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.
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
* 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.
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, usually when a
-- player travels through a portal for the first time.
}