nether/portal_api.txt

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Portal API Reference
====================
The portal system used to get to the Nether can be used to create portals
to other realms.
Pick a node type to have your portals built from, a shape in which the
portals must be built, and provide 3 functions for portals to find their
destination with:
* `find_realm_anchorPos(surface_anchorPos)`
* `find_surface_anchorPos(realm_anchorPos)`
* `is_within_realm(pos)`
Optionally decorate by choosing portal colors, particles, media etc.
See `init.lua` and `portal_examples.lua` for examples of 3 different portals.
Portal code is more efficient when each type of portal uses a different type
of node to build its frame out of, however it is possible to register more than
one kind of portal with the same frame material — such as obsidian — provided
the size of the PortalShape is distinct from any other type of portal that is
using the same node as its frame, and portal sizes remain small.
Stone is not a good choice for portal frame nodes as the Minetest engine may
convert it into terrain nodes if the biome-pass happens after the portal is
created. Similarly, avoid using nodes which may be replaced by ABMs etc. in the
game without the node's on_destruct being triggered.
Realms
------
This API uses the concept of a "realm" for each type of portal. If a portal is
outside its realm then it links to a portal inside the realm, if a portal is
inside its realm then it links to the outside.
You get to decide what consitutes your realm by implementing the function
`is_within_realm(position)`.
The Nether realm, for example, is defined as existing at a certain depth.
Helper functions
----------------
* `nether.volume_is_natural(minp, maxp)`: returns a boolean
* 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.
* `nether.find_surface_target_y(target_x, target_z, portal_name)`: returns a
suitable anchorPos
* 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.
* `nether.find_nearest_working_portal(portal_name, anchorPos, distance_limit, y_factor)`: returns
an anchorPos, or nil if no portal was found within the the distance_limit.
* A y_factor of 0 means y does not affect the distance_limit, a y_factor
of 1 means y is included (the default if y_factor is nil), and a y_factor
of 2 would squash the search-sphere by a factor of 2 on the y-axis, etc.
* Only portals in the same realm as the anchorPos will be returned, even if
y_factor is 0.
* Pass a nil (or negative) distance_limit to indicate no distance limit
API functions
-------------
Call these functions only at load time:
* `nether.register_portal(name, portal_definition)`
* Returns true on success. Can return false if the portal definition
clashes with a portal already registered by another mod, e.g. if the size
and frame node is not unique.
A false return value should be handled, you could:
* Fall back to using a secondary material for portals to be built with.
* Use error() to exit lua with a message explaining how two mods are
clashing and how it can be resolved.
* Continue without a portal (the reason will be logged for the user).
* `nether.unregister_portal(name)`
* Unregisters the portal from the engine, and deletes the entry with key
`name` from `nether.registered_portals` and associated internal tables.
* Returns true on success
* You will probably never need to call this, it exists only for completeness.
* `nether.register_portal_ignition_item(name, ignition_failure_sound)`
* ignition_failure_sound is optional, it plays any time an attempt to use
the item occurs if a portal is not ignited.
* `nether.register_wormhole_node(name, nodedef_overrides)`
* Can be used to register wormhole nodes with a different post_effect_color
from the "nether:portal" node. "Post effect color" is the tint the world
takes on when you are standing inside a portal. `post_effect_color` is the
only key/value that is needed in the nodedef_overrides table to achieve that,
but the function allows any nodedef key/value to be specified/overridden.
* Invokes `minetest.register_node()`, so can only be called at mod load time.
* After `register_wormhole_node()`, invoke `register_portal()` and include
`wormhole_node_name` in the portal_definition, assigning it the name of the
new wormhole node.
Portal definition
-----------------
Used by `nether.register_portal`.
{
shape = PortalShape_Traditional,
-- Optional. Defaults to PortalShape_Traditional
wormhole_node_name = "nether:portal",
-- Optional. Allows a custom wormhole node to be specified.
-- Useful if you want the portals to have a different post_effect_color
-- or texture.
wormhole_node_color = 0,
-- Optional. Defaults to 0/magenta.
-- A value from 0 to 7 corresponding to the color of pixels in
-- nether_portals_palette.png:
-- 0 traditional/magenta
-- 1 black
-- 2 blue
-- 3 green
-- 4 cyan
-- 5 red
-- 6 yellow
-- 7 white
particle_color = "#808",
-- Optional. Will default to a colour matching the wormhole_node_color
-- if not specified.
particle_texture = "image.png",
-- Optional. Hardware colouring (i.e. particle_color) is applied to
-- this texture, use particle_texture_colored instead if you want to
-- use the colors of the image.
-- Animation and particle scale may also be specified, e.g:
-- particle_texture = {
-- name = "nether_particle_anim1.png",
-- animation = {
-- type = "vertical_frames",
-- aspect_w = 7,
-- aspect_h = 7,
-- length = 1,
-- },
-- scale = 1.5
-- },
-- See lua_api.txt for Tile Animation definition
frame_node_name = "default:obsidian",
-- Required. For best results, have your portal constructed of a
-- material nobody else is using.
sounds = {
ambient = <SimpleSoundSpec>,
-- if the ambient SimpleSoundSpec is a table it can also contain a
-- "length" int, which is the number of seconds to wait before
-- repeating the ambient sound. Default is 3.
ignite = <SimpleSoundSpec>,
extinguish = <SimpleSoundSpec>,
teleport = <SimpleSoundSpec>,
}
-- sounds is optional
within_realm = function(pos),
-- Required. Return true if a portal at pos is in the realm, rather
than the surface world.
find_realm_anchorPos = function(surface_anchorPos),
-- Required. Return a position in the realm that a portal created at
-- surface_anchorPos will link to.
-- Return an anchorPos or (anchorPos, orientation)
-- If orientation is not specified then the orientation of the surface
-- portal will be used.
-- If the location of an existing portal is returned then include the
-- orientation, otherwise the existing portal could be overwritten by
-- a new one with the orientation of the surface portal.
find_surface_anchorPos = function(realm_anchorPos),
-- Optional. If you don't implement this then a position near the
-- surface will be picked.
-- Return an anchorPos or (anchorPos, orientation)
-- If orientation is not specified then the orientation of the realm
-- portal will be used.
-- If the location of an existing portal is returned then include the
-- orientation, otherwise the existing portal could be overwritten by
-- a new one with the orientation of the realm portal.
on_run_wormhole = function(portalDef, anochorPos, orientation),
-- invoked once per second per portal
on_extinguish = function(portalDef, anochorPos, orientation),
-- invoked when a portal is extinguished, including when the portal
-- it connected to was extinguished.
on_player_teleported = function(portalDef, player, oldPos, newPos),
-- invoked immediately after a player is teleported
on_ignite = function(portalDef, anochorPos, orientation)
-- invoked when a player or mesecon ignites a portal
on_created = function(portalDef, anochorPos, orientation)
-- invoked when a portal creates a remote twin, this is usually when
-- a player travels through a portal for the first time.
}