From 43f1f24d53255d674ffacbe2ee5296396a3933b4 Mon Sep 17 00:00:00 2001 From: Treer Date: Sat, 4 Jan 2020 21:06:06 +1100 Subject: [PATCH] Add settingtypes.txt settings --- init.lua | 201 ++++++++++++++-------------- portal_examples.lua | 313 +++++++++++++++++++++++--------------------- settingtypes.txt | 19 +++ 3 files changed, 290 insertions(+), 243 deletions(-) create mode 100644 settingtypes.txt diff --git a/init.lua b/init.lua index 06f1124..4a67cb3 100644 --- a/init.lua +++ b/init.lua @@ -28,19 +28,26 @@ nether.path = minetest.get_modpath(nether.modname) nether.get_translator = S -- Settings -nether.DEPTH = -5000 +nether.DEPTH = -5000 -- The y location of the Nether nether.FASTTRAVEL_FACTOR = 8 -- 10 could be better value for Minetest, since there's no sprint, but ex-Minecraft players will be mathing for 8 nether.PORTAL_BOOK_LOOT_WEIGHTING = 0.9 -- Likelyhood of finding the Book of Portals (guide) in dungeon chests. Set to 0 to disable. -nether.ENABLE_EXAMPLE_PORTALS = false -- Enables extra portal types - examples of how to create your own portal types using the Nether's portal API. Once enabled, their shapes will be shown in the book of portals. +nether.NETHER_REALM_ENABLED = true -- Setting to false disables the Nether and Nether portal + + +-- Override default settings with values from the .conf file, if any are present. +nether.FASTTRAVEL_FACTOR = tonumber(minetest.settings:get("nether_fasttravel_factor") or nether.FASTTRAVEL_FACTOR) +nether.PORTAL_BOOK_LOOT_WEIGHTING = tonumber(minetest.settings:get("nether_portalBook_loot_weighting") or nether.PORTAL_BOOK_LOOT_WEIGHTING) +nether.NETHER_REALM_ENABLED = minetest.settings:get_bool("nether_realm_enabled", nether.NETHER_REALM_ENABLED) + -- Load files dofile(nether.path .. "/portal_api.lua") dofile(nether.path .. "/nodes.lua") -dofile(nether.path .. "/mapgen.lua") - -if nether.ENABLE_EXAMPLE_PORTALS then - dofile(nether.path .. "/portal_examples.lua") +if nether.NETHER_REALM_ENABLED then + dofile(nether.path .. "/mapgen.lua") end +dofile(nether.path .. "/portal_examples.lua") + -- Portals are ignited by right-clicking with a mese crystal fragment nether.register_portal_ignition_item( @@ -49,102 +56,104 @@ nether.register_portal_ignition_item( ) --- Use the Portal API to add a portal type which goes to the Nether --- See portal_api.txt for documentation -nether.register_portal("nether_portal", { - shape = nether.PortalShape_Traditional, - frame_node_name = "default:obsidian", - wormhole_node_color = 0, -- 0 is magenta +if nether.NETHER_REALM_ENABLED then + -- Use the Portal API to add a portal type which goes to the Nether + -- See portal_api.txt for documentation + nether.register_portal("nether_portal", { + shape = nether.PortalShape_Traditional, + frame_node_name = "default:obsidian", + wormhole_node_color = 0, -- 0 is magenta - -- Warning: "Four per Em" spaces have been used to align the diagram in this text, rather - -- than ASCII spaces. If Minetest changes font this may need to be updated. - book_of_portals_pagetext = S([[ ──══♦♦♦◊ The Nether ◊♦♦♦══── + -- Warning: "Four per Em" spaces have been used to align the diagram in this text, rather + -- than ASCII spaces. If Minetest changes font this may need to be updated. + book_of_portals_pagetext = S([[ ──══♦♦♦◊ The Nether ◊♦♦♦══── -Requiring 14 blocks of obsidian, which we found deep underground where water had solidified molten rock. The frame must be constructed in the following fashion: + Requiring 14 blocks of obsidian, which we found deep underground where water had solidified molten rock. The frame must be constructed in the following fashion: - ┌═╤═╤═╤═╗ - ├─╥─┴─┼─╢ - ├─╢         ├─╢ - ├─╢         ├─╢ four blocks wide - ├─╚═╤═╡─╢ five blocks high - └─┴─┴─┴─┘ Standing vertically, like a doorway + ┌═╤═╤═╤═╗ + ├─╥─┴─┼─╢ + ├─╢         ├─╢ + ├─╢         ├─╢ four blocks wide + ├─╚═╤═╡─╢ five blocks high + └─┴─┴─┴─┘ Standing vertically, like a doorway -This opens to a truly hellish place, though for small mercies the air there is still breathable. There is an intriguing dimensional mismatch happening between this realm and ours, as after opening the second portal into it we observed that 10 strides taken in the Nether appear to be an equivalent of @1 in the natural world. + This opens to a truly hellish place, though for small mercies the air there is still breathable. There is an intriguing dimensional mismatch happening between this realm and ours, as after opening the second portal into it we observed that 10 strides taken in the Nether appear to be an equivalent of @1 in the natural world. -The expedition parties have found no diamonds or gold, and after an experienced search party failed to return from the trail of a missing expedition party, I must conclude this is a dangerous place. -]], 10 * nether.FASTTRAVEL_FACTOR), + The expedition parties have found no diamonds or gold, and after an experienced search party failed to return from the trail of a missing expedition party, I must conclude this is a dangerous place. + ]], 10 * nether.FASTTRAVEL_FACTOR), - is_within_realm = function(pos) -- return true if pos is inside the Nether - return pos.y < nether.DEPTH - end, + is_within_realm = function(pos) -- return true if pos is inside the Nether + return pos.y < nether.DEPTH + end, - find_realm_anchorPos = function(surface_anchorPos) - -- divide x and z by a factor of 8 to implement Nether fast-travel - local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR) - destination_pos.x = math.floor(0.5 + destination_pos.x) -- round to int - destination_pos.z = math.floor(0.5 + destination_pos.z) -- round to int - destination_pos.y = nether.DEPTH - 1000 -- temp value so find_nearest_working_portal() returns nether portals + find_realm_anchorPos = function(surface_anchorPos) + -- divide x and z by a factor of 8 to implement Nether fast-travel + local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR) + destination_pos.x = math.floor(0.5 + destination_pos.x) -- round to int + destination_pos.z = math.floor(0.5 + destination_pos.z) -- round to int + destination_pos.y = nether.DEPTH - 1000 -- temp value so find_nearest_working_portal() returns nether portals + + -- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Nether) + local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("nether_portal", destination_pos, 8, 0) + if existing_portal_location ~= nil then + return existing_portal_location, existing_portal_orientation + else + local start_y = nether.DEPTH - math.random(500, 1500) -- Search starting altitude + destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y) + return destination_pos + end + end, + + find_surface_anchorPos = function(realm_anchorPos) + -- A portal definition doesn't normally need to provide a find_surface_anchorPos() function, + -- since find_surface_target_y() will be used by default, but Nether portals also scale position + -- to create fast-travel. Defining a custom function also means we can look for existing nearby portals: + + -- Multiply x and z by a factor of 8 to implement Nether fast-travel + local destination_pos = vector.multiply(realm_anchorPos, nether.FASTTRAVEL_FACTOR) + destination_pos.x = math.min(30900, math.max(-30900, destination_pos.x)) -- clip to world boundary + destination_pos.z = math.min(30900, math.max(-30900, destination_pos.z)) -- clip to world boundary + destination_pos.y = 0 -- temp value so find_nearest_working_portal() doesn't return nether portals + + -- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are outside the Nether) + local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("nether_portal", destination_pos, 8 * nether.FASTTRAVEL_FACTOR, 0) + if existing_portal_location ~= nil then + return existing_portal_location, existing_portal_orientation + else + destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "nether_portal") + return destination_pos + end + end, + + on_ignite = function(portalDef, anchorPos, orientation) + + -- make some sparks fly + local p1, p2 = portalDef.shape:get_p1_and_p2_from_anchorPos(anchorPos, orientation) + local pos = vector.divide(vector.add(p1, p2), 2) + + local textureName = portalDef.particle_texture + if type(textureName) == "table" then textureName = textureName.name end + + minetest.add_particlespawner({ + amount = 110, + time = 0.1, + minpos = {x = pos.x - 0.5, y = pos.y - 1.2, z = pos.z - 0.5}, + maxpos = {x = pos.x + 0.5, y = pos.y + 1.2, z = pos.z + 0.5}, + minvel = {x = -5, y = -1, z = -5}, + maxvel = {x = 5, y = 1, z = 5}, + minacc = {x = 0, y = 0, z = 0}, + maxacc = {x = 0, y = 0, z = 0}, + minexptime = 0.1, + maxexptime = 0.5, + minsize = 0.2 * portalDef.particle_texture_scale, + maxsize = 0.8 * portalDef.particle_texture_scale, + collisiondetection = false, + texture = textureName .. "^[colorize:#F4F:alpha", + animation = portalDef.particle_texture_animation, + glow = 8 + }) - -- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Nether) - local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("nether_portal", destination_pos, 8, 0) - if existing_portal_location ~= nil then - return existing_portal_location, existing_portal_orientation - else - local start_y = nether.DEPTH - math.random(500, 1500) -- Search starting altitude - destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y) - return destination_pos end - end, - - find_surface_anchorPos = function(realm_anchorPos) - -- A portal definition doesn't normally need to provide a find_surface_anchorPos() function, - -- since find_surface_target_y() will be used by default, but Nether portals also scale position - -- to create fast-travel. Defining a custom function also means we can look for existing nearby portals: - - -- Multiply x and z by a factor of 8 to implement Nether fast-travel - local destination_pos = vector.multiply(realm_anchorPos, nether.FASTTRAVEL_FACTOR) - destination_pos.x = math.min(30900, math.max(-30900, destination_pos.x)) -- clip to world boundary - destination_pos.z = math.min(30900, math.max(-30900, destination_pos.z)) -- clip to world boundary - destination_pos.y = 0 -- temp value so find_nearest_working_portal() doesn't return nether portals - - -- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are outside the Nether) - local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("nether_portal", destination_pos, 8 * nether.FASTTRAVEL_FACTOR, 0) - if existing_portal_location ~= nil then - return existing_portal_location, existing_portal_orientation - else - destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "nether_portal") - return destination_pos - end - end, - - on_ignite = function(portalDef, anchorPos, orientation) - - -- make some sparks fly - local p1, p2 = portalDef.shape:get_p1_and_p2_from_anchorPos(anchorPos, orientation) - local pos = vector.divide(vector.add(p1, p2), 2) - - local textureName = portalDef.particle_texture - if type(textureName) == "table" then textureName = textureName.name end - - minetest.add_particlespawner({ - amount = 110, - time = 0.1, - minpos = {x = pos.x - 0.5, y = pos.y - 1.2, z = pos.z - 0.5}, - maxpos = {x = pos.x + 0.5, y = pos.y + 1.2, z = pos.z + 0.5}, - minvel = {x = -5, y = -1, z = -5}, - maxvel = {x = 5, y = 1, z = 5}, - minacc = {x = 0, y = 0, z = 0}, - maxacc = {x = 0, y = 0, z = 0}, - minexptime = 0.1, - maxexptime = 0.5, - minsize = 0.2 * portalDef.particle_texture_scale, - maxsize = 0.8 * portalDef.particle_texture_scale, - collisiondetection = false, - texture = textureName .. "^[colorize:#F4F:alpha", - animation = portalDef.particle_texture_animation, - glow = 8 - }) - - end - -}) \ No newline at end of file + + }) +end \ No newline at end of file diff --git a/portal_examples.lua b/portal_examples.lua index 2982adf..a60ef4d 100644 --- a/portal_examples.lua +++ b/portal_examples.lua @@ -1,10 +1,11 @@ --[[ - Nether mod portal examples for Minetest - These portal API examples are independent of the Nether. - To use this file, set nether.ENABLE_EXAMPLE_PORTALS to true in init.lua + These portal API examples work independently of the Nether realm and Nether portal. + To try these examples, enable them in Mintest -> Settings -> All settings -> Mods -> nether + Once enabled, their shapes/plans will be shown in the book of portals. + -- Copyright (C) 2019 Treer @@ -24,6 +25,10 @@ ]]-- local S = nether.get_translator + +local ENABLE_PORTAL_EXAMPLE_FLOATLANDS = false +local ENABLE_PORTAL_EXAMPLE_SURFACETRAVEL = false + -- Sets how far a Surface Portal will travel, measured in cells along the Moore curve, -- which are about 117 nodes square each. Larger numbers will generally mean further distance -- as-the-crow-flies, but for small adjustments this will not always be true due to the how @@ -33,175 +38,189 @@ local S = nether.get_translator local SURFACE_TRAVEL_DISTANCE = 26 +--=================================================-- +-- Portal to the Floatlands, playable code example -- +--==================================================-- local FLOATLANDS_ENABLED = false local FLOATLAND_LEVEL = 1280 -local floatlands_flavortext = "" -if minetest.get_mapgen_setting("mg_name") == "v7" then - local mgv7_spflags = minetest.get_mapgen_setting("mgv7_spflags") - FLOATLANDS_ENABLED = mgv7_spflags ~= nil and mgv7_spflags:find("floatlands") ~= nil and mgv7_spflags:find("nofloatlands") == nil - FLOATLAND_LEVEL = minetest.get_mapgen_setting("mgv7_floatland_level") or 1280 - if FLOATLANDS_ENABLED then - floatlands_flavortext = "There is a floating land of hills and lakes and forests up there, the edges of which lead to a drop all the way back down to the surface. We have not found how far these strange lands extend. One day I may retire here." +if minetest.settings:get_bool("nether_enable_portal_example_floatlands", ENABLE_PORTAL_EXAMPLE_FLOATLANDS) then + + local floatlands_flavortext = "" + if minetest.get_mapgen_setting("mg_name") == "v7" then + local mgv7_spflags = minetest.get_mapgen_setting("mgv7_spflags") + FLOATLANDS_ENABLED = mgv7_spflags ~= nil and mgv7_spflags:find("floatlands") ~= nil and mgv7_spflags:find("nofloatlands") == nil + FLOATLAND_LEVEL = minetest.get_mapgen_setting("mgv7_floatland_level") or 1280 + + if FLOATLANDS_ENABLED then + floatlands_flavortext = "There is a floating land of hills and lakes and forests up there, the edges of which lead to a drop all the way back down to the surface. We have not found how far these strange lands extend. One day I may retire here." + end end + + + nether.register_portal("floatlands_portal", { + shape = nether.PortalShape_Platform, + frame_node_name = "default:ice", + wormhole_node_color = 7, -- 2 is blue + wormhole_node_is_horizontal = true, -- indicate the wormhole surface is horizontal + particle_texture = { + name = "nether_particle_anim1.png", + animation = { + type = "vertical_frames", + aspect_w = 7, + aspect_h = 7, + length = 1, + }, + scale = 1.5 + }, + book_of_portals_pagetext = S([[ ──══♦♦♦◊ The Floatlands ◊♦♦♦══── + + Requiring 21 blocks of ice, and constructed in the shape of a 3 × 3 platform with walls, or like a bowl: + +       ┌─┬─┬─┐ + ┌─┼─┴─┴─┼─┐ Plan view (looking down from above) + ├─┤               ├─┤ + ├─┤               ├─┤ five blocks wide + └─┼─┬─┬─┼─┘ in both directions +       └─┴─┴─┘ + + ┌─┬─┬─┬─┬─┐ Side view (looking from either side) + └─┼─┼─┼─┼─┘ +       └─┴─┴─┘       two blocks deep + + This portal is different to the others, rather than acting akin to a doorway it appears to the eye more like a small pool of water which can be stepped into. Upon setting foot in the portal we found ourselves at a great altitude. + + @1 + ]], floatlands_flavortext), + + is_within_realm = function(pos) -- return true if pos is inside the Nether + return pos.y > FLOATLAND_LEVEL - 200 + end, + + find_realm_anchorPos = function(surface_anchorPos) + -- TODO: Once paramat finishes adjusting the floatlands, implement a surface algorithm that finds land + local destination_pos = {x = surface_anchorPos.x ,y = FLOATLAND_LEVEL + 2, z = surface_anchorPos.z} + + -- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Floatlands) + local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("floatlands_portal", destination_pos, 10, 0) + if existing_portal_location ~= nil then + return existing_portal_location, existing_portal_orientation + else + return destination_pos + end + end + }) + end -nether.register_portal("floatlands_portal", { - shape = nether.PortalShape_Platform, - frame_node_name = "default:ice", - wormhole_node_color = 7, -- 2 is blue - wormhole_node_is_horizontal = true, -- indicate the wormhole surface is horizontal - particle_texture = { - name = "nether_particle_anim1.png", - animation = { - type = "vertical_frames", - aspect_w = 7, - aspect_h = 7, - length = 1, - }, - scale = 1.5 - }, - book_of_portals_pagetext = S([[ ──══♦♦♦◊ The Floatlands ◊♦♦♦══── - -Requiring 21 blocks of ice, and constructed in the shape of a 3 × 3 platform with walls, or like a bowl: - -      ┌─┬─┬─┐ -┌─┼─┴─┴─┼─┐ Plan view (looking down from above) -├─┤               ├─┤ -├─┤               ├─┤ five blocks wide -└─┼─┬─┬─┼─┘ in both directions -      └─┴─┴─┘ - -┌─┬─┬─┬─┬─┐ Side view (looking from either side) -└─┼─┼─┼─┼─┘ -      └─┴─┴─┘       two blocks deep - -This portal is different to the others, rather than acting akin to a doorway it appears to the eye more like a small pool of water which can be stepped into. Upon setting foot in the portal we found ourselves at a great altitude. - -@1 -]], floatlands_flavortext), - - is_within_realm = function(pos) -- return true if pos is inside the Nether - return pos.y > FLOATLAND_LEVEL - 200 - end, - - find_realm_anchorPos = function(surface_anchorPos) - -- TODO: Once paramat finishes adjusting the floatlands, implement a surface algorithm that finds land - local destination_pos = {x = surface_anchorPos.x ,y = FLOATLAND_LEVEL + 2, z = surface_anchorPos.z} - - -- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Floatlands) - local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("floatlands_portal", destination_pos, 20, 0) - if existing_portal_location ~= nil then - return existing_portal_location, existing_portal_orientation - else - return destination_pos - end - end -}) - +--==============================================-- +-- Surface-travel portal, playable code example -- +--==============================================-- -- These Moore Curve functions requred by surface_portal's find_surface_anchorPos() will -- be assigned later in this file. local get_moore_distance -- will be function get_moore_distance(cell_count, x, y): integer local get_moore_coords -- will be function get_moore_coords(cell_count, distance): pos2d -nether.register_portal("surface_portal", { - shape = nether.PortalShape_Circular, - frame_node_name = "default:tinblock", - wormhole_node_color = 4, -- 4 is cyan - book_of_portals_pagetext = S([[ ──══♦♦♦◊ Surface portal ◊♦♦♦══── +if minetest.settings:get_bool("nether_enable_portal_example_surfacetravel", ENABLE_PORTAL_EXAMPLE_SURFACETRAVEL) then -Requiring 16 blocks of tin, the frame must be constructed in the following fashion: + nether.register_portal("surface_portal", { + shape = nether.PortalShape_Circular, + frame_node_name = "default:tinblock", + wormhole_node_color = 4, -- 4 is cyan + book_of_portals_pagetext = S([[ ──══♦♦♦◊ Surface portal ◊♦♦♦══── -             ┌═╤═╤═╗ -       ┌═┼─┴─┴─┼═╗ - ┌═┼─┘               └─┼═╗ - ├─╢                           ├─╢ - ├─╢                           ├─╢ seven blocks wide - └─╚═╗               ┌═╡─┘ seven blocks high -       └─╚═╤═╤═┼─┘       in a circular shape -             └─┴─┴─┘             standing vertically, like a doorway + Requiring 16 blocks of tin, the frame must be constructed in the following fashion: -These travel a distance along the ground, and even when constructed deep underground they link back up to the surface, but we were never able to predict where the matching twin portal would appear. Coudreau believes it works in epicycles, but I am not convinced. -]]), +             ┌═╤═╤═╗ +       ┌═┼─┴─┴─┼═╗ + ┌═┼─┘               └─┼═╗ + ├─╢                           ├─╢ + ├─╢                           ├─╢ seven blocks wide + └─╚═╗               ┌═╡─┘ seven blocks high +       └─╚═╤═╤═┼─┘       in a circular shape +             └─┴─┴─┘             standing vertically, like a doorway - is_within_realm = function(pos) - -- Always return true, because these portals always just take you around the surface - -- rather than taking you to a realm - return true - end, + These travel a distance along the ground, and even when constructed deep underground they link back up to the surface, but we were never able to predict where the matching twin portal would appear. Coudreau believes it works in epicycles, but I am not convinced. + ]]), - find_realm_anchorPos = function(surface_anchorPos) - -- This function isn't needed, since this type of portal always goes to the surface - minecraft.log("error" , "find_realm_anchorPos called for surface portal") - return {x=0, y=0, z=0} - end, + is_within_realm = function(pos) + -- Always return true, because these portals always just take you around the surface + -- rather than taking you to a realm + return true + end, - find_surface_anchorPos = function(realm_anchorPos) - -- A portal definition doesn't normally need to provide a find_surface_anchorPos() function, - -- since find_surface_target_y() will be used by default, but these portals travel around the - -- surface (following a Moore curve) so will be using a different x and z to realm_anchorPos. + find_realm_anchorPos = function(surface_anchorPos) + -- This function isn't needed, since this type of portal always goes to the surface + minecraft.log("error" , "find_realm_anchorPos called for surface portal") + return {x=0, y=0, z=0} + end, - local cellCount = 512 - local maxDistFromOrigin = 30000 -- the world edges are at X=30927, X=−30912, Z=30927 and Z=−30912 + find_surface_anchorPos = function(realm_anchorPos) + -- A portal definition doesn't normally need to provide a find_surface_anchorPos() function, + -- since find_surface_target_y() will be used by default, but these portals travel around the + -- surface (following a Moore curve) so will be calculating a different x and z to realm_anchorPos. - -- clip realm_anchorPos to maxDistFromOrigin, and move the origin so that all values are positive - local x = math.min(maxDistFromOrigin, math.max(-maxDistFromOrigin, realm_anchorPos.x)) + maxDistFromOrigin - local z = math.min(maxDistFromOrigin, math.max(-maxDistFromOrigin, realm_anchorPos.z)) + maxDistFromOrigin + local cellCount = 512 + local maxDistFromOrigin = 30000 -- the world edges are at X=30927, X=−30912, Z=30927 and Z=−30912 - local divisor = math.ceil(maxDistFromOrigin * 2 / cellCount) - local distance = get_moore_distance(cellCount, math.floor(x / divisor + 0.5), math.floor(z / divisor + 0.5)) - local destination_distance = (distance + SURFACE_TRAVEL_DISTANCE) % (cellCount * cellCount) - local moore_pos = get_moore_coords(cellCount, destination_distance) - local target_x = moore_pos.x * divisor - maxDistFromOrigin - local target_z = moore_pos.y * divisor - maxDistFromOrigin + -- clip realm_anchorPos to maxDistFromOrigin, and move the origin so that all values are positive + local x = math.min(maxDistFromOrigin, math.max(-maxDistFromOrigin, realm_anchorPos.x)) + maxDistFromOrigin + local z = math.min(maxDistFromOrigin, math.max(-maxDistFromOrigin, realm_anchorPos.z)) + maxDistFromOrigin - local search_radius = divisor / 2 - 5 -- any portal within this area will do + local divisor = math.ceil(maxDistFromOrigin * 2 / cellCount) + local distance = get_moore_distance(cellCount, math.floor(x / divisor + 0.5), math.floor(z / divisor + 0.5)) + local destination_distance = (distance + SURFACE_TRAVEL_DISTANCE) % (cellCount * cellCount) + local moore_pos = get_moore_coords(cellCount, destination_distance) + local target_x = moore_pos.x * divisor - maxDistFromOrigin + local target_z = moore_pos.y * divisor - maxDistFromOrigin - -- a y_factor of 0 makes the search ignore the altitude of the portals - local existing_portal_location, existing_portal_orientation = - nether.find_nearest_working_portal("surface_portal", {x = target_x, y = 0, z = target_z}, search_radius, 0) + local search_radius = divisor / 2 - 5 -- any portal within this area will do - if existing_portal_location ~= nil then - -- use the existing portal that was found near target_x, target_z - return existing_portal_location, existing_portal_orientation - else - -- find a good location for the new portal - local adj_x, adj_z = 0, 0 - - if minetest.get_spawn_level ~= nil then -- older versions of Minetest don't have this - -- Deterministically look for a location in the cell where get_spawn_level() can give - -- us a surface height, since nether.find_surface_target_y() works *much* better when - -- it can use get_spawn_level() - local prng = PcgRandom( -- seed the prng so that all portals for these Moore Curve coords will use the same random location - moore_pos.x * 65732 + - moore_pos.y * 729 + - minetest.get_mapgen_setting("seed") * 3 - ) - - local attemptLimit = 12 -- how many attempts we'll make at finding a good location - for attempt = 1, attemptLimit do - adj_x = math.floor(prng:rand_normal_dist(-search_radius, search_radius, 2) + 0.5) - adj_z = math.floor(prng:rand_normal_dist(-search_radius, search_radius, 2) + 0.5) - minetest.chat_send_all(attempt .. ": x " .. target_x + adj_x .. ", z " .. target_z + adj_z) - if minetest.get_spawn_level(target_x + adj_x, target_z + adj_z) ~= nil then - -- found a location which will be at ground level (unless a player has built there) - minetest.chat_send_all("x " .. target_x + adj_x .. ", z " .. target_z + adj_z .. " is suitable. Within " .. search_radius .. " of " .. target_x .. ", " .. target_z) - break + -- a y_factor of 0 makes the search ignore the altitude of the portals + local existing_portal_location, existing_portal_orientation = + nether.find_nearest_working_portal("surface_portal", {x = target_x, y = 0, z = target_z}, search_radius, 0) + + if existing_portal_location ~= nil then + -- use the existing portal that was found near target_x, target_z + return existing_portal_location, existing_portal_orientation + else + -- find a good location for the new portal + local adj_x, adj_z = 0, 0 + + if minetest.get_spawn_level ~= nil then -- older versions of Minetest don't have this + -- Deterministically look for a location in the cell where get_spawn_level() can give + -- us a surface height, since nether.find_surface_target_y() works *much* better when + -- it can use get_spawn_level() + local prng = PcgRandom( -- seed the prng so that all portals for these Moore Curve coords will use the same random location + moore_pos.x * 65732 + + moore_pos.y * 729 + + minetest.get_mapgen_setting("seed") * 3 + ) + + local attemptLimit = 12 -- how many attempts we'll make at finding a good location + for attempt = 1, attemptLimit do + adj_x = math.floor(prng:rand_normal_dist(-search_radius, search_radius, 2) + 0.5) + adj_z = math.floor(prng:rand_normal_dist(-search_radius, search_radius, 2) + 0.5) + minetest.chat_send_all(attempt .. ": x " .. target_x + adj_x .. ", z " .. target_z + adj_z) + if minetest.get_spawn_level(target_x + adj_x, target_z + adj_z) ~= nil then + -- found a location which will be at ground level (unless a player has built there) + minetest.chat_send_all("x " .. target_x + adj_x .. ", z " .. target_z + adj_z .. " is suitable. Within " .. search_radius .. " of " .. target_x .. ", " .. target_z) + break + end end end + + local destination_pos = {x = target_x + adj_x, y = 0, z = target_z + adj_z} + destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "surface_portal") + + return destination_pos end - - local destination_pos = {x = target_x + adj_x, y = 0, z = target_z + adj_z} - destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "surface_portal") - - return destination_pos end - end -}) - + }) +end --=========================================-- -- Hilbert curve and Moore curve functions -- @@ -211,9 +230,9 @@ These travel a distance along the ground, and even when constructed deep undergr -- to place portals. https://en.wikipedia.org/wiki/Moore_curve --- Flip a quadrant on its diagonal axis +-- Flip a quadrant on a diagonal axis -- cell_count is the number of cells across the square is split into, and must be a power of 2 --- if flip_twice is true then pos does not change (any even numbers of flips would cancel out) +-- if flip_twice is true then pos does not change (even numbers of flips cancel out) -- if flip_direction is true then the position is flipped along the \ diagonal -- if flip_direction is false then the position is flipped along the / diagonal local function hilbert_flip(cell_count, pos, flip_direction, flip_twice) @@ -273,7 +292,7 @@ local function get_hilbert_coords(cell_count, distance) rx = math.floor(distance / 2) % 2 ry = distance % 2 if rx == 1 then ry = 1 - ry end -- XOR ry with rx - + hilbert_flip(s, pos, rx > 0, ry > 0); pos.x = pos.x + s * rx pos.y = pos.y + s * ry @@ -281,7 +300,7 @@ local function get_hilbert_coords(cell_count, distance) s = s * 2 end - return pos + return pos end @@ -319,4 +338,4 @@ get_moore_coords = function(cell_count, distance) if quadrant % 3 == 0 then pos.y = pos.y + quadLength end return pos -end \ No newline at end of file +end diff --git a/settingtypes.txt b/settingtypes.txt new file mode 100644 index 0000000..3c5bdbc --- /dev/null +++ b/settingtypes.txt @@ -0,0 +1,19 @@ +# Travelling a short distance in the Nether can correspond to a much further distance on the surface. +# +# A factor of 10 might be a better value for Minetest, since there's no sprint, but ex-Minecraft players will be mathing for 8. +nether_fasttravel_factor (Nether fast-travel factor) int 8 + +# The likelyhood of finding a Book containing all the portal plans in a dungeon chest. +# Set to 0 to disable, or 10 to have it extremely common. +# +# (This value is automatically halved when the Nether portal is the only type of portal, since few players will need instruction) +nether_portalBook_loot_weighting (Likelyhood of finding Book of Portals in dungeon chests) int 9 + +# Turn off to disable the Nether and Nether portal +nether_realm_enabled (Enable Nether realm & portal) bool true + +# Enables the Floatlands portal api code example +nether_enable_portal_example_floatlands (Enable example portal: Floatlands) bool false + +# Enables the Surface travel portal api code example +nether_enable_portal_example_surfacetravel (Enable example portal: Surface travel) bool false \ No newline at end of file