From 11a818212a62bf9716202d02a5be20ad06032b23 Mon Sep 17 00:00:00 2001 From: Treer Date: Wed, 7 Aug 2019 07:23:06 +1000 Subject: [PATCH] Standardize files as LF without CR, and UTF-8 without BOM UTF-8 with BOM crashes some systems according to 6551f5c120 comment, and there are several cases where Minetest is buggy with files that use CRLF line endings (though none I'm aware that affect these files), so strip CRs and BOM --- nodes.lua | 330 ++--- portal_api.lua | 3342 +++++++++++++++++++++---------------------- portal_api.txt | 368 ++--- portal_examples.lua | 2 +- 4 files changed, 2021 insertions(+), 2021 deletions(-) diff --git a/nodes.lua b/nodes.lua index 1d495ad..e48a4f9 100644 --- a/nodes.lua +++ b/nodes.lua @@ -1,165 +1,165 @@ --- Portal node - -minetest.register_node("nether:portal", { - description = "Nether Portal", - tiles = { - "nether_transparent.png", - "nether_transparent.png", - "nether_transparent.png", - "nether_transparent.png", - { - name = "nether_portal.png", - animation = { - type = "vertical_frames", - aspect_w = 16, - aspect_h = 16, - length = 0.5, - }, - }, - { - name = "nether_portal.png", - animation = { - type = "vertical_frames", - aspect_w = 16, - aspect_h = 16, - length = 0.5, - }, - }, - }, - drawtype = "nodebox", - paramtype = "light", - paramtype2 = "colorfacedir", - palette = "nether_portals_palette.png", - post_effect_color = { - -- post_effect_color can't be changed dynamically in Minetest like the portal colour is. - -- If you need a different post_effect_color then create a custom node and set it as the - -- wormhole_node_name in your portaldef. - -- Hopefully this colour is close enough to magenta to work with the traditional magenta - -- portals, close enough to red to work for a red portal, and also close enough to red to - -- work with blue & cyan portals - since blue portals are sometimes portrayed as being red - -- from the opposite side / from the inside. - a = 160, r = 128, g = 0, b = 80 - }, - sunlight_propagates = true, - use_texture_alpha = true, - walkable = false, - diggable = false, - pointable = false, - buildable_to = false, - is_ground_content = false, - drop = "", - light_source = 5, - alpha = 192, - node_box = { - type = "fixed", - fixed = { - {-0.5, -0.5, -0.1, 0.5, 0.5, 0.1}, - }, - }, - groups = {not_in_creative_inventory = 1} -}) - - --- Nether nodes - -minetest.register_node("nether:rack", { - description = "Netherrack", - tiles = {"nether_rack.png"}, - is_ground_content = true, - groups = {cracky = 3, level = 2}, - sounds = default.node_sound_stone_defaults(), -}) - -minetest.register_node("nether:sand", { - description = "Nethersand", - tiles = {"nether_sand.png"}, - is_ground_content = true, - groups = {crumbly = 3, level = 2, falling_node = 1}, - sounds = default.node_sound_gravel_defaults({ - footstep = {name = "default_gravel_footstep", gain = 0.45}, - }), -}) - -minetest.register_node("nether:glowstone", { - description = "Glowstone", - tiles = {"nether_glowstone.png"}, - is_ground_content = true, - light_source = 14, - paramtype = "light", - groups = {cracky = 3, oddly_breakable_by_hand = 3}, - sounds = default.node_sound_glass_defaults(), -}) - -minetest.register_node("nether:brick", { - description = "Nether Brick", - tiles = {"nether_brick.png"}, - is_ground_content = false, - groups = {cracky = 2, level = 2}, - sounds = default.node_sound_stone_defaults(), -}) - -local fence_texture = - "default_fence_overlay.png^nether_brick.png^default_fence_overlay.png^[makealpha:255,126,126" - -minetest.register_node("nether:fence_nether_brick", { - description = "Nether Brick Fence", - drawtype = "fencelike", - tiles = {"nether_brick.png"}, - inventory_image = fence_texture, - wield_image = fence_texture, - paramtype = "light", - sunlight_propagates = true, - is_ground_content = false, - selection_box = { - type = "fixed", - fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7}, - }, - groups = {cracky = 2, level = 2}, - sounds = default.node_sound_stone_defaults(), -}) - - --- Register stair and slab - -stairs.register_stair_and_slab( - "nether_brick", - "nether:brick", - {cracky = 2, level = 2}, - {"nether_brick.png"}, - "nether stair", - "nether slab", - default.node_sound_stone_defaults() -) - --- StairsPlus - -if minetest.get_modpath("moreblocks") then - stairsplus:register_all( - "nether", "brick", "nether:brick", { - description = "Nether Brick", - groups = {cracky = 2, level = 2}, - tiles = {"nether_brick.png"}, - sounds = default.node_sound_stone_defaults(), - }) -end - - --- Crafting - -minetest.register_craft({ - output = "nether:brick 4", - recipe = { - {"nether:rack", "nether:rack"}, - {"nether:rack", "nether:rack"}, - } -}) - -minetest.register_craft({ - output = "nether:fence_nether_brick 6", - recipe = { - {"nether:brick", "nether:brick", "nether:brick"}, - {"nether:brick", "nether:brick", "nether:brick"}, - }, -}) - - +-- Portal node + +minetest.register_node("nether:portal", { + description = "Nether Portal", + tiles = { + "nether_transparent.png", + "nether_transparent.png", + "nether_transparent.png", + "nether_transparent.png", + { + name = "nether_portal.png", + animation = { + type = "vertical_frames", + aspect_w = 16, + aspect_h = 16, + length = 0.5, + }, + }, + { + name = "nether_portal.png", + animation = { + type = "vertical_frames", + aspect_w = 16, + aspect_h = 16, + length = 0.5, + }, + }, + }, + drawtype = "nodebox", + paramtype = "light", + paramtype2 = "colorfacedir", + palette = "nether_portals_palette.png", + post_effect_color = { + -- post_effect_color can't be changed dynamically in Minetest like the portal colour is. + -- If you need a different post_effect_color then create a custom node and set it as the + -- wormhole_node_name in your portaldef. + -- Hopefully this colour is close enough to magenta to work with the traditional magenta + -- portals, close enough to red to work for a red portal, and also close enough to red to + -- work with blue & cyan portals - since blue portals are sometimes portrayed as being red + -- from the opposite side / from the inside. + a = 160, r = 128, g = 0, b = 80 + }, + sunlight_propagates = true, + use_texture_alpha = true, + walkable = false, + diggable = false, + pointable = false, + buildable_to = false, + is_ground_content = false, + drop = "", + light_source = 5, + alpha = 192, + node_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.1, 0.5, 0.5, 0.1}, + }, + }, + groups = {not_in_creative_inventory = 1} +}) + + +-- Nether nodes + +minetest.register_node("nether:rack", { + description = "Netherrack", + tiles = {"nether_rack.png"}, + is_ground_content = true, + groups = {cracky = 3, level = 2}, + sounds = default.node_sound_stone_defaults(), +}) + +minetest.register_node("nether:sand", { + description = "Nethersand", + tiles = {"nether_sand.png"}, + is_ground_content = true, + groups = {crumbly = 3, level = 2, falling_node = 1}, + sounds = default.node_sound_gravel_defaults({ + footstep = {name = "default_gravel_footstep", gain = 0.45}, + }), +}) + +minetest.register_node("nether:glowstone", { + description = "Glowstone", + tiles = {"nether_glowstone.png"}, + is_ground_content = true, + light_source = 14, + paramtype = "light", + groups = {cracky = 3, oddly_breakable_by_hand = 3}, + sounds = default.node_sound_glass_defaults(), +}) + +minetest.register_node("nether:brick", { + description = "Nether Brick", + tiles = {"nether_brick.png"}, + is_ground_content = false, + groups = {cracky = 2, level = 2}, + sounds = default.node_sound_stone_defaults(), +}) + +local fence_texture = + "default_fence_overlay.png^nether_brick.png^default_fence_overlay.png^[makealpha:255,126,126" + +minetest.register_node("nether:fence_nether_brick", { + description = "Nether Brick Fence", + drawtype = "fencelike", + tiles = {"nether_brick.png"}, + inventory_image = fence_texture, + wield_image = fence_texture, + paramtype = "light", + sunlight_propagates = true, + is_ground_content = false, + selection_box = { + type = "fixed", + fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7}, + }, + groups = {cracky = 2, level = 2}, + sounds = default.node_sound_stone_defaults(), +}) + + +-- Register stair and slab + +stairs.register_stair_and_slab( + "nether_brick", + "nether:brick", + {cracky = 2, level = 2}, + {"nether_brick.png"}, + "nether stair", + "nether slab", + default.node_sound_stone_defaults() +) + +-- StairsPlus + +if minetest.get_modpath("moreblocks") then + stairsplus:register_all( + "nether", "brick", "nether:brick", { + description = "Nether Brick", + groups = {cracky = 2, level = 2}, + tiles = {"nether_brick.png"}, + sounds = default.node_sound_stone_defaults(), + }) +end + + +-- Crafting + +minetest.register_craft({ + output = "nether:brick 4", + recipe = { + {"nether:rack", "nether:rack"}, + {"nether:rack", "nether:rack"}, + } +}) + +minetest.register_craft({ + output = "nether:fence_nether_brick 6", + recipe = { + {"nether:brick", "nether:brick", "nether:brick"}, + {"nether:brick", "nether:brick", "nether:brick"}, + }, +}) + + diff --git a/portal_api.lua b/portal_api.lua index fa4aad3..6ed7b20 100644 --- a/portal_api.lua +++ b/portal_api.lua @@ -1,1671 +1,1671 @@ --- 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 -} - - ---[[ - -Positions -========= - -p1 & p2 p1 and p2 is the system used by earlier versions of the nether mod, which the portal_api - is forwards and backwards compatible with. - 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. - The value of p1 and p2 is kept in the metadata of every node in the portal - -WormholePos The location of the node a portal's target is set to, and a player is teleported - to. It can also be used to test whether a portal is active. - -AnchorPos Introduced by the portal_api, this should - Usually an orientation is required with an AnchorPos - -TimerPos The portal_api replaces ABMs with a single node timer per portal, and the TimerPos is the - node in which that timer is located. Extra metadata is also kept in the TimerNode. - - -Portal shapes -============= - - - For the PortalShape_Traditional implementation, anchorPos, wormholdPos and TimerPos 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(). Examples follow --- after PortalShape_Traditional. --- Since it's symmetric, this PortalShape definition has only implemented orientations of 0 and 90 -nether.PortalShape_Traditional = { - name = "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") - assert(self ~= nil and self.name == nether.PortalShape_Traditional.name, "Must pass self as first argument, or use shape:func() instead of shape.func()") - 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, - - -- returns true if function was applied to all frame nodes - 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, - - -- returns true if function was applied to all wormhole nodes - 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 - - --- Example alternative PortalShape -nether.PortalShape_Circular = { - name = "Circular", - size = vector.new(7, 7, 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_circular.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 - 3, y = anchorPos.y, z = anchorPos.z - 3} - else - return {x = anchorPos.x - 3, y = anchorPos.y, z = anchorPos.z - 3 } - end - end, - - get_wormholePos_from_anchorPos = function(anchorPos, orientation) - -- wormholePos is the node above anchorPos - return {x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z} - end, - - get_anchorPos_from_wormholePos = function(wormholePos, orientation) - -- wormholePos is the node above anchorPos - return {x = wormholePos.x, y = wormholePos.y - 1, z = wormholePos.z} - 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") - assert(self ~= nil and self.name == nether.PortalShape_Circular.name, "Must pass self as first argument, or use shape:func() instead of shape.func()") - local p1 = anchorPos -- PortalShape_Traditional puts the anchorPos at p1 for backwards&forwards compatibility - local p2 - - if orientation == 0 then - p1 = {x = anchorPos.x - 3, y = anchorPos.y, z = anchorPos.z } - p2 = {x = p1.x + self.size.x - 1, y = p1.y + self.size.y - 1, z = p1.z } - else - p1 = {x = anchorPos.x, y = anchorPos.y, z = anchorPos.z - 3 } - 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 {x= p1.x + 3, y = p1.y, z = p1.z }, 0 - elseif p1.x == p2.x then - return {x= p1.x, y = p1.y, z = p1.z + 3}, 90 - end - end, - - apply_func_to_frame_nodes = function(anchorPos, orientation, func) - 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 + 0, z = anchorPos.z}) or - func({x = anchorPos.x + 1, y = anchorPos.y + 0, z = anchorPos.z}) or func({x = anchorPos.x - 1, y = anchorPos.y + 0, z = anchorPos.z}) or - func({x = anchorPos.x + 2, y = anchorPos.y + 1, z = anchorPos.z}) or func({x = anchorPos.x - 2, 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 + 2, z = anchorPos.z}) or - func({x = anchorPos.x + 3, y = anchorPos.y + 3, z = anchorPos.z}) or func({x = anchorPos.x - 3, y = anchorPos.y + 3, z = anchorPos.z}) or - func({x = anchorPos.x + 3, 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 + 2, y = anchorPos.y + 5, z = anchorPos.z}) or func({x = anchorPos.x - 2, y = anchorPos.y + 5, z = anchorPos.z}) or - func({x = anchorPos.x + 1, y = anchorPos.y + 6, z = anchorPos.z}) or func({x = anchorPos.x - 1, y = anchorPos.y + 6, z = anchorPos.z}) or - func({x = anchorPos.x + 0, y = anchorPos.y + 6, z = anchorPos.z}) - else - shortCircuited = - func({x = anchorPos.x, y = anchorPos.y + 0, z = anchorPos.z + 0}) or - func({x = anchorPos.x, y = anchorPos.y + 0, z = anchorPos.z + 1}) or func({x = anchorPos.x, y = anchorPos.y + 0, z = anchorPos.z - 1}) or - func({x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z + 2}) or func({x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z - 2}) or - func({x = anchorPos.x, y = anchorPos.y + 2, 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}) or func({x = anchorPos.x, y = anchorPos.y + 3, z = anchorPos.z - 3}) or - func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 3}) or func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z - 3}) or - func({x = anchorPos.x, y = anchorPos.y + 5, z = anchorPos.z + 2}) or func({x = anchorPos.x, y = anchorPos.y + 5, z = anchorPos.z - 2}) or - func({x = anchorPos.x, y = anchorPos.y + 6, z = anchorPos.z + 1}) or func({x = anchorPos.x, y = anchorPos.y + 6, z = anchorPos.z - 1}) or - func({x = anchorPos.x, y = anchorPos.y + 6, z = anchorPos.z + 0}) - end - return not shortCircuited - end, - - -- returns true if function was applied to all wormhole nodes - apply_func_to_wormhole_nodes = function(anchorPos, orientation, func) - local xRange = 2 - local zRange = 0 - if orientation ~= 0 then - xRange = 0 - zRange = 2 - end - - local xEdge, yEdge, zEdge - local pos = {} - for x = -xRange, xRange do - pos.x = anchorPos.x + x - xEdge = x == -xRange or x == xRange - for z = -zRange, zRange do - zEdge = z == -zRange or z == zRange - pos.z = anchorPos.z + z - for y = 1, 5 do - yEdge = y == 1 or y == 5 - if not (yEdge and xEdge and zEdge) then - pos.y = anchorPos.y + y - if func(pos) then - -- func() caused an abort by returning true - return false - end - end - end - end - end - - return true - 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. - end -} -- End of PortalShape_Circular 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.is_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.is_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) - - -- clear the metadata - timerNodeMeta:set_string("ambient_sound_handle", "") - timerNodeMeta:set_string("ambient_sound_last_played", "") - 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.is_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 = 1.7, - minsize = 0.5 * portal_definition.particle_texture_scale, - maxsize = 1.5 * portal_definition.particle_texture_scale, - collisiondetection = false, - texture = portal_definition.particle_texture_colored, - animation = portal_definition.particle_texture_animation, - 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")) - local local_p2 = minetest.string_to_pos(meta:get_string("p2")) - if destination_wormholePos ~= nil and local_p1 ~= nil and local_p2 ~= 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_anchorPos, local_orientation = portal_definition.shape.get_anchorPos_and_orientation_from_p1_and_p2(local_p1, local_p2) - minetest.after( - 3, -- hopefully target area is emerged in 3 seconds - function() - ensure_remote_portal_then_teleport( - obj, - portal_definition, - local_anchorPos, - 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 - local frame_node_name - if portal_name ~= nil and nether.registered_portals[portal_name] ~= nil then - portal_definition = nether.registered_portals[portal_name] - else - 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") - assert(shape_defintion.name ~= nil, "shape definition must have a name") - - local result = true - - local origin = vector.new() - local p1, p2 = shape_defintion:get_p1_and_p2_from_anchorPos(origin, 0) - assert(vector.equals(shape_defintion.size, vector.add(vector.subtract(p2, p1), 1)), "p1 and p2 of shape definition '" .. shape_defintion.name .. "' don't match shapeDef.size") - - -- 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.is_within_realm ~= nil, "portaldef.is_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", - particle_texture_animation = nil, - particle_texture_scale = 1, - sounds = { - ambient = {name = "nether_portal_ambient", gain = 0.6, length = 3}, - ignite = {name = "nether_portal_ignite", gain = 0.7}, - extinguish = {name = "nether_portal_extinguish", gain = 0.6}, - 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 - portaldef.mod_name = minetest.get_current_modname() - - -- 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 particle_texture_colored was specified. - if type(portaldef.particle_texture) == "table" and portaldef.particle_texture.animation ~= nil then - portaldef.particle_texture_colored = portaldef.particle_texture.name .. "^[colorize:" .. portaldef.particle_color .. ":alpha" - portaldef.particle_texture_animation = portaldef.particle_texture.animation - portaldef.particle_texture_scale = portaldef.particle_texture.scale or 1 - else - portaldef.particle_texture_colored = portaldef.particle_texture .. "^[colorize:" .. portaldef.particle_color .. ":alpha" - end - 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 - - -- check whether the portal definition clashes with anyone else's portal - local p1, p2 = portaldef.shape:get_p1_and_p2_from_anchorPos(vector.new(), 0) - local existing_portaldef = get_portal_definition(portaldef.frame_node_name, p1, p2) - if existing_portaldef ~= nil then - minetest.log("error", - portaldef.mod_name .." tried to register a portal '" .. portaldef.name .. "' made of " .. portaldef.frame_node_name .. - ", but it is the same material and shape as the portal '" .. existing_portaldef.name .. "' already registered by " .. existing_portaldef.mod_name .. - ". Edit the values one of those mods uses in its call to nether.register_portal() if you wish to resolve this clash.") - else - -- the new portaldef is good - nether.registered_portals[portaldef.name] = portaldef - create_book_of_portals() - - if not is_frame_node[portaldef.frame_node_name] then - -- add portal functions to the nodedef being used for the portal frame - register_frame_node(portaldef.frame_node_name) - is_frame_node[portaldef.frame_node_name] = true - end - - return true - end - end - - return false -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, ignition_failure_sound) - - minetest.override_item(item_name, { - on_place = function(stack, _, pt) - local done = false - if pt.under and is_frame_node[minetest.get_node(pt.under).name] then - done = ignite_portal(pt.under) - if done and not minetest.settings:get_bool("creative_mode") then - stack:take_item() - end - end - if not done and ignition_failure_sound ~= nil then - minetest.sound_play(ignition_failure_sound, {pos = pt.under, max_hear_distance = 10}) - 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 +-- see portal_api.txt for documentation +local DEBUG = false + + +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 +} + + +--[[ + +Positions +========= + +p1 & p2 p1 and p2 is the system used by earlier versions of the nether mod, which the portal_api + is forwards and backwards compatible with. + 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. + The value of p1 and p2 is kept in the metadata of every node in the portal + +WormholePos The location of the node a portal's target is set to, and a player is teleported + to. It can also be used to test whether a portal is active. + +AnchorPos Introduced by the portal_api, this should + Usually an orientation is required with an AnchorPos + +TimerPos The portal_api replaces ABMs with a single node timer per portal, and the TimerPos is the + node in which that timer is located. Extra metadata is also kept in the TimerNode. + + +Portal shapes +============= + + + For the PortalShape_Traditional implementation, anchorPos, wormholdPos and TimerPos 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(). Examples follow +-- after PortalShape_Traditional. +-- Since it's symmetric, this PortalShape definition has only implemented orientations of 0 and 90 +nether.PortalShape_Traditional = { + name = "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") + assert(self ~= nil and self.name == nether.PortalShape_Traditional.name, "Must pass self as first argument, or use shape:func() instead of shape.func()") + 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, + + -- returns true if function was applied to all frame nodes + 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, + + -- returns true if function was applied to all wormhole nodes + 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 + + +-- Example alternative PortalShape +nether.PortalShape_Circular = { + name = "Circular", + size = vector.new(7, 7, 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_circular.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 - 3, y = anchorPos.y, z = anchorPos.z - 3} + else + return {x = anchorPos.x - 3, y = anchorPos.y, z = anchorPos.z - 3 } + end + end, + + get_wormholePos_from_anchorPos = function(anchorPos, orientation) + -- wormholePos is the node above anchorPos + return {x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z} + end, + + get_anchorPos_from_wormholePos = function(wormholePos, orientation) + -- wormholePos is the node above anchorPos + return {x = wormholePos.x, y = wormholePos.y - 1, z = wormholePos.z} + 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") + assert(self ~= nil and self.name == nether.PortalShape_Circular.name, "Must pass self as first argument, or use shape:func() instead of shape.func()") + local p1 = anchorPos -- PortalShape_Traditional puts the anchorPos at p1 for backwards&forwards compatibility + local p2 + + if orientation == 0 then + p1 = {x = anchorPos.x - 3, y = anchorPos.y, z = anchorPos.z } + p2 = {x = p1.x + self.size.x - 1, y = p1.y + self.size.y - 1, z = p1.z } + else + p1 = {x = anchorPos.x, y = anchorPos.y, z = anchorPos.z - 3 } + 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 {x= p1.x + 3, y = p1.y, z = p1.z }, 0 + elseif p1.x == p2.x then + return {x= p1.x, y = p1.y, z = p1.z + 3}, 90 + end + end, + + apply_func_to_frame_nodes = function(anchorPos, orientation, func) + 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 + 0, z = anchorPos.z}) or + func({x = anchorPos.x + 1, y = anchorPos.y + 0, z = anchorPos.z}) or func({x = anchorPos.x - 1, y = anchorPos.y + 0, z = anchorPos.z}) or + func({x = anchorPos.x + 2, y = anchorPos.y + 1, z = anchorPos.z}) or func({x = anchorPos.x - 2, 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 + 2, z = anchorPos.z}) or + func({x = anchorPos.x + 3, y = anchorPos.y + 3, z = anchorPos.z}) or func({x = anchorPos.x - 3, y = anchorPos.y + 3, z = anchorPos.z}) or + func({x = anchorPos.x + 3, 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 + 2, y = anchorPos.y + 5, z = anchorPos.z}) or func({x = anchorPos.x - 2, y = anchorPos.y + 5, z = anchorPos.z}) or + func({x = anchorPos.x + 1, y = anchorPos.y + 6, z = anchorPos.z}) or func({x = anchorPos.x - 1, y = anchorPos.y + 6, z = anchorPos.z}) or + func({x = anchorPos.x + 0, y = anchorPos.y + 6, z = anchorPos.z}) + else + shortCircuited = + func({x = anchorPos.x, y = anchorPos.y + 0, z = anchorPos.z + 0}) or + func({x = anchorPos.x, y = anchorPos.y + 0, z = anchorPos.z + 1}) or func({x = anchorPos.x, y = anchorPos.y + 0, z = anchorPos.z - 1}) or + func({x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z + 2}) or func({x = anchorPos.x, y = anchorPos.y + 1, z = anchorPos.z - 2}) or + func({x = anchorPos.x, y = anchorPos.y + 2, 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}) or func({x = anchorPos.x, y = anchorPos.y + 3, z = anchorPos.z - 3}) or + func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z + 3}) or func({x = anchorPos.x, y = anchorPos.y + 4, z = anchorPos.z - 3}) or + func({x = anchorPos.x, y = anchorPos.y + 5, z = anchorPos.z + 2}) or func({x = anchorPos.x, y = anchorPos.y + 5, z = anchorPos.z - 2}) or + func({x = anchorPos.x, y = anchorPos.y + 6, z = anchorPos.z + 1}) or func({x = anchorPos.x, y = anchorPos.y + 6, z = anchorPos.z - 1}) or + func({x = anchorPos.x, y = anchorPos.y + 6, z = anchorPos.z + 0}) + end + return not shortCircuited + end, + + -- returns true if function was applied to all wormhole nodes + apply_func_to_wormhole_nodes = function(anchorPos, orientation, func) + local xRange = 2 + local zRange = 0 + if orientation ~= 0 then + xRange = 0 + zRange = 2 + end + + local xEdge, yEdge, zEdge + local pos = {} + for x = -xRange, xRange do + pos.x = anchorPos.x + x + xEdge = x == -xRange or x == xRange + for z = -zRange, zRange do + zEdge = z == -zRange or z == zRange + pos.z = anchorPos.z + z + for y = 1, 5 do + yEdge = y == 1 or y == 5 + if not (yEdge and xEdge and zEdge) then + pos.y = anchorPos.y + y + if func(pos) then + -- func() caused an abort by returning true + return false + end + end + end + end + end + + return true + 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. + end +} -- End of PortalShape_Circular 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.is_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.is_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) + + -- clear the metadata + timerNodeMeta:set_string("ambient_sound_handle", "") + timerNodeMeta:set_string("ambient_sound_last_played", "") + 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.is_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 = 1.7, + minsize = 0.5 * portal_definition.particle_texture_scale, + maxsize = 1.5 * portal_definition.particle_texture_scale, + collisiondetection = false, + texture = portal_definition.particle_texture_colored, + animation = portal_definition.particle_texture_animation, + 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")) + local local_p2 = minetest.string_to_pos(meta:get_string("p2")) + if destination_wormholePos ~= nil and local_p1 ~= nil and local_p2 ~= 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_anchorPos, local_orientation = portal_definition.shape.get_anchorPos_and_orientation_from_p1_and_p2(local_p1, local_p2) + minetest.after( + 3, -- hopefully target area is emerged in 3 seconds + function() + ensure_remote_portal_then_teleport( + obj, + portal_definition, + local_anchorPos, + 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 + local frame_node_name + if portal_name ~= nil and nether.registered_portals[portal_name] ~= nil then + portal_definition = nether.registered_portals[portal_name] + else + 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") + assert(shape_defintion.name ~= nil, "shape definition must have a name") + + local result = true + + local origin = vector.new() + local p1, p2 = shape_defintion:get_p1_and_p2_from_anchorPos(origin, 0) + assert(vector.equals(shape_defintion.size, vector.add(vector.subtract(p2, p1), 1)), "p1 and p2 of shape definition '" .. shape_defintion.name .. "' don't match shapeDef.size") + + -- 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.is_within_realm ~= nil, "portaldef.is_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", + particle_texture_animation = nil, + particle_texture_scale = 1, + sounds = { + ambient = {name = "nether_portal_ambient", gain = 0.6, length = 3}, + ignite = {name = "nether_portal_ignite", gain = 0.7}, + extinguish = {name = "nether_portal_extinguish", gain = 0.6}, + 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 + portaldef.mod_name = minetest.get_current_modname() + + -- 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 particle_texture_colored was specified. + if type(portaldef.particle_texture) == "table" and portaldef.particle_texture.animation ~= nil then + portaldef.particle_texture_colored = portaldef.particle_texture.name .. "^[colorize:" .. portaldef.particle_color .. ":alpha" + portaldef.particle_texture_animation = portaldef.particle_texture.animation + portaldef.particle_texture_scale = portaldef.particle_texture.scale or 1 + else + portaldef.particle_texture_colored = portaldef.particle_texture .. "^[colorize:" .. portaldef.particle_color .. ":alpha" + end + 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 + + -- check whether the portal definition clashes with anyone else's portal + local p1, p2 = portaldef.shape:get_p1_and_p2_from_anchorPos(vector.new(), 0) + local existing_portaldef = get_portal_definition(portaldef.frame_node_name, p1, p2) + if existing_portaldef ~= nil then + minetest.log("error", + portaldef.mod_name .." tried to register a portal '" .. portaldef.name .. "' made of " .. portaldef.frame_node_name .. + ", but it is the same material and shape as the portal '" .. existing_portaldef.name .. "' already registered by " .. existing_portaldef.mod_name .. + ". Edit the values one of those mods uses in its call to nether.register_portal() if you wish to resolve this clash.") + else + -- the new portaldef is good + nether.registered_portals[portaldef.name] = portaldef + create_book_of_portals() + + if not is_frame_node[portaldef.frame_node_name] then + -- add portal functions to the nodedef being used for the portal frame + register_frame_node(portaldef.frame_node_name) + is_frame_node[portaldef.frame_node_name] = true + end + + return true + end + end + + return false +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, ignition_failure_sound) + + minetest.override_item(item_name, { + on_place = function(stack, _, pt) + local done = false + if pt.under and is_frame_node[minetest.get_node(pt.under).name] then + done = ignite_portal(pt.under) + if done and not minetest.settings:get_bool("creative_mode") then + stack:take_item() + end + end + if not done and ignition_failure_sound ~= nil then + minetest.sound_play(ignition_failure_sound, {pos = pt.under, max_hear_distance = 10}) + 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 diff --git a/portal_api.txt b/portal_api.txt index 93b19d4..2ee5a33 100644 --- a/portal_api.txt +++ b/portal_api.txt @@ -1,184 +1,184 @@ -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 = , - -- 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 = , - extinguish = , - teleport = , - } - -- 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. - } +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 = , + -- 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 = , + extinguish = , + teleport = , + } + -- 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. + } diff --git a/portal_examples.lua b/portal_examples.lua index 985fae6..67681ce 100644 --- a/portal_examples.lua +++ b/portal_examples.lua @@ -1,4 +1,4 @@ ---[[ +--[[ Nether mod portal examples for Minetest