-- see portal_api.txt for documentation local DEBUG = true nether.registered_portals = {} -- gives the colour values in nether_portals_palette.png that are used by the wormhole colorfacedir -- hardware colouring. nether.portals_palette = { [0] = {r = 128, g = 0, b = 128}, -- traditional/magenta [1] = {r = 0, g = 0, b = 0}, -- black [2] = {r = 19, g = 19, b = 255}, -- blue [3] = {r = 55, g = 168, b = 0}, -- green [4] = {r = 141, g = 237, b = 255}, -- cyan [5] = {r = 221, g = 0, b = 0}, -- red [6] = {r = 255, g = 240, b = 0}, -- yellow [7] = {r = 255, g = 255, b = 255} -- white } --[[ Portal shapes ============= For this PortalShape_Traditional implementation, anchorPos and wormholdPos are defined as follows: . +--------+--------+--------+--------+ | | Frame | | | | | | p2 | +--------+--------+--------+--------+ | | | | | | | | +--------+ + +--------+ | | Wormhole | | | | | | +--------+ + +--------+ | |Wormhole | | | | Pos | | +--------+--------+--------+--------+ AnchorPos| Node | | | | p1 | Timer | | | +--------+--------+--------+--------+ +X/East or +Z/North -----> 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 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 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 nether.PortalShape_Traditional = { size = vector.new(4, 5, 1), -- size of the portal, and not necessarily the size of the schematic, -- which may clear area around the portal. schematic_filename = nether.path .. "/schematics/nether_portal.mts", -- returns the coords for minetest.place_schematic() that will place the schematic on the anchorPos get_schematicPos_from_anchorPos = function(anchorPos, orientation) assert(orientation, "no orientation passed") if orientation == 0 then return {x = anchorPos.x, y = anchorPos.y, z = anchorPos.z - 2} else return {x = anchorPos.x - 2, y = anchorPos.y, z = anchorPos.z } end end, get_wormholePos_from_anchorPos = function(anchorPos, orientation) assert(orientation, "no orientation passed") if orientation == 0 then return {x = anchorPos.x + 1, y = anchorPos.y + 1, z = anchorPos.z } else return {x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z + 1} end end, get_anchorPos_from_wormholePos = function(wormholePos, orientation) assert(orientation, "no orientation passed") if orientation == 0 then return {x = wormholePos.x - 1, y = wormholePos.y - 1, z = wormholePos.z } else return {x = wormholePos.x, y = wormholePos.y - 1, z = wormholePos.z - 1} end end, -- p1 and p2 are used to keep maps compatible with earlier versions of this mod. -- p1 is the bottom/west/south corner of the portal, and p2 is the opposite corner, together -- they define the bounding volume for the portal. get_p1_and_p2_from_anchorPos = function(self, anchorPos, orientation) assert(orientation, "no orientation passed") local p1 = anchorPos -- PortalShape_Traditional puts the anchorPos at p1 for backwards&forwards compatibility local p2 if orientation == 0 then p2 = {x = p1.x + self.size.x - 1, y = p1.y + self.size.y - 1, z = p1.z } else p2 = {x = p1.x, y = p1.y + self.size.y - 1, z = p1.z + self.size.x - 1} end return p1, p2 end, get_anchorPos_and_orientation_from_p1_and_p2 = function(p1, p2) if p1.z == p2.z then return p1, 0 elseif p1.x == p2.x then return p1, 90 else -- this KISS implementation will break you've made a 3D PortalShape definition minetest.log("error", "get_anchorPos_and_orientation_from_p1_and_p2 failed on p1=" .. minetest.pos_to_string(p1) .. " p2=" .. minetest.pos_to_string(p2)) 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 local shortCircuited if orientation == 0 then -- use short-circuiting of boolean evaluation to allow func() to cause an abort by returning true shortCircuited = func({x = anchorPos.x + 0, y = anchorPos.y, z = anchorPos.z}) or func({x = anchorPos.x + 1, y = anchorPos.y, z = anchorPos.z}) or func({x = anchorPos.x + 2, y = anchorPos.y, z = anchorPos.z}) or func({x = anchorPos.x + 3, y = anchorPos.y, z = anchorPos.z}) or func({x = anchorPos.x + 0, y = anchorPos.y + 4, z = anchorPos.z}) or func({x = anchorPos.x + 1, y = anchorPos.y + 4, z = anchorPos.z}) or func({x = anchorPos.x + 2, y = anchorPos.y + 4, z = anchorPos.z}) or func({x = anchorPos.x + 3, y = anchorPos.y + 4, z = anchorPos.z}) or func({x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z}) or func({x = anchorPos.x, y = anchorPos.y + 2, z = anchorPos.z}) or func({x = anchorPos.x, y = anchorPos.y + 3, z = anchorPos.z}) or func({x = anchorPos.x + 3, y = anchorPos.y + 1, z = anchorPos.z}) or func({x = anchorPos.x + 3, y = anchorPos.y + 2, z = anchorPos.z}) or func({x = anchorPos.x + 3, y = anchorPos.y + 3, z = anchorPos.z}) else shortCircuited = func({x = anchorPos.x, y = anchorPos.y, z = anchorPos.z + 0}) or func({x = anchorPos.x, y = anchorPos.y, z = anchorPos.z + 1}) or func({x = anchorPos.x, y = anchorPos.y, z = anchorPos.z + 2}) or func({x = anchorPos.x, y = anchorPos.y, z = anchorPos.z + 3}) or func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 0}) or func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 1}) or func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 2}) or func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 3}) or func({x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z }) or func({x = anchorPos.x, y = anchorPos.y + 2, z = anchorPos.z }) or func({x = anchorPos.x, y = anchorPos.y + 3, z = anchorPos.z }) or func({x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z + 3}) or func({x = anchorPos.x, y = anchorPos.y + 2, z = anchorPos.z + 3}) or func({x = anchorPos.x, y = anchorPos.y + 3, z = anchorPos.z + 3}) end return not shortCircuited end, apply_func_to_wormhole_nodes = function(anchorPos, orientation, func) local shortCircuited if orientation == 0 then local wormholePos = {x = anchorPos.x + 1, y = anchorPos.y + 1, z = anchorPos.z} -- use short-circuiting of boolean evaluation to allow func() to cause an abort by returning true shortCircuited = func({x = wormholePos.x + 0, y = wormholePos.y + 0, z = wormholePos.z}) or func({x = wormholePos.x + 1, y = wormholePos.y + 0, z = wormholePos.z}) or func({x = wormholePos.x + 0, y = wormholePos.y + 1, z = wormholePos.z}) or func({x = wormholePos.x + 1, y = wormholePos.y + 1, z = wormholePos.z}) or func({x = wormholePos.x + 0, y = wormholePos.y + 2, z = wormholePos.z}) or func({x = wormholePos.x + 1, y = wormholePos.y + 2, z = wormholePos.z}) else local wormholePos = {x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z + 1} shortCircuited = func({x = wormholePos.x, y = wormholePos.y + 0, z = wormholePos.z + 0}) or func({x = wormholePos.x, y = wormholePos.y + 0, z = wormholePos.z + 1}) or func({x = wormholePos.x, y = wormholePos.y + 1, z = wormholePos.z + 0}) or func({x = wormholePos.x, y = wormholePos.y + 1, z = wormholePos.z + 1}) or func({x = wormholePos.x, y = wormholePos.y + 2, z = wormholePos.z + 0}) or func({x = wormholePos.x, y = wormholePos.y + 2, z = wormholePos.z + 1}) end return not shortCircuited 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 -- incase the portal was blocked with lava flowing from above. -- If portal can appear in mid-air then can also check for that and add a platform. disable_portal_trap = function(anchorPos, orientation) assert(orientation, "no orientation passed") -- 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. end } -- End of PortalShape_Traditional class --====================================================-- --======== End of PortalShape implementations ========-- --====================================================-- -- Portal implementation functions -- -- =============================== -- -- list of node names that are used as frame nodes by registered portals local is_frame_node = {} local ignition_item_name local S = nether.get_translator local mod_storage = minetest.get_mod_storage() local malleated_filenames = {} local function get_timerPos_from_p1_and_p2(p1, p2) -- Pick a frame node for the portal's timer. -- -- 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 -- 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 -- the same p1, etc. - or at least it was - there's code to try to stop that now. -- -- 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 { x = math.floor((p1.x + p2.x) / 2), y = p1.y, z = math.floor((p1.z + p2.z) / 2), } end -- orientation is the rotation degrees passed to place_schematic: 0, 90, 180, or 270 -- color is a value from 0 to 7 corresponding to the color of pixels in nether_portals_palette.png local function get_param2_from_color_and_orientation(color, orientation) assert(orientation, "no orientation passed") -- wormhole nodes have a paramtype2 of colorfacedir, which means the -- high 3 bits are palette, followed by 3 direction bits and 2 rotation bits. -- We set the palette bits and rotation return (orientation / 90) + color * 32 end local function get_orientation_from_param2(param2) -- Strip off the top 6 bits, unfortunately MT lua has no bitwise '&' -- (high 3 bits are palette, followed by 3 direction bits then 2 rotation bits) if param2 >= 128 then param2 = param2 - 128 end if param2 >= 64 then param2 = param2 - 64 end if param2 >= 32 then param2 = param2 - 32 end if param2 >= 16 then param2 = param2 - 16 end if param2 >= 8 then param2 = param2 - 8 end return param2 * 90 end -- Combining frame_node_name, p1, and p2 will always be enough to uniquely identify a portal_definition -- WITHOUT needing to inspect the world. register_portal() will enforce this. -- This function does not require the portal to be in a loaded chunk. -- Returns nil if no portal_definition matches the arguments local function get_portal_definition(frame_node_name, p1, p2) local size = vector.add(vector.subtract(p2, p1), 1) local rotated_size = {x = size.z, y = size.y, z = size.x} for _, portal_def in pairs(nether.registered_portals) do if portal_def.frame_node_name == frame_node_name then if vector.equals(size, portal_def.shape.size) or vector.equals(rotated_size, portal_def.shape.size) then return portal_def end end end return nil end -- Returns a list of all portal_definitions with a frame made of frame_node_name. -- Ideally no two portal types will be built from the same frame material so this call might be enough -- to uniquely identify a portal_definition without needing to inspect the world, HOWEVER we shouldn't -- cramp anyone's style and prohibit non-nether use of obsidian to make portals, so it returns a list. -- If the list contains more than one item then routines like ignite_portal() will have to search twice -- for a portal and take twice the CPU. local function list_portal_definitions_for_frame_node(frame_node_name) local result = {} for _, portal_def in pairs(nether.registered_portals) do if portal_def.frame_node_name == frame_node_name then table.insert(result, portal_def) end end return result end -- Add portal information to mod storage, so new portals may find existing portals near the target location. -- Do this whenever a portal is created or changes its ignition state local function store_portal_location_info(portal_name, anchorPos, orientation, ignited) mod_storage:set_string( minetest.pos_to_string(anchorPos) .. " is " .. portal_name, minetest.serialize({orientation = orientation, active = ignited}) ) end -- Remove portal information from mod storage. -- Do this if a portal frame is destroyed such that it cannot be ignited anymore. local function remove_portal_location_info(portal_name, anchorPos) mod_storage:set_string(minetest.pos_to_string(anchorPos) .. " is " .. portal_name, "") end -- Returns a table of the nearest portals to anchorPos indexed by distance, based on mod_storage -- data. -- Only portals in the same realm as the anchorPos will be returned, even if y_factor is 0. -- WARNING: Portals are not checked, and inactive portals especially may have been damaged without -- being removed from the mod_storage data. Check these portals still exist before using them, and -- invoke remove_portal_location_info() on any found to no longer exist. -- -- A y_factor of 0 means y does not affect the distance_limit, a y_factor of 1 means y is included, -- and a y_factor of 2 would squash the search-sphere by a factor of 2 on the y-axis, etc. -- Pass a nil or negative distance_limit to indicate no distance limit local function list_closest_portals(portal_definition, anchorPos, distance_limit, y_factor) local result = {} local isRealm = portal_definition.within_realm(anchorPos) if distance_limit == nil then distance_limit = -1 end if y_factor == nil then y_factor = 1 end for key, value in pairs(mod_storage:to_table().fields) do local closingBrace = key:find(")", 6, true) if closingBrace ~= nil then local found_anchorPos = minetest.string_to_pos(key:sub(0, closingBrace)) if found_anchorPos ~= nil and portal_definition.within_realm(found_anchorPos) == isRealm then local found_name = key:sub(closingBrace + 5) if found_name == portal_definition.name then local x = anchorPos.x - found_anchorPos.x local y = anchorPos.y - found_anchorPos.y local z = anchorPos.z - found_anchorPos.z local distance = math.hypot(y * y_factor, math.hypot(x, z)) if distance <= distance_limit or distance_limit < 0 then local info = minetest.deserialize(value) or {} if DEBUG then minetest.chat_send_all("found " .. found_name .. " listed at distance " .. distance .. " from dest " .. minetest.pos_to_string(anchorPos) .. ", found: " .. minetest.pos_to_string(found_anchorPos) .. " orientation " .. info.orientation) end info.anchorPos = found_anchorPos info.distance = distance result[distance] = info end end end end end return result end -- the timerNode is used to keep the metadata as that node already needs to be known any time a portal is stopped or run -- see also ambient_sound_stop() function ambient_sound_play(portal_definition, soundPos, timerNodeMeta) if portal_definition.sounds.ambient ~= nil then local soundLength = portal_definition.sounds.ambient.length if soundLength == nil then soundLength = 3 end local lastPlayed = timerNodeMeta:get_int("ambient_sound_last_played") -- Using "os.time() % soundLength == 0" is lightweight but means delayed starts, so trying a stored lastPlayed if os.time() >= lastPlayed + soundLength then local soundHandle = minetest.sound_play(portal_definition.sounds.ambient, {pos = soundPos, max_hear_distance = 8}) if timerNodeMeta ~= nil then timerNodeMeta:set_int("ambient_sound_handle", soundHandle) timerNodeMeta:set_int("ambient_sound_last_played", os.time()) end end end end -- the timerNode is used to keep the metadata as that node already needs to be known any time a portal is stopped or run -- see also ambient_sound_play() function ambient_sound_stop(timerNodeMeta) if timerNodeMeta ~= nil then local soundHandle = timerNodeMeta:get_int("ambient_sound_handle") minetest.sound_fade(soundHandle, -3, 0) end end -- WARNING - this is invoked by on_destruct, so you can't assume there's an accesible node at pos function extinguish_portal(pos, node_name, frame_was_destroyed) -- mesecons seems to invoke action_off() 6 times every time you place a block? if DEBUG then minetest.chat_send_all("extinguish_portal" .. minetest.pos_to_string(pos) .. " " .. node_name) end local meta = minetest.get_meta(pos) local p1 = minetest.string_to_pos(meta:get_string("p1")) local p2 = minetest.string_to_pos(meta:get_string("p2")) local target = minetest.string_to_pos(meta:get_string("target")) if p1 == nil or p2 == nil then if DEBUG then minetest.chat_send_all(" no active portal found to extinguish") end return end local portal_definition = get_portal_definition(node_name, p1, p2) if portal_definition == nil then minetest.log("error", "extinguish_portal() invoked on " .. node_name .. " but no registered portal is constructed from " .. node_name) return -- no portal frames are made from this type of node end if portal_definition.sounds.extinguish ~= nil then minetest.sound_play(portal_definition.sounds.extinguish, {pos = p1}) end -- stop timer and ambient sound local timerPos = get_timerPos_from_p1_and_p2(p1, p2) minetest.get_node_timer(timerPos):stop() ambient_sound_stop(minetest.get_meta(timerPos)) -- update the ignition state in the portal location info local anchorPos, orientation = portal_definition.shape.get_anchorPos_and_orientation_from_p1_and_p2(p1, p2) if frame_was_destroyed then remove_portal_location_info(portal_definition.name, anchorPos) else store_portal_location_info(portal_definition.name, anchorPos, orientation, false) end local frame_node_name = portal_definition.frame_node_name local wormhole_node_name = portal_definition.wormhole_node_name for x = p1.x, p2.x do for y = p1.y, p2.y do for z = p1.z, p2.z do local nn = minetest.get_node({x = x, y = y, z = z}).name if nn == frame_node_name or nn == wormhole_node_name then if nn == wormhole_node_name then minetest.remove_node({x = x, y = y, z = z}) end local m = minetest.get_meta({x = x, y = y, z = z}) m:set_string("p1", "") m:set_string("p2", "") m:set_string("target", "") m:set_string("portal_type", "") end end end end if target ~= nil then if DEBUG then minetest.chat_send_all(" attempting to also extinguish target with wormholePos " .. minetest.pos_to_string(target)) end extinguish_portal(target, node_name) end if portal_definition.on_extinguish ~= nil then portal_definition.on_extinguish(portal_definition, anchorPos, orientation) end end -- Note: will extinguish any portal using the same nodes that are being set local function set_portal_metadata(portal_definition, anchorPos, orientation, destination_wormholePos, ignite) if DEBUG then minetest.chat_send_all("set_portal_metadata(ignite=" .. tostring(ignite) .. ") at " .. minetest.pos_to_string(anchorPos) .. " orient " .. orientation .. ", setting to target " .. minetest.pos_to_string(destination_wormholePos)) end -- Portal position is stored in metadata as p1 and p2 to keep maps compatible with earlier versions of this mod. -- p1 is the bottom/west/south corner of the portal, and p2 is the opposite corner, together -- they define the bounding volume for the portal. local p1, p2 = portal_definition.shape:get_p1_and_p2_from_anchorPos(anchorPos, orientation) local p1_string, p2_string = minetest.pos_to_string(p1), minetest.pos_to_string(p2) local param2 = get_param2_from_color_and_orientation(portal_definition.wormhole_node_color, orientation) local update_aborted-- using closures to allow the updateFunc to return extra information - by setting this variable local updateFunc = function(pos) local meta = minetest.get_meta(pos) if ignite then local node_name = minetest.get_node(pos).name if node_name == "air" then minetest.set_node(pos, {name = portal_definition.wormhole_node_name, param2 = param2}) end local existing_p1 = meta:get_string("p1") if existing_p1 ~= "" then local existing_p2 = meta:get_string("p2") if existing_p1 ~= p1_string or existing_p2 ~= p2_string then if DEBUG then minetest.chat_send_all("set_portal_metadata() found existing metadata from another portal: existing_p1 " .. existing_p1 .. ", existing_p2" .. existing_p2 .. ", p1 " .. p1_string .. ", p2 " .. p2_string .. ", will existinguish existing portal...") end -- this node is already part of another portal, so extinguish that, because nodes only -- contain a link in the metadata to one portal, and being part of two allows a slew of bugs extinguish_portal(pos, node_name, false) -- clear the metadata to avoid causing a loop if extinguish_portal() fails on this node (e.g. it only works on frame nodes) meta:set_string("p1", nil) meta:set_string("p2", nil) meta:set_string("target", nil) meta:set_string("portal_type", nil) update_aborted = true return true -- short-circuit the update end end end 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)) if portal_definition.name ~= "nether_portal" then -- Legacy portals won't have this extra metadata, so don't rely on it. -- It's not strictly necessary for PortalShape_Traditional as we know that p1 is part of -- the frame and we can look up the portal type from p1, p2, and frame node name. -- Being able to read this from the metadata means other portal shapes needn't have their -- frame at the timerPos, it may handle unloaded nodes better, and it saves an extra call -- to minetest.getnode(). meta:set_string("portal_type", portal_definition.name) end end repeat update_aborted = false portal_definition.shape.apply_func_to_frame_nodes(anchorPos, orientation, updateFunc) portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, updateFunc) until not update_aborted local timerPos = get_timerPos_from_p1_and_p2(p1, p2) minetest.get_node_timer(timerPos):start(1) store_portal_location_info(portal_definition.name, anchorPos, orientation, true) end local function set_portal_metadata_and_ignite(portal_definition, anchorPos, orientation, destination_wormholePos) set_portal_metadata(portal_definition, anchorPos, orientation, destination_wormholePos, true) end -- this function returns two bools: portal found, portal is lit local function is_portal_at_anchorPos(portal_definition, anchorPos, orientation, force_chunk_load) local nodes_are_valid -- using closures to allow the check functions to return extra information - by setting this variable local portal_is_ignited -- using closures to allow the check functions to return extra information - by setting this variable local frame_node_name = portal_definition.frame_node_name local check_frame_Func = function(check_pos) local foundName = minetest.get_node(check_pos).name if foundName ~= frame_node_name then if force_chunk_load and foundName == "ignore" then -- area isn't loaded, force loading/emerge of check area minetest.get_voxel_manip():read_from_map(check_pos, check_pos) foundName = minetest.get_node(check_pos).name if DEBUG then minetest.chat_send_all("Forced loading of 'ignore' node at " .. minetest.pos_to_string(check_pos) .. ", got " .. foundName) end if foundName ~= frame_node_name then nodes_are_valid = false return true -- short-circuit the search end else nodes_are_valid = false return true -- short-circuit the search end end end local wormhole_node_name = portal_definition.wormhole_node_name local check_wormhole_Func = function(check_pos) local node_name = minetest.get_node(check_pos).name if node_name ~= wormhole_node_name then portal_is_ignited = false; if node_name ~= "air" then nodes_are_valid = false return true -- short-circuit the search end end end nodes_are_valid = true portal_is_ignited = true portal_definition.shape.apply_func_to_frame_nodes(anchorPos, orientation, check_frame_Func) -- check_frame_Func affects nodes_are_valid, portal_is_ignited if nodes_are_valid then -- a valid frame exists at anchorPos, check the wormhole is either ignited or unobstructed portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, check_wormhole_Func) -- check_wormhole_Func affects nodes_are_valid, portal_is_ignited end return nodes_are_valid, portal_is_ignited and nodes_are_valid -- returns two bools: portal was found, portal is lit end -- Checks pos, and if it's part of a portal or portal frame then three values are returned: anchorPos, orientation, is_ignited -- where orientation is 0 or 90 (0 meaning a portal that faces north/south - i.e. obsidian running east/west) local function is_within_portal_frame(portal_definition, pos) local width_minus_1 = portal_definition.shape.size.x - 1 local height_minus_1 = portal_definition.shape.size.y - 1 local depth_minus_1 = portal_definition.shape.size.z - 1 for d = -depth_minus_1, depth_minus_1 do for w = -width_minus_1, width_minus_1 do for y = -height_minus_1, height_minus_1 do local testAnchorPos_x = {x = pos.x + w, y = pos.y + y, z = pos.z + d} local portal_found, portal_lit = is_portal_at_anchorPos(portal_definition, testAnchorPos_x, 0, true) if portal_found then return testAnchorPos_x, 0, portal_lit else -- try orthogonal orientation local testForAnchorPos_z = {x = pos.x + d, y = pos.y + y, z = pos.z + w} portal_found, portal_lit = is_portal_at_anchorPos(portal_definition, testForAnchorPos_z, 90, true) if portal_found then return testForAnchorPos_z, 90, portal_lit end end end end end end local function build_portal(portal_definition, anchorPos, orientation, destination_wormholePos) minetest.place_schematic( portal_definition.shape.get_schematicPos_from_anchorPos(anchorPos, orientation), portal_definition.schematic_filename, orientation, { -- node replacements ["default:obsidian"] = portal_definition.frame_node_name, ["nether:portal"] = portal_definition.wormhole_node_name }, true ) -- set the param2 on wormhole nodes to ensure they are the right color local wormholeNode = { name = portal_definition.wormhole_node_name, param2 = get_param2_from_color_and_orientation(portal_definition.wormhole_node_color, orientation) } portal_definition.shape.apply_func_to_wormhole_nodes( anchorPos, orientation, function(pos) minetest.swap_node(pos, wormholeNode) end ) if DEBUG then minetest.chat_send_all("Placed " .. portal_definition.name .. " portal schematic at " .. minetest.pos_to_string(portal_definition.shape.get_schematicPos_from_anchorPos(anchorPos, orientation)) .. ", orientation " .. orientation) end set_portal_metadata(portal_definition, anchorPos, orientation, destination_wormholePos) if portal_definition.on_created ~= nil then portal_definition.on_created(portal_definition, anchorPos, orientation) end end -- Sometimes after a portal is placed, concurrent mapgen routines overwrite it. -- Make portals immortal for ~20 seconds after creation local function remote_portal_checkup(elapsed, portal_definition, anchorPos, orientation, destination_wormholePos) if DEBUG then minetest.chat_send_all("portal checkup at " .. elapsed .. " seconds") end local wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(anchorPos, orientation) local wormhole_node = minetest.get_node_or_nil(wormholePos) if wormhole_node == nil or wormhole_node.name ~= portal_definition.wormhole_node_name then -- ruh roh local message = "Newly created portal at " .. minetest.pos_to_string(anchorPos) .. " was overwritten. Attempting to recreate. Issue spotted after " .. elapsed .. " seconds" minetest.log("warning", message) if DEBUG then minetest.chat_send_all("!!! " .. message) end -- A pre-existing portal frame wouldn't have been immediately overwritten, so no need to check for one, just place the portal. build_portal(portal_definition, anchorPos, orientation, destination_wormholePos) end if elapsed < 10 then -- stop checking after ~20 seconds local delay = elapsed * 2 minetest.after(delay, remote_portal_checkup, elapsed + delay, portal_definition, anchorPos, orientation, destination_wormholePos) end end -- Used to find or build the remote twin after a portal is opened. -- If a portal is found that is already lit then it will be extinguished first and its destination_wormholePos updated, -- this is to enforce that portals only link together in mutual pairs. It would be better for gameplay if I didn't apply -- that restriction, but it would require maintaining an accurate list of every portal that links to a portal so they -- could be updated if the portal is destroyed. To keep the code simple I'm going to limit portals to only being the -- destination of one lit portal at a time. -- * suggested_wormholePos indicates where the portal should be built - note this not an anchorPos! -- * suggested_orientation is the suggested schematic rotation to use if no useable portal is found at suggested_wormholePos: -- 0, 90, 180, 270 (0 meaning a portal that faces north/south - i.e. obsidian running east/west) -- * destination_wormholePos is the wormholePos of the destination portal this one will be linked to. -- -- Returns the final (anchorPos, orientation), as they may differ from the anchorPos and orientation that was -- specified if an existing portal was already found there. local function locate_or_build_portal(portal_definition, suggested_wormholePos, suggested_orientation, destination_wormholePos) if DEBUG then minetest.chat_send_all("locate_or_build_portal() called at wormholePos" .. minetest.pos_to_string(suggested_wormholePos) .. " with suggested orient " .. suggested_orientation .. ", targetted to " .. minetest.pos_to_string(destination_wormholePos)) end local result_anchorPos; local result_orientation; -- Searching for an existing portal at wormholePos seems better than at anchorPos, though isn't important local found_anchorPos, found_orientation, is_ignited = is_within_portal_frame(portal_definition, suggested_wormholePos) -- can be optimized - check for portal at exactly suggested_wormholePos first if found_anchorPos ~= nil then -- A portal is already here, we don't have to build one, though we may need to ignite it result_anchorPos = found_anchorPos result_orientation = found_orientation if is_ignited then if DEBUG then minetest.chat_send_all(" Build unnecessary: already a lit portal at " .. minetest.pos_to_string(found_anchorPos) .. ", orientation " .. result_orientation .. ". Extinguishing...") end extinguish_portal(found_anchorPos, portal_definition.frame_node_name, false) else if DEBUG then minetest.chat_send_all(" Build unnecessary: already an unlit portal at " .. minetest.pos_to_string(found_anchorPos) .. ", orientation " .. result_orientation) end end -- ignite the portal set_portal_metadata_and_ignite(portal_definition, result_anchorPos, result_orientation, destination_wormholePos) else result_orientation = suggested_orientation result_anchorPos = portal_definition.shape.get_anchorPos_from_wormholePos(suggested_wormholePos, result_orientation) build_portal(portal_definition, result_anchorPos, result_orientation, destination_wormholePos) -- make sure portal isn't overwritten by ongoing generation/emerge minetest.after(2, remote_portal_checkup, 2, portal_definition, result_anchorPos, result_orientation, destination_wormholePos) end return result_anchorPos, result_orientation end -- invoked when a player attempts to turn obsidian nodes into an open portal -- ignition_node_name is optional local function ignite_portal(ignition_pos, 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 -- find which sort of portals are made from the node that was clicked on local portal_definition_list = list_portal_definitions_for_frame_node(ignition_node_name) for _, portal_definition in ipairs(portal_definition_list) do local continue = false -- check it was a portal frame that the player is trying to ignite local anchorPos, orientation, is_ignited = is_within_portal_frame(portal_definition, ignition_pos) if anchorPos == nil then if DEBUG then minetest.chat_send_all("No " .. portal_definition.name .. " portal frame found at " .. minetest.pos_to_string(ignition_pos)) end continue = true -- no portal is here, but perhaps there more than one portal type we need to search for elseif is_ignited then if DEBUG then local meta = minetest.get_meta(ignition_pos) if meta ~= nil then minetest.chat_send_all("This portal links to " .. meta:get_string("target") .. ". p1=" .. meta:get_string("p1") .. " p2=" .. meta:get_string("p2")) end end return false -- portal is already ignited end if continue == false then if DEBUG then minetest.chat_send_all("Found portal frame. Looked at " .. minetest.pos_to_string(ignition_pos) .. ", found at " .. minetest.pos_to_string(anchorPos) .. " orientation " .. orientation) end local destination_anchorPos, destination_orientation if portal_definition.within_realm(ignition_pos) then destination_anchorPos, destination_orientation = portal_definition.find_surface_anchorPos(anchorPos) else destination_anchorPos, destination_orientation = portal_definition.find_realm_anchorPos(anchorPos) 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 local destination_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(destination_anchorPos, destination_orientation) if DEBUG then minetest.chat_send_all("Destination set to " .. minetest.pos_to_string(destination_anchorPos)) end -- ignition/BURN_BABY_BURN set_portal_metadata_and_ignite(portal_definition, anchorPos, orientation, destination_wormholePos) if portal_definition.sounds.ignite ~= nil then local local_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(anchorPos, orientation) minetest.sound_play(portal_definition.sounds.ignite, {pos = local_wormholePos, max_hear_distance = 20}) end if portal_definition.on_ignite ~= nil then portal_definition.on_ignite(portal_definition, anchorPos, orientation) end return true end end end -- invoked when a player is standing in a portal local function ensure_remote_portal_then_teleport(player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos) -- check player is still standing in a portal local playerPos = player:getpos() playerPos.y = playerPos.y + 0.1 -- Fix some glitches at -8000 if minetest.get_node(playerPos).name ~= portal_definition.wormhole_node_name then return -- the player has moved out of the portal end -- debounce - check player is still standing in the *same* portal that called this function local meta = minetest.get_meta(playerPos) local local_p1, local_p2 = portal_definition.shape:get_p1_and_p2_from_anchorPos(local_anchorPos, local_orientation) local p1_at_playerPos = minetest.string_to_pos(meta:get_string("p1")) if p1_at_playerPos == nil or not vector.equals(local_p1, p1_at_playerPos) then if DEBUG then minetest.chat_send_all("the player already teleported from " .. minetest.pos_to_string(local_anchorPos) .. ", and is now standing in a different portal - " .. meta:get_string("p1")) end return -- the player already teleported, and is now standing in a different portal end local dest_wormhole_node = minetest.get_node_or_nil(destination_wormholePos) if dest_wormhole_node == nil then -- area not emerged yet, delay and retry if DEBUG then minetest.chat_send_all("ensure_remote_portal_then_teleport() could not find anything yet at " .. minetest.pos_to_string(destination_wormholePos)) end minetest.after(1, ensure_remote_portal_then_teleport, player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos) else local local_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(local_anchorPos, local_orientation) if dest_wormhole_node.name == portal_definition.wormhole_node_name then -- portal exists local destination_orientation = get_orientation_from_param2(dest_wormhole_node.param2) local destination_anchorPos = portal_definition.shape.get_anchorPos_from_wormholePos(destination_wormholePos, destination_orientation) portal_definition.shape.disable_portal_trap(destination_anchorPos, destination_orientation) -- if the portal is already linked to a different portal then extinguish the other portal and -- update the target portal to point back at this one. local remoteMeta = minetest.get_meta(destination_wormholePos) local remoteTarget = minetest.string_to_pos(remoteMeta:get_string("target")) if remoteTarget == nil then if DEBUG then minetest.chat_send_all("Failed to test whether target portal links back to this one") end elseif not vector.equals(remoteTarget, local_wormholePos) then if DEBUG then minetest.chat_send_all("Target portal is already linked, extinguishing then relighting to point back at this one") end extinguish_portal(remoteTarget, portal_definition.frame_node_name, false) set_portal_metadata_and_ignite( portal_definition, destination_anchorPos, destination_orientation, local_wormholePos ) end 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 -- play the teleport sound if portal_definition.sounds.teleport ~= nil then minetest.sound_play(portal_definition.sounds.teleport, {to_player = player.name}) end -- rotate the player if the destination portal is a different orientation local rotation_angle = math.rad(destination_orientation - local_orientation) local offset = vector.subtract(playerPos, local_wormholePos) -- preserve player's position in the portal 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} local new_playerPos = vector.add(destination_wormholePos, rotated_offset) player:setpos(new_playerPos) player:set_look_horizontal(player:get_look_horizontal() + rotation_angle) if portal_definition.on_player_teleported ~= nil then portal_definition.on_player_teleported(portal_definition, player, playerPos, new_playerPos) end else -- no wormhole node at destination - destination portal either needs to be built or ignited. -- Note: A very rare edge-case that is difficult to set up: -- If the destination portal is unlit and its frame shares a node with a lit portal that is linked to this -- portal (but has not been travelled through, thus not linking this portal back to it), then igniting -- the destination portal will extinguish the portal it's touching, which will extinguish this portal -- which will leave a confused player. -- I don't think this is worth preventing, but I document it incase someone describes entering a portal -- and then the portal turning off. if DEBUG then minetest.chat_send_all("ensure_remote_portal_then_teleport() saw " .. dest_wormhole_node.name .. " at " .. minetest.pos_to_string(destination_wormholePos) .. " rather than a wormhole. Calling locate_or_build_portal()") end local new_dest_anchorPos, new_dest_orientation = locate_or_build_portal(portal_definition, destination_wormholePos, local_orientation, local_wormholePos) local new_dest_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(new_dest_anchorPos, new_dest_orientation) if not vector.equals(destination_wormholePos, new_dest_wormholePos) then -- Update the local portal's target to match where the existing remote portal was found destination_wormholePos = new_dest_wormholePos if DEBUG then minetest.chat_send_all(" updating target to where remote portal was found - " .. minetest.pos_to_string(destination_wormholePos)) end set_portal_metadata( portal_definition, local_anchorPos, local_orientation, destination_wormholePos ) end minetest.after(0.1, ensure_remote_portal_then_teleport, player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos) end end end -- run_wormhole() is invoked once per second per portal, handling teleportation and particle effects. -- See get_timerPos_from_p1_and_p2() for an explanation of the timerPos location function run_wormhole(timerPos, time_elapsed) local portal_definition -- will be used inside run_wormhole_node_func() local run_wormhole_node_func = function(pos) if math.random(2) == 1 then -- lets run only 3 particlespawners instead of 6 per portal minetest.add_particlespawner({ amount = 16, time = 2, minpos = {x = pos.x - 0.25, y = pos.y - 0.25, z = pos.z - 0.25}, maxpos = {x = pos.x + 0.25, y = pos.y + 0.25, z = pos.z + 0.25}, minvel = {x = -0.8, y = -0.8, z = -0.8}, maxvel = {x = 0.8, y = 0.8, z = 0.8}, minacc = {x = 0, y = 0, z = 0}, maxacc = {x = 0, y = 0, z = 0}, minexptime = 0.5, maxexptime = 1.5, minsize = 0.5, maxsize = 1.5, collisiondetection = false, texture = portal_definition.particle_texture_colored, glow = 5 }) end for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do if obj:is_player() then local meta = minetest.get_meta(pos) local destination_wormholePos = minetest.string_to_pos(meta:get_string("target")) local local_p1 = minetest.string_to_pos(meta:get_string("p1")) if destination_wormholePos ~= nil and local_p1 ~= nil then -- force emerge of target area minetest.get_voxel_manip():read_from_map(destination_wormholePos, destination_wormholePos) -- force load if minetest.get_node_or_nil(destination_wormholePos) == nil then minetest.emerge_area(vector.subtract(destination_wormholePos, 4), vector.add(destination_wormholePos, 4)) end local local_orientation = get_orientation_from_param2(minetest.get_node(pos).param2) minetest.after( 3, -- hopefully target area is emerged in 3 seconds function() ensure_remote_portal_then_teleport( obj, portal_definition, local_p1, local_orientation, destination_wormholePos ) end ) end end end end local p1, p2, frame_node_name local meta = minetest.get_meta(timerPos) if meta ~= nil then p1 = minetest.string_to_pos(meta:get_string("p1")) p2 = minetest.string_to_pos(meta:get_string("p2")) portal_name = minetest.string_to_pos(meta:get_string("portal_type")) -- don't rely on this yet until you're sure everything works with old portals that don't have this set end if p1 ~= nil and p2 ~= nil then -- figure out the portal shape so we know where the wormhole nodes will be located if portal_name ~= nil and nether.registered_portals[portal_name] ~= nil then portal_definition = nether.registered_portals[portal_name] else local frame_node_name = minetest.get_node(timerPos).name -- timerPos should be a frame node if the shape is traditionalPortalShape portal_definition = get_portal_definition(frame_node_name, p1, p2) end if portal_definition == nil then 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 .. "\"") 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) if portal_definition.on_run_wormhole ~= nil then portal_definition.on_run_wormhole(portal_definition, anchorPos, orientation) end local wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(anchorPos, orientation) ambient_sound_play(portal_definition, wormholePos, meta) end end end local function create_book(item_name, inventory_description, inventory_image, title, author, page1_text, page2_text) local display_book = function(itemstack, user, pointed_thing) local player_name = user:get_player_name() minetest.sound_play("nether_book_open", {to_player = player_name, gain = 0.25}) local formspec = "size[18,12.122]" .. "label[3.1,0.5;" .. minetest.formspec_escape(title) .. "]" .. "label[3.6,0.9;" .. author .. "]" .. "textarea[ 0.9,1.7;7.9,12.0;;" .. minetest.formspec_escape(page1_text) .. ";]" .. "textarea[10.1,0.8;7.9,12.9;;" .. minetest.formspec_escape(page2_text) .. ";]" .. "background[0,0;18,11;nether_book_background.png;true]".. "image_button_exit[17.3,0;0.8,0.8;nether_book_close.png;;]" minetest.show_formspec(player_name, item_name, formspec) end minetest.register_craftitem(item_name, { description = inventory_description, inventory_image = inventory_image, groups = {book = 1}, on_use = display_book }) end -- Updates nether:book_of_portals -- A book the player can read to lean how to build the different portals local function create_book_of_portals() local page1_text local page2_text = "" -- tell the player how many portal types there are local portalCount = 0 for _ in pairs(nether.registered_portals) do portalCount = portalCount + 1 end if portalCount == 1 then page1_text = S("In all my travels, and time spent in the Great Libraries, I have encountered no shortage of legends surrounding preternatural doorways said to open into other worlds, yet only one can I confirm as being more than merely a story.") else page1_text = S("In all my travels, and time spent in the Great Libraries, I have encountered no shortage of legends surrounding preternatural doorways said to open into other worlds, yet only @1 can I confirm as being more than merely stories.", portalCount) end -- tell the player how to ignite portals local ignition_item_description = "" if ignition_item_name ~= nil and minetest.registered_items[ignition_item_name] ~= nil then ignition_item_description = minetest.registered_items[ignition_item_name].description end page1_text = page1_text .. S("\n\nThe key to opening such a doorway is to strike the frame with a @1, at which point the very air inside begins to crackle and glow.\n\n\n", string.lower(ignition_item_description)) -- Describe how to create each type of portal, or perhaps just give clues or flavor text, -- but ensure the Nether is always listed first on the first page so other definitions can -- refer to it (pairs() returns order based on a random hash). local i = 1 if nether.registered_portals["nether_portal"] then page1_text = page1_text .. nether.registered_portals["nether_portal"].book_of_portals_pagetext .. "\n\n\n" i = i + 1 end for portalName, portalDef in pairs(nether.registered_portals) do if portalName ~= "nether_portal" then if i <= portalCount / 2 then page1_text = page1_text .. portalDef.book_of_portals_pagetext .. "\n\n\n" else page2_text = page2_text .. portalDef.book_of_portals_pagetext .. "\n\n\n" end i = i + 1 end end create_book( "nether:book_of_portals", S("Book of Portals"), "nether_book_of_portals.png", S("A treatise on Rifts and Portals"), "Riccard F. Burton", -- perhaps a Richard F. Burton of an alternate universe page1_text, page2_text ) end -- This is hack to work around how place_schematic() never invalidates its cache. -- A unique schematic filename is generated for each unique set of node replacements function get_malleated_schematic_filename(portal_definition) local result if portal_definition.shape ~= nil and portal_definition.shape.schematic_filename ~= nil then local schematicFileName = portal_definition.shape.schematic_filename local uniqueId = portal_definition.frame_node_name .. " " .. portal_definition.wormhole_node_name if malleated_filenames[schematicFileName] == nil then malleated_filenames[schematicFileName] = {} end local filenamesForSchematic = malleated_filenames[schematicFileName] -- Split the schematic's filename into the path and filename local lastSlashPos, _ = schematicFileName:find("/[^/]+$") -- find the rightmost slash local lastBackslashPos, _ = schematicFileName:find("\\[^\\]+$") -- find the rightmost backslash if lastSlashPos == nil then lastSlashPos = -1 end if lastBackslashPos ~= nil then lastSlashPos = math.max(lastSlashPos, lastBackslashPos) end local part_path = schematicFileName:sub(0, math.max(0, lastSlashPos - 1)) local part_filename = schematicFileName:sub(lastSlashPos + 1) if filenamesForSchematic[uniqueId] == nil then local malleationCount = 0 for _ in pairs(filenamesForSchematic) do malleationCount = malleationCount + 1 end local malleatedFilename = part_path .. DIR_DELIM for i = 1, malleationCount do malleatedFilename = malleatedFilename .. '.' .. DIR_DELIM -- should work on both Linux and Windows end malleatedFilename = malleatedFilename .. part_filename filenamesForSchematic[uniqueId] = malleatedFilename end result = filenamesForSchematic[uniqueId] end return result end function register_frame_node(frame_node_name) -- copy the existing node definition local node = minetest.registered_nodes[frame_node_name] local extended_node_def = {} for key, value in pairs(node) do extended_node_def[key] = value end extended_node_def.replaced_by_portalapi = {} -- allows chaining or restoration of original functions, if necessary -- add portal portal functionality extended_node_def.replaced_by_portalapi.mesecons = extended_node_def.mesecons 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) end, action_off = function (pos, node) if DEBUG then minetest.chat_send_all("portal frame material: mesecons action OFF") end extinguish_portal(pos, node.name, false) end }} extended_node_def.replaced_by_portalapi.on_destruct = extended_node_def.on_destruct extended_node_def.on_destruct = function(pos) if DEBUG then minetest.chat_send_all("portal frame material: destruct") end extinguish_portal(pos, frame_node_name, true) end extended_node_def.replaced_by_portalapi.on_timer = extended_node_def.on_timer extended_node_def.on_timer = function(pos, elapsed) run_wormhole(pos, elapsed) return true end -- replace the node with the new extended definition minetest.register_node(":" .. frame_node_name, extended_node_def) end function unregister_frame_node(frame_node_name) -- copy the existing node definition local node = minetest.registered_nodes[frame_node_name] local restored_node_def = {} for key, value in pairs(node) do restored_node_def[key] = value end -- remove portal portal functionality restored_node_def.mesecons = nil restored_node_def.on_destruct = nil restored_node_def.on_timer = nil restored_node_def.replaced_by_portalapi = nil if node.replaced_by_portalapi ~= nil then for key, value in pairs(node.replaced_by_portalapi) do restored_node_def[key] = value end end -- replace the node with the restored definition minetest.register_node(":" .. frame_node_name, restored_node_def) end -- check for mistakes people might make in custom shape definitions function test_shapedef_is_valid(shape_defintion) assert(shape_defintion ~= nil, "shape definition cannot be nil") local result = true -- todo return result end -- check for mistakes people might make in portal definitions function test_portaldef_is_valid(portal_definition) local result = test_shapedef_is_valid(portal_definition.shape) assert(portal_definition.wormhole_node_color >= 0 and portal_definition.wormhole_node_color < 8, "portaldef.wormhole_node_color must be between 0 and 7 (inclusive)") assert(portal_definition.within_realm ~= nil, "portaldef.within_realm() must be implemented") assert(portal_definition.find_realm_anchorPos ~= nil, "portaldef.find_realm_anchorPos() must be implemented") -- todo return result end -- convert portals made with old ABM version of nether mod to use the timer instead minetest.register_lbm({ label = "Start portal timer", name = "nether:start_portal_timer", nodenames = {"nether:portal"}, run_at_every_load = false, action = function(pos, node) 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")) end if p1 ~= nil and p2 ~= nil then local timerPos = get_timerPos_from_p1_and_p2(p1, p2) local timer = minetest.get_node_timer(timerPos) if timer ~= nil then timer:start(1) elseif DEBUG then minetest.chat_send_all("get_node_timer" .. minetest.pos_to_string(timerPos) .. " returned null") end end end }) minetest.register_on_mods_loaded(function() -- Make the Book of Portals available as treasure/loot if nether.PORTAL_BOOK_LOOT_WEIGHTING > 0 and minetest.registered_items["nether:book_of_portals"] ~= nil then -- All portals should be registered now. -- If the Nether is the only registered portal then lower the amount of these books -- found as treasure, since many players already know the shape of a Nether portal -- and what to build one out of, so would probably prefer other treasures. local portalCount = 0 for _ in pairs(nether.registered_portals) do portalCount = portalCount + 1 end local weight_adjust = 1 if portalCount <= 1 then weight_adjust = 0.5 end if minetest.get_modpath("loot") then loot.register_loot({ weights = { generic = nether.PORTAL_BOOK_LOOT_WEIGHTING * 1000 * weight_adjust, books = 100 }, payload = { stack = "nether:book_of_portals" } }) end if minetest.get_modpath("dungeon_loot") then dungeon_loot.register({name = "nether:book_of_portals", chance = nether.PORTAL_BOOK_LOOT_WEIGHTING * weight_adjust}) end -- todo: add to Treasurer mod TRMP https://github.com/poikilos/trmp_minetest_game -- todo: add to help modpack https://forum.minetest.net/viewtopic.php?t=15912 end end) -- Portal API functions -- -- ==================== -- -- The fallback defaults for registered portaldef tables local portaldef_default = { shape = PortalShape_Traditional, wormhole_node_name = "nether:portal", wormhole_node_color = 0, frame_node_name = "default:obsidian", particle_texture = "nether_particle.png", sounds = { ambient = {name = "nether_portal_ambient", gain = 0.6, length = 3}, ignite = {name = "nether_portal_ignite", gain = 0.5}, extinguish = {name = "nether_portal_extinguish", gain = 0.3}, teleport = {name = "nether_portal_teleport", gain = 0.3} } } function nether.register_portal(name, portaldef) assert(name ~= nil, "Unable to register portal: Name is nil") assert(portaldef ~= nil, "Unable to register portal ''" .. name .. "'': portaldef is nil") if nether.registered_portals[name] ~= nil then minetest.log("error", "Unable to register portal: '" .. name .. "' is already in use") return false; end portaldef.name = name -- use portaldef_default for any values missing from portaldef or portaldef.sounds if portaldef.sounds ~= nil then setmetatable(portaldef.sounds, {__index = portaldef_default.sounds}) end setmetatable(portaldef, {__index = portaldef_default}) portaldef.schematic_filename = get_malleated_schematic_filename(portaldef) if portaldef.particle_color == nil then -- default the particle colours to be the same as the wormhole colour assert(portaldef.wormhole_node_color >= 0 and portaldef.wormhole_node_color < 8, "portaldef.wormhole_node_color must be between 0 and 7 (inclusive)") local rgb = nether.portals_palette[portaldef.wormhole_node_color] portaldef.particle_color = minetest.rgba(rgb.r, rgb.g, rgb.b) end if portaldef.particle_texture_colored == nil then -- Combine the particle texture with the particle color unless a colored particle texture was specified. portaldef.particle_texture_colored = portaldef.particle_texture .. "^[colorize:" .. portaldef.particle_color .. ":alpha" end if portaldef.find_surface_anchorPos == nil then -- default to using find_surface_target_y() portaldef.find_surface_anchorPos = function(pos) local surface_y = nether.find_surface_target_y(pos.x, pos.z, name) return {x = pos.x, y = surface_y, z = pos.z} end end if test_portaldef_is_valid(portaldef) then nether.registered_portals[portaldef.name] = portaldef create_book_of_portals() if not is_frame_node[portaldef.frame_node_name] then register_frame_node(portaldef.frame_node_name) is_frame_node[portaldef.frame_node_name] = true end return true end end function nether.unregister_portal(name) assert(name ~= nil, "Cannot unregister portal: Name is nil") local portaldef = nether.registered_portals[name] local result = portaldef ~= nil if portaldef ~= nil then nether.registered_portals[name] = nil local portals_still_using_frame_node = list_portal_definitions_for_frame_node(portaldef.frame_node_name) if next(portals_still_using_frame_node) == nil then -- no portals are using this frame node any more unregister_frame_node(portaldef.frame_node_name) is_frame_node[portaldef.frame_node_name] = nil end end return result end function nether.register_portal_ignition_item(item_name) minetest.override_item(item_name, { on_place = function(stack, _, pt) if pt.under and is_frame_node[minetest.get_node(pt.under).name] then local done = ignite_portal(pt.under) if done and not minetest.settings:get_bool("creative_mode") then stack:take_item() end end return stack end, }) ignition_item_name = item_name 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. function nether.volume_is_natural(minp, maxp) 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 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 local id = data[vi] -- Existing node if id ~= c_air and id ~= c_ignore then -- These are natural local name = minetest.get_name_from_content_id(id) local nodedef = minetest.registered_nodes[name] if not nodedef.is_ground_content then -- 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) then return false end end end vi = vi + 1 end end end return true 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) -- try to spawn on surface first if minetest.get_spawn_level ~= nil then -- older versions of Minetest don't have this local surface_level = minetest.get_spawn_level(target_x, target_z) if surface_level ~= nil then -- get_spawn_level() seems to err on the side of caution and sometimes spawn the player a -- block higher than the ground level. local shouldBeGroundPos = {x = target_x, y = surface_level - 1, z = target_z} local groundNode = minetest.get_node_or_nil(shouldBeGroundPos) if groundNode == nil then -- force the area to be loaded - it's going to be loaded anyway by volume_is_natural() minetest.get_voxel_manip():read_from_map(shouldBeGroundPos, shouldBeGroundPos) groundNode = minetest.get_node(shouldBeGroundPos) end if not groundNode.is_ground_content then surface_level = surface_level - 1 end -- Check volume for non-natural nodes local minp = {x = target_x - 1, y = surface_level - 1, z = target_z - 2} local maxp = {x = target_x + 2, y = surface_level + 3, z = target_z + 2} if nether.volume_is_natural(minp, maxp) then return surface_level end end end -- fallback to underground search local start_y = -16 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 nether.volume_is_natural(minp, maxp) 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 return y end end end return start_y - 256 -- Fallback end -- Returns the anchorPos, orientation of the nearest portal, or nil. -- A y_factor of 0 means y does not affect the distance_limit, a y_factor of 1 means y is included, -- and a y_factor of 2 would squash the search-sphere by a factor of 2 on the y-axis, etc. -- Pass a negative distance_limit to indicate no distance limit function nether.find_nearest_working_portal(portal_name, anchorPos, distance_limit, y_factor) local portal_definition = nether.registered_portals[portal_name] assert(portal_definition ~= nil, "find_nearest_working_portal() called with portal_name '" .. portal_name .. "', but no portal is registered with that name.") local contenders = list_closest_portals(portal_definition, anchorPos, distance_limit, y_factor) -- sort by distance local dist_list = {} for dist, _ in pairs(contenders) do table.insert(dist_list, dist) end table.sort(dist_list) for _, dist in ipairs(dist_list) do local portal_info = contenders[dist] if DEBUG then minetest.chat_send_all("checking portal from mod_storage at " .. minetest.pos_to_string(portal_info.anchorPos) .. " orientation " .. portal_info.orientation) end -- the mod_storage list of portals is unreliable - e.g. it won't know if inactive portals have been -- destroyed, so check the portal is still there local portalFound, portalActive = is_portal_at_anchorPos(portal_definition, portal_info.anchorPos, portal_info.orientation, true) if portalFound then return portal_info.anchorPos, portal_info.orientation else if DEBUG then minetest.chat_send_all("removing portal from mod_storage at " .. minetest.pos_to_string(portal_info.anchorPos) .. " orientation " .. portal_info.orientation) end -- The portal at that location must have been destroyed remove_portal_location_info(portal_name, portal_info.anchorPos) end end return nil end