambient", gain = 0.6, length = 3},
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sound_extinguish = "",
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ignite = {name = "nether_portal_ignite", gain = 0.3},
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sound_teleport = "",
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extinguish = {name = "nether_portal_extinguish", gain = 0.3},
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teleport = {name = "nether_portal_teleport", gain = 0.3}
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}
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}
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}
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@ -1268,7 +1332,8 @@ function nether.register_portal(name, portaldef)
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portaldef.name = name
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portaldef.name = name
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-- use portaldef_default for any values missing from portaldef
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-- use portaldef_default for any values missing from portaldef or portaldef.sounds
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if portaldef.sounds ~= nil then setmetatable(portaldef.sounds, {__index = portaldef_default.sounds}) end
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setmetatable(portaldef, {__index = portaldef_default})
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setmetatable(portaldef, {__index = portaldef_default})
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if portaldef.particle_color == nil then
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if portaldef.particle_color == nil then
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@ -4,6 +4,11 @@ Portal API Reference
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The portal system used to get to the Nether can be used to create portals
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The portal system used to get to the Nether can be used to create portals
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to other realms.
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to other realms.
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Portal code is more efficient when each type of portal uses a different type
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of node to build its frame out of, however it is possible to register more than
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one kind of portal with the same frame material — such as obsidian — provided
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the size of the PortalShape is distinct from any other type of portal that is
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using the same node as its frame.
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Helper functions
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Helper functions
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@ -16,8 +21,8 @@ Helper functions
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* `nether.find_surface_target_y(target_x, target_z, portal_name)`: returns a
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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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suitable anchorPos
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* Can be used to implement custom find_surface_anchorPos() functions
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* Can be used when implementing custom find_surface_anchorPos() functions
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* portal_name is optional, and providing it allows existing portals on the
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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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surface to be reused.
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* `nether.find_nearest_working_portal(portal_name, anchorPos, distance_limit, y_factor)`: returns
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* `nether.find_nearest_working_portal(portal_name, anchorPos, distance_limit, y_factor)`: returns
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@ -33,9 +38,9 @@ Helper functions
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API functions
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API functions
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-------------
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-------------
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Call these functions only at load time!
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Call these functions only at load time:
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* `nether.register_portal(name, portal definition)`
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* `nether.register_portal(name, portal_definition)`
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* Returns true on success. Can return false if the portal definition
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* Returns true on success. Can return false if the portal definition
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clashes with a portal already registered by another mod, e.g. if the size
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clashes with a portal already registered by another mod, e.g. if the size
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and frame node is not unique.
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and frame node is not unique.
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@ -73,10 +78,15 @@ Used by `nether.register_portal`.
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-- Required. For best results, have your portal constructed of a
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-- Required. For best results, have your portal constructed of a
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-- material nobody else is using.
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-- material nobody else is using.
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sound_ambient = "nether_portal_hum",
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sounds = {
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sound_ignite = "",
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ambient = <SimpleSoundSpec>,
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sound_extinguish = "",
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-- if the ambient SimpleSoundSpec is a table it can also contain a
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sound_teleport = "",
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-- "length" int, which is the number of seconds to wait before
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-- repeating the ambient sound. Default is 3.
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ignite = <SimpleSoundSpec>,
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extinguish = <SimpleSoundSpec>,
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teleport = <SimpleSoundSpec>,
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}
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within_realm = function(pos),
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within_realm = function(pos),
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-- Required. Return true if a portal at pos is in the realm, rather
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-- Required. Return true if a portal at pos is in the realm, rather
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@ -90,19 +100,22 @@ Used by `nether.register_portal`.
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-- portal will be used.
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-- portal will be used.
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find_surface_anchorPos = function(realm_anchorPos),
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find_surface_anchorPos = function(realm_anchorPos),
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-- Optional. If you don't use this then a position near the surface
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-- Optional. If you don't implement this then a position near the
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-- will be picked.
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-- surface will be picked.
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-- Return an anchorPos or anchorPos, orientation
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-- Return an anchorPos or (anchorPos, orientation)
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-- If orientation is not specified then the orientation of the realm
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-- If orientation is not specified then the orientation of the realm
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-- portal will be used.
|
-- portal will be used.
|
||||||
|
|
||||||
on_run_wormhole = function(portalDef, anochorPos, orientation)
|
on_run_wormhole = function(portalDef, anochorPos, orientation),
|
||||||
-- invoked once per second per portal
|
-- invoked once per second per portal
|
||||||
on_extinguish = function(portalDef, anochorPos, orientation)
|
on_extinguish = function(portalDef, anochorPos, orientation),
|
||||||
-- invoked when a portal is extinguished, including when the portal
|
-- invoked when a portal is extinguished, including when the portal
|
||||||
-- it connected to was extinguished.
|
-- it connected to was extinguished.
|
||||||
|
on_player_teleported = function(portalDef, player, oldPos, newPos),
|
||||||
todo: on_ignite = function(portalDef, anochorPos, orientation)
|
-- invoked immediately after a player is teleported
|
||||||
todo: on_player_teleported = function(portalDef, oldPos, newPos)
|
on_ignite = function(portalDef, anochorPos, orientation)
|
||||||
todo: on_created = function(portalDef, anochorPos, orientation)
|
-- invoked when a player or mesecon ignites a portal
|
||||||
|
on_created = function(portalDef, anochorPos, orientation)
|
||||||
|
-- invoked when a portal's remote twin is created, usually when a
|
||||||
|
-- player travels through a portal for the first time.
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user