From 835ad9686dc24c2717df6014dd4fe11ddd1ee437 Mon Sep 17 00:00:00 2001 From: Treer Date: Sun, 21 Jul 2019 14:45:10 +1000 Subject: [PATCH] rearrange code eliminate need to assign extinguish_portal() to a local var, and group the helper functions together in the API section --- portal_api.lua | 425 +++++++++++++++++++++++-------------------------- 1 file changed, 195 insertions(+), 230 deletions(-) diff --git a/portal_api.lua b/portal_api.lua index 08d7a27..79f4cae 100644 --- a/portal_api.lua +++ b/portal_api.lua @@ -218,10 +218,6 @@ local ignition_item_name local S = nether.get_translator local mod_storage = minetest.get_mod_storage() --- this is a function that will be assigned to further down, allowing functions to use it --- that are defined before it is. -local extinguish_portal - local function get_timerPos_from_p1_and_p2(p1, p2) -- Pick a frame node for the portal's timer. @@ -361,6 +357,108 @@ local function list_closest_portals(portal_definition, anchorPos, distance_limit 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 = 6}) + 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_stop(soundHandle) + 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("frame_node_name", "") + 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) @@ -608,128 +706,6 @@ local function locate_or_build_portal(portal_definition, suggested_wormholePos, end --- use this when determining where to spawn a portal, to avoid overwriting player builds -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 - - ---[[ -"The normal realm portal has a particular X, Z, it searches downwards for a suitable Y. -It can't be placed in mid-air, and for performance the test for a suitable placement position cannot move downwards in -1 node steps, instead it moves downwards in 16 node steps, so it will almost always be placed buried in solid nodes. - -The portal cannot be placed in any volume that contains non-natural nodes (is_ground_content = false) to not grief -player builds. This makes it even more likely the portal will be a little way underground. - -The portal is placed with air nodes around it to create a space so it isn't embedded in stone. -It is expected that the player has a pickaxe to dig their way out, this is highly likely if they have built a portal -and are exploring the nether. The player will not be trapped. - -Note that MC also often places portals embedded in stone. - -The code could be [edit: has been] altered to first try to find a surface position, but if this surface position is -unsuitable due to being near player builds, the portal will still move downwards into the ground, so this is -unavoidable. - -Any search for a suitable resting-on-surface or resting-on-cave-surface position will be somewhat complex, to avoid -placement on a tiny floating island or narrow spike etc. which would be impractical or deadly to the player. - -A portal room embedded underground is the safest and the most accessible for the player. - -So i decided to start the placement position search at y = -16 as that, or a little below, is the most likely suitable -position: Ground is almost always present there, it's below any lakes or seas, below most player builds. - -Also, the search for non-natural nodes doesn't actually guarantee avoiding player builds, as a player build can be -composed of only natural nodes (is_ground_content = true). So even more good reason to start the search a little way -underground where player builds are more unlikely. Y = -16 seemed a reasonable compromise between safety and distance -from surface. - -Each placement position search has to search a volume of nodes for non-natural nodes, this is not lightweight, and many -searches may happen if there a lot of underground player builds present. So the code has been written to avoid -intensive procedures." --- https://github.com/minetest-mods/nether/issues/5#issuecomment-506983676 -]] -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 - - -- 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) @@ -788,106 +764,6 @@ local function ignite_portal(ignition_pos, ignition_node_name) 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_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 = 6}) - 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_stop(soundHandle) - end -end - - --- WARNING - this is invoked by on_destruct, so you can't assume there's an accesible node at pos -extinguish_portal = function(pos, node_name, frame_was_destroyed) -- assigned rather than declared because extinguish_portal is already declared, for use by earlier functions in the file. - - -- 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("frame_node_name", "") - 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 - - -- 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) @@ -917,6 +793,7 @@ local function ensure_remote_portal_then_teleport(player, portal_definition, loc 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) @@ -957,9 +834,9 @@ local function ensure_remote_portal_then_teleport(player, portal_definition, loc 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 - -- A very rare edge-case that takes time to set up: - -- If the destination portal is unlit and shares a node with a lit portal that is linked to this + -- 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. @@ -1230,7 +1107,6 @@ function test_shapedef_is_valid(shape_defintion) end - -- check for mistakes people might make in portal definitions function test_portaldef_is_valid(portal_definition) @@ -1245,6 +1121,7 @@ function test_portaldef_is_valid(portal_definition) 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", @@ -1406,6 +1283,94 @@ function nether.register_portal_ignition_item(item_name) 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.