Fix call to node timer stop()

Part of e5a5db907, fixes an issue where node timers weren't stopped by extinguish_portal().
And tweaks some comments
This commit is contained in:
Treer 2019-07-03 00:49:17 +10:00 committed by SmallJoker
parent 59275bb242
commit 9a4c7ed875

View File

@ -121,7 +121,7 @@ local TraditionalPortalShape = {
end
end,
-- p1 and p2 are used to keep maps backwards compatible with earlier versions of this mod.
-- p1 and p2 are used to keep maps compatible with earlier versions of this mod.
-- p1 is the bottom/west/south corner of the portal, and p2 is the opposite corner, together
-- they define the bounding volume for the portal.
get_p1_and_p2_from_anchorPos = function(self, anchorPos, orientation)
@ -218,6 +218,7 @@ local TraditionalPortalShape = {
-- Check for whether the portal is blocked in, and if so then provide a safe way
-- on one side for the player to step out of the portal. Suggest including a roof
-- incase the portal was blocked with lava flowing from above.
-- If portal can appear in mid-air then can also check for that and add a platform.
disable_portal_trap = function(anchorPos, orientation)
assert(orientation, "no orientation passed")
@ -234,6 +235,7 @@ local TraditionalPortalShape = {
local registered_portals = {
-- todo: switch to lookup by name, ignite_portal can scan all registered portals
["default:obsidian"] = {
shape = TraditionalPortalShape,
wormhole_node_name = "nether:portal",
@ -511,25 +513,40 @@ 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 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.
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 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.
The code could be 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.
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.
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.
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
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
]]
local function find_surface_target_y(portal_definition, target_x, target_z, start_y)
for y = start_y, start_y - 256, -16 do
@ -614,7 +631,7 @@ local function extinguish_portal(pos, node_name)
return
end
minetest.get_node_timer(p1):stop(1)
minetest.get_node_timer(get_timerPos_from_p1_and_p2(p1, p2)):stop()
for x = p1.x, p2.x do
for y = p1.y, p2.y do