Allow reignition of portals in player-built areas

e.g. allow remote ignition to a portal in a "portal room"
This commit is contained in:
Treer 2019-06-30 13:55:38 +10:00 committed by SmallJoker
parent 7a4d9ebf01
commit edf961907e

View File

@ -25,7 +25,7 @@
local NETHER_DEPTH = -5000
local TCAVE = 0.6
local BLEND = 128
local DEBUG = true
local DEBUG = false
-- 3D noise
@ -77,14 +77,15 @@ netherportal = {} -- portal API
A better location for AnchorPos would be directly under WormholePos, as it's more centered
and you don't need to know the portal's orientation to find AnchorPos from the WormholePos
or vice-versa, however AnchorPos is in the bottom/south/west-corner to keep compatibility
with earlier versions of this mod (which only records portal corners p1 & p2 in the node metadata).
with earlier versions of nether mod (which only records portal corners p1 & p2 in the node
metadata).
Orientation is 0 or 90, 0 meaning a portal that faces north/south - i.e. obsidian running
east/west.
]]
-- This object defines a portal's shape, segregating the shape logic code from portal physics.
-- This object defines a portal's shape, segregating the shape logic code from portal behaviour code.
-- You can create a new "PortalShape" definition object which implements the same
-- functions if you wish to register a custom shaped portal in register_portal().
-- Since it's symmetric, this PortalShape definition has only implemented orientations of 0 and 90
@ -140,15 +141,15 @@ local TraditionalPortalShape = {
end,
get_anchorPos_and_orientation_from_p1_and_p2 = function(p1, p2)
if p1.z == p2.z then
if p1.z == p2.z then
return p1, 0
elseif p1.x == p2.x then
elseif p1.x == p2.x then
return p1, 90
else
else
-- this KISS implementation will break you've made a 3D PortalShape definition, and will need to be reimplemented
minetest.log("error", "get_anchorPos_and_orientation_from_p1_and_p2 failed on p1=" .. meta:get_string("p1") .. " p2=" .. meta:get_string("p2"))
end
end,
end,
apply_func_to_frame_nodes = function(anchorPos, orientation, func)
-- a 4x5 portal is small enough that hardcoded positions is simpler that procedural code
@ -218,7 +219,7 @@ local TraditionalPortalShape = {
end,
-- Check for whether the portal is blocked in, and if so then provide a safe way
-- on one side for the player to step out of the portal. Suggest including a roof
-- on one side for the player to step out of the portal. Suggest including a roof
-- incase the portal was blocked with lava flowing from above.
disable_portal_trap = function(anchorPos, orientation)
assert(orientation, "no orientation passed")
@ -226,7 +227,7 @@ local TraditionalPortalShape = {
-- Not implemented yet. It may not need to be implemented because if you
-- wait in a portal long enough you teleport again. So a trap portal would have to link
-- to one of two blocked-in portals which link to each other - which is possible, but
-- quite extreme.
-- quite extreme.
end
}
@ -246,18 +247,18 @@ local registered_portals = {
local function get_timerPos_from_p1_and_p2(p1, p2)
-- Pick a frame node for the portal's timer.
-- Pick a frame node for the portal's timer.
--
-- The timer event will need to know the portal definition, which can be determined by
-- The timer event will need to know the portal definition, which can be determined by
-- what the portal frame is made from, so the timer node should be on the frame.
-- The timer event will also need to know its portal orientation, but unless someone
-- makes a cubic portal shape, orientation can be determined from p1 and p2 in the node's
-- makes a cubic portal shape, orientation can be determined from p1 and p2 in the node's
-- metadata (frame nodes don't have orientation set in param2 like wormhole nodes do).
--
-- We shouldn't pick p1 (or p2) as it's possible for two orthogonal portals to share
-- We shouldn't pick p1 (or p2) as it's possible for two orthogonal portals to share
-- the same p1, etc.
--
-- I'll pick the bottom center node of the portal, since that works for rectangular portals
--
-- I'll pick the bottom center node of the portal, since that works for rectangular portals
-- and if someone want to make a circular portal then that positon will still likely be part
-- of the frame.
return {
@ -291,11 +292,12 @@ local function set_portal_metadata(portal_definition, anchorPos, orientation, de
local meta = minetest.get_meta(pos)
meta:set_string("p1", minetest.pos_to_string(p1))
meta:set_string("p2", minetest.pos_to_string(p2))
meta:set_string("target", minetest.pos_to_string(destination_wormholePos))
-- including "frame_node_name" in the metadata lets us know which kind of portal this is.
-- It's not strictly necessary for TraditionalPortalShape as we know that p1 is part of
-- the frame, and legacy portals don't have this extra metadata, but p1 isn't always loaded
-- and reading this from the metadata saves an extra call to minetest.getnode().
meta:set_string("target", minetest.pos_to_string(destination_wormholePos))
-- including "frame_node_name" in the metadata lets us know which kind of portal this is.
-- It's not strictly necessary for TraditionalPortalShape as we know that p1 is part of
-- the frame, and legacy portals don't have this extra metadata - indicating obsidian,
-- but p1 isn't always loaded so reading this from the metadata saves an extra call to
-- minetest.getnode().
meta:set_string("frame_node_name", portal_definition.frame_node_name)
end
@ -515,13 +517,20 @@ Also, the search for non-natural nodes doesn't actually guarantee avoiding playe
Each placement position search has to search a volume of nodes for non-natural nodes, this is not lightweight, and many searches may happen if there a lot of underground player builds present. So the code has been written to avoid intensive procedures.
https://github.com/minetest-mods/nether/issues/5#issuecomment-506983676
]]
local function find_surface_target_y(target_x, target_z, start_y)
local function find_surface_target_y(portal_definition, target_x, target_z, start_y)
for y = start_y, start_y - 256, -16 do
-- 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 volume_is_natural(minp, maxp) then
return y
else
-- players have built here - don't grief.
-- but reigniting existing portals in portal rooms is fine - desirable even.
local anchorPos, orientation, is_ignited = is_portal_frame(portal_definition, {x = target_x, y = y, z = target_z})
if anchorPos ~= nil then
return y
end
end
end
@ -557,7 +566,7 @@ local function ignite_portal(ignition_pos)
-- pick a destination
local destination_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(anchorPos, orientation)
if anchorPos.y < NETHER_DEPTH then
destination_wormholePos.y = find_surface_target_y(destination_wormholePos.x, destination_wormholePos.z, -16)
destination_wormholePos.y = find_surface_target_y(portal_definition, destination_wormholePos.x, destination_wormholePos.z, -16)
else
local start_y = NETHER_DEPTH - math.random(500, 1500) -- Search start
destination_wormholePos.y = find_nether_target_y(destination_wormholePos.x, destination_wormholePos.z, start_y)
@ -751,7 +760,7 @@ function run_wormhole(pos, time_elapsed)
local p1, p2, frame_node_name
local meta = minetest.get_meta(pos)
if meta ~= nil then
if meta ~= nil then
p1 = minetest.string_to_pos(meta:get_string("p1"))
p2 = minetest.string_to_pos(meta:get_string("p2"))
--frame_node_name = minetest.string_to_pos(meta:get_string("frame_node_name")) don't rely on this yet until you're sure everything works with old portals that don't have this set
@ -761,11 +770,11 @@ function run_wormhole(pos, time_elapsed)
if frame_node_name == nil then frame_node_name = minetest.get_node(pos).name end -- pos should be a frame node
local portal_definition = registered_portals[frame_node_name]
if portal_definition == nil then
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 .. "\"")
else
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 .. "\"")
else
local anchorPos, orientation = portal_definition.shape.get_anchorPos_and_orientation_from_p1_and_p2(p1, p2)
portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, run_wormhole_node_func)
end
end
end
end
@ -776,11 +785,11 @@ minetest.register_lbm({
nodenames = {"nether:portal"},
run_at_every_load = false,
action = function(pos, node)
local p1
local p1, p2
local meta = minetest.get_meta(pos)
if meta ~= nil then
p1 = minetest.string_to_pos(meta:get_string("p1"))
p2 = minetest.string_to_pos(meta:get_string("p1"))
if meta ~= nil then
p1 = minetest.string_to_pos(meta:get_string("p1"))
p2 = minetest.string_to_pos(meta:get_string("p1"))
end
if p1 ~= nil and p2 ~= nil then
local timerPos = get_timerPos_from_p1_and_p2(p1, p2)
@ -853,14 +862,14 @@ minetest.register_node(":default:obsidian", {
sounds = default.node_sound_stone_defaults(),
groups = {cracky = 1, level = 2},
mesecons = {effector = {
mesecons = {effector = {
action_on = function (pos, node)
ignite_portal(pos, node.name)
end,
action_off = function (pos, node)
extinguish_portal(pos, node.name)
end
}},
}},
on_destruct = function(pos)
extinguish_portal(pos, "default:obsidian")
end,