mirror of
https://github.com/minetest-mods/nether.git
synced 2024-11-15 23:10:37 +01:00
672069d798
and other work on the portal examples also documentation and fixing issue where apples prevented volume_is_natural() from returning true
150 lines
7.0 KiB
Lua
150 lines
7.0 KiB
Lua
--[[
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Nether mod for minetest
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Copyright (C) 2013 PilzAdam
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Permission to use, copy, modify, and/or distribute this software for
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any purpose with or without fee is hereby granted, provided that the
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above copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
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WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
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BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
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OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
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WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
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ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
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SOFTWARE.
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]]--
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local S = minetest.get_translator("nether")
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-- Global Nether namespace
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nether = {}
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nether.modname = minetest.get_current_modname()
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nether.path = minetest.get_modpath(nether.modname)
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nether.get_translator = S
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-- Settings
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nether.DEPTH = -5000
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nether.FASTTRAVEL_FACTOR = 8 -- 10 could be better value for Minetest, since there's no sprint, but ex-Minecraft players will be mathing for 8
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nether.PORTAL_BOOK_LOOT_WEIGHTING = 0.9 -- Likelyhood of finding the Book of Portals (guide) in dungeon chests. Set to 0 to disable.
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nether.ENABLE_EXAMPLE_PORTALS = false -- Enables extra portal types - examples of how to create your own portal types using the Nether's portal API. Once enabled, their shapes will be shown in the book of portals.
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-- Load files
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dofile(nether.path .. "/portal_api.lua")
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dofile(nether.path .. "/nodes.lua")
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dofile(nether.path .. "/mapgen.lua")
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if nether.ENABLE_EXAMPLE_PORTALS then
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dofile(nether.path .. "/portal_examples.lua")
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end
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-- Portals are ignited by right-clicking with a mese crystal fragment
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nether.register_portal_ignition_item(
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"default:mese_crystal_fragment",
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{name = "nether_portal_ignition_failure", gain = 0.3}
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)
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-- Use the Portal API to add a portal type which goes to the Nether
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-- See portal_api.txt for documentation
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nether.register_portal("nether_portal", {
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shape = nether.PortalShape_Traditional,
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frame_node_name = "default:obsidian",
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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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-- 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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Requiring 14 blocks of obsidian, which we found deep underground where water had solidified molten rock. The frame must be constructed in the following fashion:
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┌═╤═╤═╤═╗
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├─╥─┴─┼─╢
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├─╢ ├─╢
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├─╢ ├─╢ four blocks wide
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├─╚═╤═╡─╢ five blocks high
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└─┴─┴─┴─┘ Standing vertically, like a doorway
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This opens to a truly hellish place, though for small mercies the air there is still breathable. There is an intriguing dimensional mismatch happening between this realm and ours, as after opening the second portal into it we observed that 10 strides taken in the Nether appear to be an equivalent of @1 in the natural world.
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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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is_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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end,
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find_realm_anchorPos = function(surface_anchorPos)
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-- divide x and z by a factor of 8 to implement Nether fast-travel
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local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR)
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destination_pos.x = math.floor(0.5 + destination_pos.x) -- round to int
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destination_pos.z = math.floor(0.5 + destination_pos.z) -- round to int
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destination_pos.y = nether.DEPTH - 1000 -- temp value so find_nearest_working_portal() returns nether portals
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Nether)
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local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("nether_portal", destination_pos, 8, 0)
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if existing_portal_location ~= nil then
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return existing_portal_location, existing_portal_orientation
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else
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local start_y = nether.DEPTH - math.random(500, 1500) -- Search starting altitude
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destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y)
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return destination_pos
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end
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end,
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find_surface_anchorPos = function(realm_anchorPos)
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-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function,
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-- since find_surface_target_y() will be used by default, but Nether portals also scale position
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-- to create fast-travel. Defining a custom function also means we can look for existing nearby portals:
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-- Multiply x and z by a factor of 8 to implement Nether fast-travel
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local destination_pos = vector.multiply(realm_anchorPos, nether.FASTTRAVEL_FACTOR)
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destination_pos.x = math.min(30900, math.max(-30900, destination_pos.x)) -- clip to world boundary
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destination_pos.z = math.min(30900, math.max(-30900, destination_pos.z)) -- clip to world boundary
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destination_pos.y = 0 -- temp value so find_nearest_working_portal() doesn't return nether portals
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are outside the Nether)
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local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("nether_portal", destination_pos, 8 * nether.FASTTRAVEL_FACTOR, 0)
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if existing_portal_location ~= nil then
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return existing_portal_location, existing_portal_orientation
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else
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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "nether_portal")
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return destination_pos
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end
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end,
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on_ignite = function(portalDef, anchorPos, orientation)
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-- make some sparks fly
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local p1, p2 = portalDef.shape:get_p1_and_p2_from_anchorPos(anchorPos, orientation)
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local pos = vector.divide(vector.add(p1, p2), 2)
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local textureName = portalDef.particle_texture
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if type(textureName) == "table" then textureName = textureName.name end
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minetest.add_particlespawner({
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amount = 110,
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time = 0.1,
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minpos = {x = pos.x - 0.5, y = pos.y - 1.2, z = pos.z - 0.5},
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maxpos = {x = pos.x + 0.5, y = pos.y + 1.2, z = pos.z + 0.5},
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minvel = {x = -5, y = -1, z = -5},
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maxvel = {x = 5, y = 1, z = 5},
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minacc = {x = 0, y = 0, z = 0},
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maxacc = {x = 0, y = 0, z = 0},
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minexptime = 0.1,
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maxexptime = 0.5,
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minsize = 0.2 * portalDef.particle_texture_scale,
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maxsize = 0.8 * portalDef.particle_texture_scale,
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collisiondetection = false,
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texture = textureName .. "^[colorize:#F4F:alpha",
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animation = portalDef.particle_texture_animation,
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glow = 8
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})
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end
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}) |