mirror of
https://github.com/minetest-mods/nether.git
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339 lines
14 KiB
Lua
339 lines
14 KiB
Lua
--[[
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Nether mod portal examples for Minetest
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These portal API examples work independently of the Nether realm and Nether portal.
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To try these examples, enable them in Mintest -> Settings -> All settings -> Mods -> nether
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Once enabled, their shapes/plans will be shown in the book of portals.
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--
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Copyright (C) 2019 Treer
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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 = nether.get_translator
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local ENABLE_PORTAL_EXAMPLE_FLOATLANDS = false
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local ENABLE_PORTAL_EXAMPLE_SURFACETRAVEL = false
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-- Sets how far a Surface Portal will travel, measured in cells along the Moore curve,
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-- which are about 117 nodes square each. Larger numbers will generally mean further distance
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-- as-the-crow-flies, but for small adjustments this will not always be true due to the how
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-- the Moore curve frequently doubles back upon itself.
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-- This doubling-back prevents the surface portal from taking players easily accross the
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-- map - the curve is 262144 cells long!
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local SURFACE_TRAVEL_DISTANCE = 26
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--=================================================--
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-- Portal to the Floatlands, playable code example --
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--==================================================--
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local FLOATLANDS_ENABLED = false
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local FLOATLAND_LEVEL = 1280
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if minetest.settings:get_bool("nether_enable_portal_example_floatlands", ENABLE_PORTAL_EXAMPLE_FLOATLANDS) or ENABLE_PORTAL_EXAMPLE_FLOATLANDS then
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local floatlands_flavortext = ""
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if minetest.get_mapgen_setting("mg_name") == "v7" then
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local mgv7_spflags = minetest.get_mapgen_setting("mgv7_spflags")
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FLOATLANDS_ENABLED = mgv7_spflags ~= nil and mgv7_spflags:find("floatlands") ~= nil and mgv7_spflags:find("nofloatlands") == nil
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FLOATLAND_LEVEL = minetest.get_mapgen_setting("mgv7_floatland_level") or 1280
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if FLOATLANDS_ENABLED then
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floatlands_flavortext = S("There is a floating land of hills and forests up there, over the edges of which is a perilous drop all the way back down to sea level. We have not found how far these strange pristine lands extend. I have half a mind to retire there one day.")
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end
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end
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nether.register_portal("floatlands_portal", {
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shape = nether.PortalShape_Platform,
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frame_node_name = "default:ice",
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wormhole_node_color = 7, -- 2 is blue
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particle_texture = {
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name = "nether_particle_anim1.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 7,
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aspect_h = 7,
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length = 1,
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},
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scale = 1.5
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},
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book_of_portals_pagetext = S([[ ──══♦♦♦◊ The Floatlands ◊♦♦♦══──
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Requiring 21 blocks of ice, and constructed in the shape of a 3 × 3 platform with walls, or like a bowl:
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┌─┬─┬─┐
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┌─┼─┴─┴─┼─┐ Plan view (looking down from above)
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├─┤ ├─┤
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├─┤ ├─┤ five blocks wide
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└─┼─┬─┬─┼─┘ in both directions
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└─┴─┴─┘
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┌─┬─┬─┬─┬─┐ Side view (looking from either side)
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└─┼─┼─┼─┼─┘
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└─┴─┴─┘ two blocks deep
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This portal is different to the others, rather than acting akin to a doorway it appears to the eye more like a small pool of water which can be stepped into. Upon setting foot in the portal we found ourselves at a great altitude.
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@1
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]], floatlands_flavortext),
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is_within_realm = function(pos) -- return true if pos is inside the Nether
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return pos.y > FLOATLAND_LEVEL - 200
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end,
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find_realm_anchorPos = function(surface_anchorPos)
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-- TODO: Once paramat finishes adjusting the floatlands, implement a surface algorithm that finds land
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local destination_pos = {x = surface_anchorPos.x ,y = FLOATLAND_LEVEL + 2, z = surface_anchorPos.z}
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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 Floatlands)
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local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("floatlands_portal", destination_pos, 10, 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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return destination_pos
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end
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end
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})
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end
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--==============================================--
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-- Surface-travel portal, playable code example --
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--==============================================--
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-- These Moore Curve functions requred by surface_portal's find_surface_anchorPos() will
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-- be assigned later in this file.
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local get_moore_distance -- will be function get_moore_distance(cell_count, x, y): integer
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local get_moore_coords -- will be function get_moore_coords(cell_count, distance): pos2d
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if minetest.settings:get_bool("nether_enable_portal_example_surfacetravel", ENABLE_PORTAL_EXAMPLE_SURFACETRAVEL) or ENABLE_PORTAL_EXAMPLE_SURFACETRAVEL then
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nether.register_portal("surface_portal", {
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shape = nether.PortalShape_Circular,
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frame_node_name = "default:tinblock",
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wormhole_node_color = 4, -- 4 is cyan
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book_of_portals_pagetext = S([[ ──══♦♦♦◊ Surface portal ◊♦♦♦══──
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Requiring 16 blocks of tin, 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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├─╢ ├─╢
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├─╢ ├─╢ seven blocks wide
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└─╚═╗ ┌═╡─┘ seven blocks high
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└─╚═╤═╤═┼─┘ in a circular shape
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└─┴─┴─┘ standing vertically, like a doorway
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These travel a distance along the ground, and even when constructed deep underground they link back up to the surface, but we were never able to predict where the matching twin portal would appear. Coudreau believes it works in epicycles, but I am not convinced.
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]]),
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is_within_realm = function(pos)
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-- Always return true, because these portals always just take you around the surface
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-- rather than taking you to a realm
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return true
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end,
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find_realm_anchorPos = function(surface_anchorPos)
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-- This function isn't needed, since this type of portal always goes to the surface
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minecraft.log("error" , "find_realm_anchorPos called for surface portal")
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return {x=0, y=0, z=0}
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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 these portals travel around the
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-- surface (following a Moore curve) so will be calculating a different x and z to realm_anchorPos.
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local cellCount = 512
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local maxDistFromOrigin = 30000 -- the world edges are at X=30927, X=−30912, Z=30927 and Z=−30912
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-- clip realm_anchorPos to maxDistFromOrigin, and move the origin so that all values are positive
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local x = math.min(maxDistFromOrigin, math.max(-maxDistFromOrigin, realm_anchorPos.x)) + maxDistFromOrigin
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local z = math.min(maxDistFromOrigin, math.max(-maxDistFromOrigin, realm_anchorPos.z)) + maxDistFromOrigin
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local divisor = math.ceil(maxDistFromOrigin * 2 / cellCount)
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local distance = get_moore_distance(cellCount, math.floor(x / divisor + 0.5), math.floor(z / divisor + 0.5))
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local destination_distance = (distance + SURFACE_TRAVEL_DISTANCE) % (cellCount * cellCount)
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local moore_pos = get_moore_coords(cellCount, destination_distance)
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local target_x = moore_pos.x * divisor - maxDistFromOrigin
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local target_z = moore_pos.y * divisor - maxDistFromOrigin
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local search_radius = divisor / 2 - 5 -- any portal within this area will do
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-- a y_factor of 0 makes the search ignore the altitude of the portals
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local existing_portal_location, existing_portal_orientation =
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nether.find_nearest_working_portal("surface_portal", {x = target_x, y = 0, z = target_z}, search_radius, 0)
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if existing_portal_location ~= nil then
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-- use the existing portal that was found near target_x, target_z
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return existing_portal_location, existing_portal_orientation
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else
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-- find a good location for the new portal
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local adj_x, adj_z = 0, 0
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if minetest.get_spawn_level ~= nil then -- older versions of Minetest don't have this
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-- Deterministically look for a location in the cell where get_spawn_level() can give
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-- us a surface height, since nether.find_surface_target_y() works *much* better when
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-- it can use get_spawn_level()
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local prng = PcgRandom( -- seed the prng so that all portals for these Moore Curve coords will use the same random location
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moore_pos.x * 65732 +
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moore_pos.y * 729 +
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minetest.get_mapgen_setting("seed") * 3
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)
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local attemptLimit = 12 -- how many attempts we'll make at finding a good location
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for attempt = 1, attemptLimit do
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adj_x = math.floor(prng:rand_normal_dist(-search_radius, search_radius, 2) + 0.5)
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adj_z = math.floor(prng:rand_normal_dist(-search_radius, search_radius, 2) + 0.5)
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if minetest.get_spawn_level(target_x + adj_x, target_z + adj_z) ~= nil then
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-- found a location which will be at ground level (unless a player has built there)
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break
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end
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end
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end
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local destination_pos = {x = target_x + adj_x, y = 0, z = target_z + adj_z}
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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "surface_portal")
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return destination_pos
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end
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end
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})
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end
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--=========================================--
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-- Hilbert curve and Moore curve functions --
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--=========================================--
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-- These are space-filling curves, used by the surface_portal example as a way to determine where
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-- to place portals. https://en.wikipedia.org/wiki/Moore_curve
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-- Flip a quadrant on a diagonal axis
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-- cell_count is the number of cells across the square is split into, and must be a power of 2
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-- if flip_twice is true then pos does not change (even numbers of flips cancel out)
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-- if flip_direction is true then the position is flipped along the \ diagonal
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-- if flip_direction is false then the position is flipped along the / diagonal
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local function hilbert_flip(cell_count, pos, flip_direction, flip_twice)
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if not flip_twice then
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if flip_direction then
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pos.x = (cell_count - 1) - pos.x;
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pos.y = (cell_count - 1) - pos.y;
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end
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local temp_x = pos.x;
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pos.x = pos.y;
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pos.y = temp_x;
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end
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end
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local function test_bit(cell_count, value, flag)
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local bit_value = cell_count / 2
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while bit_value > flag and bit_value >= 1 do
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if value >= bit_value then value = value - bit_value end
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bit_value = bit_value / 2
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end
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return value >= bit_value
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end
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-- Converts (x,y) to distance
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-- starts at bottom left corner, i.e. (0, 0)
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-- ends at bottom right corner, i.e. (cell_count - 1, 0)
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local function get_hilbert_distance (cell_count, x, y)
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local distance = 0
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local pos = {x=x, y=y}
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local rx, ry
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local s = cell_count / 2
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while s > 0 do
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if test_bit(cell_count, pos.x, s) then rx = 1 else rx = 0 end
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if test_bit(cell_count, pos.y, s) then ry = 1 else ry = 0 end
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local rx_XOR_ry = rx
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if ry == 1 then rx_XOR_ry = 1 - rx_XOR_ry end -- XOR'd ry against rx
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distance = distance + s * s * (2 * rx + rx_XOR_ry)
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hilbert_flip(cell_count, pos, rx > 0, ry > 0);
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s = math.floor(s / 2)
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end
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return distance;
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end
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-- Converts distance to (x,y)
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local function get_hilbert_coords(cell_count, distance)
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local pos = {x=0, y=0}
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local rx, ry
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local s = 1
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while s < cell_count do
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rx = math.floor(distance / 2) % 2
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ry = distance % 2
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if rx == 1 then ry = 1 - ry end -- XOR ry with rx
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hilbert_flip(s, pos, rx > 0, ry > 0);
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pos.x = pos.x + s * rx
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pos.y = pos.y + s * ry
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distance = math.floor(distance / 4)
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s = s * 2
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end
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return pos
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end
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-- Converts (x,y) to distance
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-- A Moore curve is a variation of the Hilbert curve that has the start and
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-- end next to each other.
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-- Top middle point is the start/end location
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get_moore_distance = function(cell_count, x, y)
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local quadLength = cell_count / 2
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local quadrant = 1 - math.floor(y / quadLength)
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if math.floor(x / quadLength) == 1 then quadrant = 3 - quadrant end
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local flipDirection = x < quadLength
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local pos = {x = x % quadLength, y = y % quadLength}
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hilbert_flip(quadLength, pos, flipDirection, false)
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return (quadrant * quadLength * quadLength) + get_hilbert_distance(quadLength, pos.x, pos.y)
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end
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-- Converts distance to (x,y)
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-- A Moore curve is a variation of the Hilbert curve that has the start and
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-- end next to each other.
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-- Top middle point is the start/end location
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get_moore_coords = function(cell_count, distance)
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local quadLength = cell_count / 2
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local quadDistance = quadLength * quadLength
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local quadrant = math.floor(distance / quadDistance)
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local flipDirection = distance * 2 < cell_count * cell_count
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local pos = get_hilbert_coords(quadLength, distance % quadDistance)
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hilbert_flip(quadLength, pos, flipDirection, false)
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if quadrant >= 2 then pos.x = pos.x + quadLength end
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if quadrant % 3 == 0 then pos.y = pos.y + quadLength end
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return pos
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end
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