Separate portal shape code from portal behavior code, and refactor

Allows dev and testing/debugging to focus on one (shape or behavior) without getting mixed up in the other, will also enable different portal shapes later on. Other adjustments:
* Reuse/reignite an existing portal or portal frame if there is one at the remote destination, rather than the area being overwritten by a slightly offset portal schematic.
* Create remote portals in a matching orientation to the local portal.
* Preserve player position & facing relative to portal when traveling through wormhole (even if portals are at 90°)
* Players no longer bounce several times after teleporting
* Player is not teleported until after the portal at the other end is confirmed/built
This commit is contained in:
Treer 2019-06-29 13:18:18 +10:00 committed by SmallJoker
parent b49f4ce73d
commit 614a3f91a7

614
init.lua
View File

@ -25,6 +25,7 @@
local NETHER_DEPTH = -5000
local TCAVE = 0.6
local BLEND = 128
local DEBUG = true
-- 3D noise
@ -46,23 +47,344 @@ local np_cave = {
local yblmax = NETHER_DEPTH - BLEND * 2
netherportal = {} -- portal API
-- Functions
local function build_portal(pos, target)
local p1 = {x = pos.x - 1, y = pos.y - 1, z = pos.z}
local p2 = {x = p1.x + 3, y = p1.y + 4, z = p1.z}
local path = minetest.get_modpath("nether") .. "/schematics/nether_portal.mts"
minetest.place_schematic({x = p1.x, y = p1.y, z = p1.z - 2}, path, 0, nil, true)
--[[
AnchorPos and WormholdPos are node locations in a portal defined as follows:
.
+--------+--------+--------+--------+
| | Frame | |
| | | | |
+--------+--------+--------+--------+
| | | |
| | | |
+--------+ + +--------+
| | Wormhole | |
| | | |
+--------+ + +--------+
| |Wormhole | |
| | Pos | |
+--------+--------+--------+--------+
| Anchor | | | |
| Pos | | | |
+--------+--------+--------+--------+
for y = p1.y, p2.y do
for x = p1.x, p2.x do
local meta = minetest.get_meta({x = x, y = y, z = p1.z})
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(target))
+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 this 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 physics.
-- 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().
-- Since it's symmetric, this PortalShape definition has only implemented orientations of 0 and 90
local TraditionalPortalShape = {
-- todo: use size to update is_portal_frame
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 = minetest.get_modpath("nether") .. "/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,
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, 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,
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.
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
}
local registered_portals = {
["default:obsidian"] = {
shape = TraditionalPortalShape,
wormhole_node_name = "nether:portal",
frame_node_name = "default:obsidian",
find_realm_anchorPos = function(pos)
end,
find_surface_anchorPos = function(pos)
end
}
}
-- p1 and p2 are used to keep maps backwards compatible with earlier versions of this mod.
-- p1 is the bottom/west/south corner of the portal, and p2 is the opposite corner.
local function get_p1_and_p2_from_anchorPos(portal_shape, anchorPos, orientation)
assert(orientation, "no orientation passed")
local p1 = anchorPos
local p2
if orientation == 0 then
p2 = {x = p1.x + portal_shape.size.x - 1, y = p1.y + portal_shape.size.y - 1, z = p1.z }
else
p2 = {x = p1.x, y = p1.y + portal_shape.size.y - 1, z = p1.z + portal_shape.size.x - 1}
end
return p1, p2
end
-- orientation is the rotation degrees passed to place_schematic: 0, 90, 180, or 270
local function get_param2_from_orientation(param2, orientation)
return orientation / 90
end
local function get_orientation_from_param2(param2)
return param2 * 90
end
local function set_portal_metadata(portal_definition, anchorPos, orientation, destination_wormholePos, ignite)
-- p1 and p2 are used here to keep maps backwards compatible with earlier versions of this mod
-- (p2's value is the opposite corner of the portal frame to p1, according to the fixed portal shape of earlier versions of this mod)
local p1, p2 = get_p1_and_p2_from_anchorPos(portal_definition.shape, anchorPos, orientation)
local param2 = get_param2_from_orientation(0, orientation)
local updateFunc = function(pos)
if ignite and minetest.get_node(pos).name == "air" then
minetest.set_node(pos, {name = portal_definition.wormhole_node_name, param2 = param2})
end
local meta = minetest.get_meta(pos)
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))
end
portal_definition.shape.apply_func_to_frame_nodes(anchorPos, orientation, updateFunc)
portal_definition.shape.apply_func_to_wormhole_nodes(anchorPos, orientation, updateFunc)
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
-- 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_portal_frame(portal_definition, pos)
local nodes_are_valid -- using closures as a way for the functions to return extra information - by setting this variable
local portal_is_ignited -- using closures as a way for the 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)
if minetest.get_node(check_pos).name ~= frame_node_name then
nodes_are_valid = false
return true -- short-circuit the search
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
-- this function returns two bools: portal found, portal is lit
local is_portal_at_anchorPos = function(anchorPos, orientation)
nodes_are_valid = true
portal_is_ignited = true
portal_definition.shape.apply_func_to_frame_nodes(anchorPos, orientation, check_frame_Func)
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)
end
return nodes_are_valid, portal_is_ignited and nodes_are_valid -- returns two bools: portal was found, portal is lit
end
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(testAnchorPos_x, 0)
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(testForAnchorPos_z, 90)
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.shape.schematic_filename,
orientation,
nil,
true
)
if DEBUG then minetest.chat_send_all("Placed 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)
end
-- Used to find or build a remote twin after a portal is opened.
-- If a portal is found that is already lit then the destination_wormholePos argument is ignored - the anchorPos
-- of the portal that was found will be returned but its destination will be unchanged.
-- * suggested_anchorPos indicates where the portal should be built
-- * destination_wormholePos is the wormholePos of the destination portal this one will be linked to.
-- * suggested_orientation is the suggested schematic rotation: 0, 90, 180, 270 (0 meaning a portal that faces north/south - i.e. obsidian running east/west)
--
-- 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_anchorPos, suggested_orientation, destination_wormholePos)
if DEBUG then minetest.chat_send_all("locate_or_build_portal at " .. minetest.pos_to_string(suggested_anchorPos) .. ", targetted to " .. minetest.pos_to_string(destination_wormholePos) .. ", orientation " .. suggested_orientation) end
local result_anchorPos = suggested_anchorPos;
local result_orientation = suggested_orientation;
local place_new_portal = true
-- Searching for an existing portal at wormholePos seems better than at anchorPos, though isn't important
local suggested_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(suggested_anchorPos, suggested_orientation)
local found_anchorPos, found_orientation, is_ignited = is_portal_frame(portal_definition, suggested_wormholePos)
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 aborted: already a portal at " .. minetest.pos_to_string(found_anchorPos) .. ", orientation " .. result_orientation) end
else
if DEBUG then minetest.chat_send_all("Build aborted: already an unlit portal at " .. minetest.pos_to_string(found_anchorPos) .. ", orientation " .. result_orientation) end
-- ignite the portal
set_portal_metadata_and_ignite(portal_definition, result_anchorPos, result_orientation, destination_wormholePos)
end
else
build_portal(portal_definition, result_anchorPos, result_orientation, destination_wormholePos)
end
return result_anchorPos, result_orientation
end
@ -126,6 +448,7 @@ local function find_nether_target_y(target_x, target_z, start_y)
end
--todo: find_surface_target_y() fails and selects locations under the surface
local function find_surface_target_y(target_x, target_z, start_y)
for y = start_y, start_y - 256, -16 do
-- Check volume for non-natural nodes
@ -140,126 +463,112 @@ local function find_surface_target_y(target_x, target_z, start_y)
end
local function move_check(p1, max, dir)
local p = {x = p1.x, y = p1.y, z = p1.z}
local d = math.abs(max - p1[dir]) / (max - p1[dir])
-- invoked when a player attempts to turn obsidian nodes into an open portal
local function ignite_portal(ignition_pos)
while p[dir] ~= max do
p[dir] = p[dir] + d
if minetest.get_node(p).name ~= "default:obsidian" then
return false
local ignition_node_name = minetest.get_node(ignition_pos).name
-- find out what sort of portals are made from the node that was clicked on
local portal_definition = registered_portals[ignition_node_name]
if portal_definition == nil then
return false -- no portals are made from the node at ignition_pos
end
-- check it was a portal frame that the player is trying to ignite
local anchorPos, orientation, is_ignited = is_portal_frame(portal_definition, ignition_pos)
if anchorPos == nil then
if DEBUG then minetest.chat_send_all("No portal frame found at " .. minetest.pos_to_string(ignition_pos)) end
return false -- no portal is here
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 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
return true
end
local function check_portal(p1, p2)
if p1.x ~= p2.x then
if not move_check(p1, p2.x, "x") then
return false
end
if not move_check(p2, p1.x, "x") then
return false
end
elseif p1.z ~= p2.z then
if not move_check(p1, p2.z, "z") then
return false
end
if not move_check(p2, p1.z, "z") then
return false
end
else
return false
end
if not move_check(p1, p2.y, "y") then
return false
end
if not move_check(p2, p1.y, "y") then
return false
end
return true
end
local function is_portal(pos)
for d = -3, 3 do
for y = -4, 4 do
local px = {x = pos.x + d, y = pos.y + y, z = pos.z}
local pz = {x = pos.x, y = pos.y + y, z = pos.z + d}
if check_portal(px, {x = px.x + 3, y = px.y + 4, z = px.z}) then
return px, {x = px.x + 3, y = px.y + 4, z = px.z}
end
if check_portal(pz, {x = pz.x, y = pz.y + 4, z = pz.z + 3}) then
return pz, {x = pz.x, y = pz.y + 4, z = pz.z + 3}
end
end
end
end
local function make_portal(pos)
local p1, p2 = is_portal(pos)
if not p1 or not p2 then
return false
end
for d = 1, 2 do
for y = p1.y + 1, p2.y - 1 do
local p
if p1.z == p2.z then
p = {x = p1.x + d, y = y, z = p1.z}
else
p = {x = p1.x, y = y, z = p1.z + d}
end
if minetest.get_node(p).name ~= "air" then
return false
end
end
end
local param2
if p1.z == p2.z then
param2 = 0
else
param2 = 1
end
local target = {x = p1.x, y = p1.y, z = p1.z}
target.x = target.x + 1
if target.y < NETHER_DEPTH then
target.y = find_surface_target_y(target.x, target.z, -16)
-- pick a destination
local destination_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(anchorPos, orientation)
if anchorPos.y < NETHER_DEPTH then
destination_wormholePos.y = find_surface_target_y(destination_wormholePos.x, destination_wormholePos.z, -16)
else
local start_y = NETHER_DEPTH - math.random(500, 1500) -- Search start
target.y = find_nether_target_y(target.x, target.z, start_y)
destination_wormholePos.y = find_nether_target_y(destination_wormholePos.x, destination_wormholePos.z, start_y)
end
if DEBUG then minetest.chat_send_all("Destinaton set to " .. minetest.pos_to_string(destination_wormholePos)) end
for d = 0, 3 do
for y = p1.y, p2.y do
local p
if param2 == 0 then
p = {x = p1.x + d, y = y, z = p1.z}
else
p = {x = p1.x, y = y, z = p1.z + d}
end
if minetest.get_node(p).name == "air" then
minetest.set_node(p, {name = "nether:portal", param2 = param2})
end
local meta = minetest.get_meta(p)
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(target))
end
end
-- ignition/BURN_BABY_BURN
set_portal_metadata_and_ignite(portal_definition, anchorPos, orientation, destination_wormholePos)
return true
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)
if not vector.equals(local_anchorPos, minetest.string_to_pos(meta:get_string("p1"))) 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 destination_anchorPos = portal_definition.shape.get_anchorPos_from_wormholePos(destination_wormholePos, local_orientation)
local node = minetest.get_node_or_nil(destination_wormholePos)
if 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 node.name == portal_definition.wormhole_node_name then
-- portal exists
local destination_orientation = get_orientation_from_param2(node.param2)
portal_definition.shape.disable_portal_trap(destination_anchorPos, destination_orientation)
-- 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}
player:setpos(vector.add(destination_wormholePos, rotated_offset))
player:set_look_horizontal(player:get_look_horizontal() + rotation_angle)
else
-- destination portal still needs to be built
if DEBUG then minetest.chat_send_all("ensure_remote_portal_then_teleport() saw " .. 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_anchorPos, local_orientation, local_wormholePos)
if local_orientation ~= new_dest_orientation or not vector.equals(destination_anchorPos, new_dest_anchorPos) then
-- Update the local portal's target to match where the existing remote portal was found
destination_anchorPos = new_dest_anchorPos
destination_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(new_dest_anchorPos, new_dest_orientation)
if DEBUG then minetest.chat_send_all("update target to " .. minetest.pos_to_string(destination_wormholePos)) end
set_portal_metadata(
portal_definition,
local_anchorPos,
local_orientation,
destination_wormholePos
)
minetest.after(0.1, ensure_remote_portal_then_teleport, player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
end
end
end
end
-- ABMs
minetest.register_abm({
@ -286,41 +595,42 @@ minetest.register_abm({
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if obj:is_player() then
local meta = minetest.get_meta(pos)
local target = minetest.string_to_pos(meta:get_string("target"))
if target then
-- force emerge of target area
minetest.get_voxel_manip():read_from_map(target, target)
if not minetest.get_node_or_nil(target) then
minetest.emerge_area(
vector.subtract(target, 4), vector.add(target, 4))
local destination_wormholePos = minetest.string_to_pos(meta:get_string("target"))
local local_p1 = minetest.string_to_pos(meta:get_string("p1"))
if destination_wormholePos ~= nil and local_p1 ~= nil then
-- find out what sort of portal we're in
local p1_node_name = minetest.get_node(local_p1).name
local portal_definition = registered_portals[p1_node_name]
if portal_definition == nil then
if p1_node_name ~= "ignore" then
-- I've seen cases where the p1_node_name temporarily returns "ignore", but it comes right - perhaps it happens when playerPos and anchorPos are in different chunks?
if DEBUG then minetest.chat_send_all("Weirdness: No portal with a \"" .. p1_node_name .. "\" frame is registered. Portal metadata at " .. minetest.pos_to_string(pos) .. " claims node ".. minetest.pos_to_string(local_p1) .. " is its portal corner (p1), but that location contains \"" .. p1_node_name .. "\"") end
else
minetest.log("error", "No portal with a \"" .. p1_node_name .. "\" frame is registered. Portal metadata at " .. minetest.pos_to_string(pos) .. " claims node ".. minetest.pos_to_string(local_p1) .. " is its portal corner (p1), but that location contains \"" .. p1_node_name .. "\"")
end
return
end
-- teleport the player
minetest.after(3, function(o, p, t)
local objpos = o:getpos()
if not objpos then -- player quit the game while teleporting
return
-- force emerge of target area
minetest.get_voxel_manip():read_from_map(destination_wormholePos, destination_wormholePos)
if not minetest.get_node_or_nil(destination_wormholePos) then
minetest.emerge_area(vector.subtract(destination_wormholePos, 4), vector.add(destination_wormholePos, 4))
end
local local_orientation = get_orientation_from_param2(node.param2)
minetest.after(
3, -- hopefully target area is emerged in 3 seconds
function()
ensure_remote_portal_then_teleport(
obj,
portal_definition,
local_p1,
local_orientation,
destination_wormholePos
)
end
objpos.y = objpos.y + 0.1 -- Fix some glitches at -8000
if minetest.get_node(objpos).name ~= "nether:portal" then
return
end
o:setpos(t)
local function check_and_build_portal(pp, tt)
local n = minetest.get_node_or_nil(tt)
if n and n.name ~= "nether:portal" then
build_portal(tt, pp)
minetest.after(2, check_and_build_portal, pp, tt)
minetest.after(4, check_and_build_portal, pp, tt)
elseif not n then
minetest.after(1, check_and_build_portal, pp, tt)
end
end
minetest.after(1, check_and_build_portal, p, t)
end, obj, pos, target)
)
end
end
end
@ -528,7 +838,7 @@ end
minetest.override_item("default:mese_crystal_fragment", {
on_place = function(stack, _, pt)
if pt.under and minetest.get_node(pt.under).name == "default:obsidian" then
local done = make_portal(pt.under)
local done = ignite_portal(pt.under)
if done and not minetest.settings:get_bool("creative_mode") then
stack:take_item()
end