Commit Graph

62 Commits

Author SHA1 Message Date
Treer
97aa8da305 Place_Schematic uses correct frame and wormhole nodes
This requires a cache-invalidation hack borrowed from cloudlands mod.
Also, null reference fixes in ensure_remote_portal_then_teleport and locate_or_build_portal, and minor improvements
2020-02-15 16:03:55 +11:00
Treer
e82d9e3f16 Add portal ignition sparks 2020-02-15 16:03:55 +11:00
Treer
21e312fefc Unroll 32affba6 (stairs) (#9)
32affba6 re-registered stairs which have already been registered 20 lines earlier in the code, and registered them as "brick" causing the netherbrick stairs to replace Minetest's default:brick stairs. The rest of 32affba6 was already unrolled in 7a0e52da, but the stairs bug remained.
2020-02-15 16:03:55 +11:00
Treer
84def1709c Keep portal type in metadata for non-traditional portals
Makes the portal system more flexible - new portal shapes don't have to ensure there's a frame node at the timerPos
2020-02-15 16:03:55 +11:00
Treer
d2a18ad130 rearrange code
eliminate need to assign extinguish_portal() to a local var, and group the helper functions together in the API section
2020-02-15 16:03:54 +11:00
Treer
fc90d79396 Implement sound and events in API 2020-02-15 16:03:54 +11:00
Treer
a4f78c654f Fix edge case
Fix bug where ensure_remote_portal_then_teleport() converted its destination_wormholePos to an anchorPos to pass to locate_or_build_portal() which converted it back to an wormholePos. Bug occurred when local_orientation was assumed for the target orientation, which could lead to locate_or_build_portal() ending up with a reconstituted wormholePos rotated outside the portal frame, not find a portal frame, so build a new portal there, griefing the old one.

locate_or_build_portal() has been refactored to take a wormholePos instead of an anchorPos, removing the need to know the orientation of the target portal (which can't be obtained from the param2 when the target portal is unlit)
2020-02-15 16:03:54 +11:00
Treer
d4d3af2cdf Unlinks target portal if it's linked to a different portal
This is effectively a missing part to the change that made locate_or_build_portal() enforce that portals only link together in mutual pairs. As target portals that didn't need to be located or built we not being updated to link back to where the player travelled from.

Also
* implements events: on_run_wormhole, on_extinguish
* adds a lot of debug info
2020-02-15 16:03:54 +11:00
Treer
711c930697 fix bugs
fixes nullreference in find_surface_target_y, and ensure_remote_portal_then_teleport assuming a traditional portal shape.
minor documentation work.
2020-02-15 16:03:54 +11:00
Treer
1f5cc9c94e only perform remote_portal_checkup if portal schematic was placed 2020-02-15 16:03:53 +11:00
Treer
44f4f5ed91 Portals connect to nearby targets
Records portal positions. More testing required
2020-02-15 16:03:53 +11:00
Treer
b04b4cb820 Add Book of Portals
Squashed commit of the following:

commit e80030750df91f75745c7d52729a0d4942eb32f8
Author: Treer <treer.git+github@the-bordello.com>
Date:   Sat Jul 13 13:52:02 2019 +1000

    Finish book of portals

commit 82ad3d6af683b6bb4cc107e8c76f44c0b791a28d
Author: Treer <treer.git@gmail.com>
Date:   Thu Jul 11 22:43:02 2019 +1000

    Book of Portals art

commit fac6ff1da89a1b06b78deb0b5b4e3bebe4166860
Author: Treer <treer.git@gmail.com>
Date:   Thu Jul 11 00:39:50 2019 +1000

    starting book of portals
2020-02-15 16:03:53 +11:00
Treer
5fe2c86866 provide Portal API 2020-02-15 16:03:52 +11:00
Treer
67bf24e02e Dynamic/hardware portal colouring
Currently proof of concept: Removes wormhole colour from .png texture and specifies it through MT API instead. The post_effect_color may call for registering a separate node per portal colour.
Palette 0 will have to be the traditional portal magenta (instead of 0 being black) for map compatibility with mod when colour was in the texture and not param2.
2020-02-15 15:57:58 +11:00
Treer
b3d1339a76 Allow two or more portal types to be made with the same frame material
(provided they are different sized portals)
Removes direct references to the registered_portals table
2020-02-15 15:57:57 +11:00
Treer
d45908e90f Prevent portals from sharing frame nodes with other portals
While it's rather cute having portals that share parts of their frame with other portals, the way the nether mod implemented portals means a node being part of more than one portal enables a family of bugs.

Igniting a portal now extinguishes any portal that was using nodes now taken by the newly ignited portal.
2020-02-15 15:57:57 +11:00
Treer
e221cf1d99 Spawn portals on the surface, when possible 2020-02-15 15:57:57 +11:00
Treer
71244a7949 Fix call to node timer stop()
Part of e5a5db907, fixes an issue where node timers weren't stopped by extinguish_portal().
And tweaks some comments
2020-02-15 15:57:57 +11:00
Treer
74b25acdc8 tidy up some code 2020-02-15 15:57:56 +11:00
Treer
1a222d45e8 Prevent concurrent mapgen from removing freshly placed portals 2020-02-15 15:57:56 +11:00
Treer
dd761b4c0d Allow reignition of portals in player-built areas
e.g. allow remote ignition to a portal in a "portal room"
2020-02-15 15:57:56 +11:00
Treer
df4b40fe15 Issue #6 Replace ABM with single node timer
https://github.com/minetest-mods/nether/issues/6
2020-02-15 15:57:56 +11:00
Treer
a9cdc36a7d Add mesecons support
Portals can be switched on and off with mesecons
(from a tech-tree perspective, mese is still required for portal ignition)
2020-02-15 15:57:55 +11:00
Treer
d9911e65ee Separate portal shape code from portal behavior code, and refactor
Allows dev and testing/debugging to focus on one (shape or behavior) without getting mixed up in the other, will also enable different portal shapes later on. Other adjustments:
* Reuse/reignite an existing portal or portal frame if there is one at the remote destination, rather than the area being overwritten by a slightly offset portal schematic.
* Create remote portals in a matching orientation to the local portal.
* Preserve player position & facing relative to portal when traveling through wormhole (even if portals are at 90°)
* Players no longer bounce several times after teleporting
* Player is not teleported until after the portal at the other end is confirmed/built
2020-02-15 15:57:55 +11:00
ㄗㄠˋ ㄑㄧˊ
b49f4ce73d Fix error caused by teleporting offline players (#12) 2020-01-08 18:56:49 +01:00
SmallJoker
6551f5c120 Convert UTF-8 + BOM to UTF-8. Fixes crash on some systems 2019-08-01 18:25:25 +02:00
Treer
b8dab52e41 Unroll 32affba6 (stairs) (#9)
32affba6 re-registered stairs which have already been registered 20 lines earlier in the code, and registered them as "brick" causing the netherbrick stairs to replace Minetest's default:brick stairs. The rest of 32affba6 was already unrolled in 7a0e52da, but the stairs bug remained.
2019-07-20 08:56:32 +02:00
Treer
bf145d4c11 Fix portal particle spawners
Issue introduced in 0b6925f4b1. Fix tested in 4.17.1 and 5.1-dev
2019-06-26 19:04:02 -07:00
Auke Kok
2d94d74d97 Fix #1. 2017-12-20 20:52:57 -08:00
Auke Kok
57b2d30b9e Override mese crystal fragment, use new settings API.
Thanks to Julien Puydt
2017-12-19 21:39:29 -08:00
Auke Kok
0b6925f4b1 Fixes old bug id #21 2017-12-19 21:35:05 -08:00
Auke Kok
7a0e52da46 Luacheck cleanups. 2017-12-19 21:31:53 -08:00
Auke Kok
509cfefd69 This code is not trivial, and really needs a .luacheckrc. 2017-12-19 21:31:34 -08:00
Auke Kok
8008b8cbdc Fix sound passing for stairs. 2017-12-19 21:17:14 -08:00
Auke Kok
3f2c30ec2e Relicense to ISC. 2017-12-19 21:03:58 -08:00
Auke Kok
483cbe916d Remove debug code. 2017-12-19 21:00:16 -08:00
Auke Kok
32affba608 Add slabs and stairs for nether bricks, using "stairs" mod. 2017-12-19 20:51:45 -08:00
paramat
bc2ccfbaea Use voxelmanip data buffer memory optimisation
Reuse a single table for content ids to reduce memory use.
Add DEBUG parameter to control printing of mapchunk generation time,
set to false as default.
Add missing noise parameters (parameters are default and unchanged).
2017-01-04 09:30:27 -08:00
Auke Kok
7cf89b2889 Make textures brighter, retaining contrast. (#20)
Goal: make caves a lot brighter, accentuating glowstone and lava
accents, making walking around without torches possible.  The old
light level was barely enough to walk and see edges. This level
feels adequate.

Gimp settings: brightness + 40, contrast + 20.
2016-06-30 22:55:31 -07:00
Luka Vandervelden
589f305d08 StairsPlus support for nether bricks. (#19) 2016-06-11 16:52:48 -07:00
paramat
e230813af8 Place portal as schematic. Avoid portal griefing 2016-06-11 16:48:46 -07:00
Paramat
47d39871d2 Caverns. Fix node defs/crafting. Smaller emerge. Find cavern floor (#17)
Large caverns using squashed 3D noise
Less lava, more glowstone, no air pockets
Preserve nether dungeons

Allow light to spread from glowstone and make brighter
Fix 'is ground content' settings, portals should not be
excavated by overgenerated caves
Rack drops itself as normal
Make brick, fence, stair, slab groups consistent
Use 'node sound gravel defaults' for sand
Make brick crafting consistent with default
Make fence recipe output number consistent with default

Make 'emerge area' volume mimimum required size

Add 'find nether target y' function to search for a cavern
floor with space above for nether portal spawn
2016-05-30 12:55:04 -07:00
Auke Kok
c35f6a2d03 Clean up trailing whitespace.
Done using `cleanfile`.
2016-05-25 22:29:25 -07:00
paramat
20c0275ddd Init.lua: Organise, improve code style 2016-05-25 22:13:42 -07:00
paramat
d6d388b1c7 Move luavoxelmanip generation to master branch 2016-05-24 22:37:16 -07:00
Auke Kok
e748976f83 Add crafting recipes for bricks, fences. 2016-04-16 23:05:44 -07:00
Auke Kok
b5a626e02a Force emerge the target area.
We can likely remove the teleport hacks after this, but
I'll leave them in to be sure for now. This method works
well for me in another mod.
2016-04-16 20:38:03 -07:00
Auke Kok
21bf447cd0 Add standard mod files. 2016-04-16 20:18:45 -07:00
Auke Kok
a313b4201b Remove minetest.env:* usage. 2016-04-16 20:11:25 -07:00
Ryan
b2e259e2df Update and rename README.txt to README.md 2016-04-16 20:09:53 -07:00