Add settingtypes.txt settings

This commit is contained in:
Treer 2020-01-04 21:06:06 +11:00 committed by SmallJoker
parent a971e0359e
commit 43f1f24d53
3 changed files with 290 additions and 243 deletions

199
init.lua
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@ -28,19 +28,26 @@ nether.path = minetest.get_modpath(nether.modname)
nether.get_translator = S nether.get_translator = S
-- Settings -- 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.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.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 -- Load files
dofile(nether.path .. "/portal_api.lua") dofile(nether.path .. "/portal_api.lua")
dofile(nether.path .. "/nodes.lua") dofile(nether.path .. "/nodes.lua")
dofile(nether.path .. "/mapgen.lua") if nether.NETHER_REALM_ENABLED then
dofile(nether.path .. "/mapgen.lua")
if nether.ENABLE_EXAMPLE_PORTALS then
dofile(nether.path .. "/portal_examples.lua")
end end
dofile(nether.path .. "/portal_examples.lua")
-- Portals are ignited by right-clicking with a mese crystal fragment -- Portals are ignited by right-clicking with a mese crystal fragment
nether.register_portal_ignition_item( 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 if nether.NETHER_REALM_ENABLED then
-- See portal_api.txt for documentation -- Use the Portal API to add a portal type which goes to the Nether
nether.register_portal("nether_portal", { -- See portal_api.txt for documentation
shape = nether.PortalShape_Traditional, nether.register_portal("nether_portal", {
frame_node_name = "default:obsidian", shape = nether.PortalShape_Traditional,
wormhole_node_color = 0, -- 0 is magenta 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 -- 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. -- than ASCII spaces. If Minetest changes font this may need to be updated.
book_of_portals_pagetext = S([[ The Nether 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 four blocks wide
five blocks high five blocks high
Standing vertically, like a doorway 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. 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), ]], 10 * nether.FASTTRAVEL_FACTOR),
is_within_realm = function(pos) -- return true if pos is inside the Nether is_within_realm = function(pos) -- return true if pos is inside the Nether
return pos.y < nether.DEPTH return pos.y < nether.DEPTH
end, end,
find_realm_anchorPos = function(surface_anchorPos) find_realm_anchorPos = function(surface_anchorPos)
-- divide x and z by a factor of 8 to implement Nether fast-travel -- divide x and z by a factor of 8 to implement Nether fast-travel
local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR) 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.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.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 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
end,
find_surface_anchorPos = function(realm_anchorPos) })
-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function, end
-- 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
})

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@ -1,10 +1,11 @@
--[[ --[[
Nether mod portal examples for Minetest Nether mod portal examples for Minetest
These portal API examples are independent of the Nether. These portal API examples work independently of the Nether realm and Nether portal.
To use this file, set nether.ENABLE_EXAMPLE_PORTALS to true in init.lua 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 Copyright (C) 2019 Treer
@ -24,6 +25,10 @@
]]-- ]]--
local S = nether.get_translator 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, -- 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 -- 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 -- 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 local SURFACE_TRAVEL_DISTANCE = 26
--=================================================--
-- Portal to the Floatlands, playable code example --
--==================================================--
local FLOATLANDS_ENABLED = false local FLOATLANDS_ENABLED = false
local FLOATLAND_LEVEL = 1280 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 if minetest.settings:get_bool("nether_enable_portal_example_floatlands", ENABLE_PORTAL_EXAMPLE_FLOATLANDS) 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."
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 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 end
nether.register_portal("floatlands_portal", { --==============================================--
shape = nether.PortalShape_Platform, -- Surface-travel portal, playable code example --
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
})
-- These Moore Curve functions requred by surface_portal's find_surface_anchorPos() will -- These Moore Curve functions requred by surface_portal's find_surface_anchorPos() will
-- be assigned later in this file. -- be assigned later in this file.
local get_moore_distance -- will be function get_moore_distance(cell_count, x, y): integer 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 local get_moore_coords -- will be function get_moore_coords(cell_count, distance): pos2d
nether.register_portal("surface_portal", { if minetest.settings:get_bool("nether_enable_portal_example_surfacetravel", ENABLE_PORTAL_EXAMPLE_SURFACETRAVEL) then
shape = nether.PortalShape_Circular,
frame_node_name = "default:tinblock",
wormhole_node_color = 4, -- 4 is cyan
book_of_portals_pagetext = S([[ Surface portal
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
Requiring 16 blocks of tin, the frame must be constructed in the following fashion:
seven blocks wide
seven blocks high
in a circular shape
standing vertically, like a doorway
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) 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.
-- Always return true, because these portals always just take you around the surface ]]),
-- rather than taking you to a realm
return true
end,
find_realm_anchorPos = function(surface_anchorPos) is_within_realm = function(pos)
-- This function isn't needed, since this type of portal always goes to the surface -- Always return true, because these portals always just take you around the surface
minecraft.log("error" , "find_realm_anchorPos called for surface portal") -- rather than taking you to a realm
return {x=0, y=0, z=0} return true
end, end,
find_surface_anchorPos = function(realm_anchorPos) find_realm_anchorPos = function(surface_anchorPos)
-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function, -- This function isn't needed, since this type of portal always goes to the surface
-- since find_surface_target_y() will be used by default, but these portals travel around the minecraft.log("error" , "find_realm_anchorPos called for surface portal")
-- surface (following a Moore curve) so will be using a different x and z to realm_anchorPos. return {x=0, y=0, z=0}
end,
local cellCount = 512 find_surface_anchorPos = function(realm_anchorPos)
local maxDistFromOrigin = 30000 -- the world edges are at X=30927, X=30912, Z=30927 and Z=30912 -- 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 cellCount = 512
local x = math.min(maxDistFromOrigin, math.max(-maxDistFromOrigin, realm_anchorPos.x)) + maxDistFromOrigin local maxDistFromOrigin = 30000 -- the world edges are at X=30927, X=30912, Z=30927 and Z=30912
local z = math.min(maxDistFromOrigin, math.max(-maxDistFromOrigin, realm_anchorPos.z)) + maxDistFromOrigin
local divisor = math.ceil(maxDistFromOrigin * 2 / cellCount) -- clip realm_anchorPos to maxDistFromOrigin, and move the origin so that all values are positive
local distance = get_moore_distance(cellCount, math.floor(x / divisor + 0.5), math.floor(z / divisor + 0.5)) local x = math.min(maxDistFromOrigin, math.max(-maxDistFromOrigin, realm_anchorPos.x)) + maxDistFromOrigin
local destination_distance = (distance + SURFACE_TRAVEL_DISTANCE) % (cellCount * cellCount) local z = math.min(maxDistFromOrigin, math.max(-maxDistFromOrigin, realm_anchorPos.z)) + maxDistFromOrigin
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
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 search_radius = divisor / 2 - 5 -- any portal within this area will do
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 -- a y_factor of 0 makes the search ignore the altitude of the portals
-- use the existing portal that was found near target_x, target_z local existing_portal_location, existing_portal_orientation =
return existing_portal_location, existing_portal_orientation nether.find_nearest_working_portal("surface_portal", {x = target_x, y = 0, z = target_z}, search_radius, 0)
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 if existing_portal_location ~= nil then
-- Deterministically look for a location in the cell where get_spawn_level() can give -- use the existing portal that was found near target_x, target_z
-- us a surface height, since nether.find_surface_target_y() works *much* better when return existing_portal_location, existing_portal_orientation
-- it can use get_spawn_level() else
local prng = PcgRandom( -- seed the prng so that all portals for these Moore Curve coords will use the same random location -- find a good location for the new portal
moore_pos.x * 65732 + local adj_x, adj_z = 0, 0
moore_pos.y * 729 +
minetest.get_mapgen_setting("seed") * 3
)
local attemptLimit = 12 -- how many attempts we'll make at finding a good location if minetest.get_spawn_level ~= nil then -- older versions of Minetest don't have this
for attempt = 1, attemptLimit do -- Deterministically look for a location in the cell where get_spawn_level() can give
adj_x = math.floor(prng:rand_normal_dist(-search_radius, search_radius, 2) + 0.5) -- us a surface height, since nether.find_surface_target_y() works *much* better when
adj_z = math.floor(prng:rand_normal_dist(-search_radius, search_radius, 2) + 0.5) -- it can use get_spawn_level()
minetest.chat_send_all(attempt .. ": x " .. target_x + adj_x .. ", z " .. target_z + adj_z) local prng = PcgRandom( -- seed the prng so that all portals for these Moore Curve coords will use the same random location
if minetest.get_spawn_level(target_x + adj_x, target_z + adj_z) ~= nil then moore_pos.x * 65732 +
-- found a location which will be at ground level (unless a player has built there) moore_pos.y * 729 +
minetest.chat_send_all("x " .. target_x + adj_x .. ", z " .. target_z + adj_z .. " is suitable. Within " .. search_radius .. " of " .. target_x .. ", " .. target_z) minetest.get_mapgen_setting("seed") * 3
break )
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
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 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 })
})
end
--=========================================-- --=========================================--
-- Hilbert curve and Moore curve functions -- -- 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 -- 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 -- 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 true then the position is flipped along the \ diagonal
-- if flip_direction is false 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) local function hilbert_flip(cell_count, pos, flip_direction, flip_twice)
@ -281,7 +300,7 @@ local function get_hilbert_coords(cell_count, distance)
s = s * 2 s = s * 2
end end
return pos return pos
end end

19
settingtypes.txt Normal file
View File

@ -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