forked from minetest-mods/nether
Finish example portals
give nether_portal_circular.mts a flat floor - the new nether_portal_circular.mts allows its bottom nodes to be sunk into the ground. Example portal basic behavior and book_of_portals_pagetext implemented. Other changes are allowing portals corrupted by ABMs to be repaired, finding better ground level of surface portals.
This commit is contained in:
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@ -1,6 +1,6 @@
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-- see portal_api.txt for documentation
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local DEBUG = false
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local DEBUG = true
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local IGNORE_MODSTORAGE_PORTALS = false -- set true if you don't want portals to remember where they were linked - sometimes it's handy for debugging to have the portal always recalculate its target
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nether.registered_portals = {}
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@ -581,17 +581,21 @@ end
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-- Add portal information to mod storage, so new portals may find existing portals near the target location.
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-- Do this whenever a portal is created or changes its ignition state
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local function store_portal_location_info(portal_name, anchorPos, orientation, ignited)
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if not IGNORE_MODSTORAGE_PORTALS then
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mod_storage:set_string(
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minetest.pos_to_string(anchorPos) .. " is " .. portal_name,
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minetest.serialize({orientation = orientation, active = ignited})
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)
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end
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end
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-- Remove portal information from mod storage.
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-- Do this if a portal frame is destroyed such that it cannot be ignited anymore.
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local function remove_portal_location_info(portal_name, anchorPos)
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if not IGNORE_MODSTORAGE_PORTALS then
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mod_storage:set_string(minetest.pos_to_string(anchorPos) .. " is " .. portal_name, "")
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end
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end
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-- Returns a table of the nearest portals to anchorPos indexed by distance, based on mod_storage
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-- data.
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@ -607,6 +611,8 @@ local function list_closest_portals(portal_definition, anchorPos, distance_limit
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local result = {}
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if not IGNORE_MODSTORAGE_PORTALS then
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local isRealm = portal_definition.is_within_realm(anchorPos)
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if distance_limit == nil then distance_limit = -1 end
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if y_factor == nil then y_factor = 1 end
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@ -624,7 +630,7 @@ local function list_closest_portals(portal_definition, anchorPos, distance_limit
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local distance = math.hypot(y * y_factor, math.hypot(x, z))
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if distance <= distance_limit or distance_limit < 0 then
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local info = minetest.deserialize(value) or {}
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if DEBUG then minetest.chat_send_all("found " .. found_name .. " listed at distance " .. distance .. " from dest " .. minetest.pos_to_string(anchorPos) .. ", found: " .. minetest.pos_to_string(found_anchorPos) .. " orientation " .. info.orientation) end
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if DEBUG then minetest.chat_send_all("found " .. found_name .. " listed at distance " .. distance .. " (within " .. distance_limit .. ") from dest " .. minetest.pos_to_string(anchorPos) .. ", found: " .. minetest.pos_to_string(found_anchorPos) .. " orientation " .. info.orientation) end
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info.anchorPos = found_anchorPos
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info.distance = distance
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result[distance] = info
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@ -633,6 +639,7 @@ local function list_closest_portals(portal_definition, anchorPos, distance_limit
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end
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end
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end
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end
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return result
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end
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@ -1020,7 +1027,7 @@ local function ignite_portal(ignition_pos, ignition_node_name)
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local portal_definition_list = list_portal_definitions_for_frame_node(ignition_node_name)
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for _, portal_definition in ipairs(portal_definition_list) do
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local continue = false
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local continue = false -- WRT the for loop, since lua has no continue keyword
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-- check it was a portal frame that the player is trying to ignite
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local anchorPos, orientation, is_ignited = is_within_portal_frame(portal_definition, ignition_pos)
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@ -1028,11 +1035,20 @@ local function ignite_portal(ignition_pos, ignition_node_name)
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if DEBUG then minetest.chat_send_all("No " .. portal_definition.name .. " portal frame found at " .. minetest.pos_to_string(ignition_pos)) end
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continue = true -- no portal is here, but perhaps there more than one portal type we need to search for
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elseif is_ignited then
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if DEBUG then
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local repair = false
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local meta = minetest.get_meta(ignition_pos)
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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
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if meta ~= nil then
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if meta:get_string("p1") == "" then
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-- metadata is missing, the portal frame node must have been removed without calling
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-- on_destruct - perhaps by an ABM, then replaced - presumably by a player.
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-- allowing reigniting will repair the portal
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if DEBUG then minetest.chat_send_all("Broken portal detected, allowing reignition/repair") end
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repair = true
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else
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if DEBUG then minetest.chat_send_all("This portal links to " .. meta:get_string("target") .. ". p1=" .. meta:get_string("p1") .. " p2=" .. meta:get_string("p2")) end
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end
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return false -- portal is already ignited
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end
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if not repair then return false end -- portal is already ignited
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end
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if continue == false then
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@ -1595,8 +1611,16 @@ function nether.register_portal(name, portaldef)
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if portaldef.find_surface_anchorPos == nil then -- default to using find_surface_target_y()
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portaldef.find_surface_anchorPos = function(pos)
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local surface_y = nether.find_surface_target_y(pos.x, pos.z, name)
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return {x = pos.x, y = surface_y, z = pos.z}
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local destination_pos = {x = pos.x, y = 0, z = pos.z}
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local existing_portal_location, existing_portal_orientation =
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nether.find_nearest_working_portal(name, destination_pos, 10, 0) -- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are outside the realm)
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if existing_portal_location ~= nil then
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return existing_portal_location, existing_portal_orientation
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else
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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, name)
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return destination_pos
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end
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end
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end
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@ -1674,6 +1698,7 @@ end
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-- use this when determining where to spawn a portal, to avoid overwriting player builds
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-- It checks the area for any nodes that aren't ground or trees.
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-- (Water also fails this test, unless it is unemerged)
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function nether.volume_is_natural(minp, maxp)
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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@ -1691,13 +1716,14 @@ function nether.volume_is_natural(minp, maxp)
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for x = pos1.x, pos2.x do
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local id = data[vi] -- Existing node
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if DEBUG and id == nil then minetest.chat_send_all("nil block at index " .. vi) end
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if id ~= c_air and id ~= c_ignore and id ~= nil then -- These are natural or not emerged
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if id ~= c_air and id ~= c_ignore and id ~= nil then -- checked for common natural or not emerged
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local name = minetest.get_name_from_content_id(id)
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local nodedef = minetest.registered_nodes[name]
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if not nodedef.is_ground_content then
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-- trees are natural but not "ground content"
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local node_groups = nodedef.groups
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if node_groups == nil or (node_groups.tree == nil and node_groups.leaves == nil and node_groups.leafdecay == nil) then
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if DEBUG then minetest.chat_send_all("volume_is_natural() found unnatural node " .. name) end
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return false
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end
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end
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@ -1707,6 +1733,7 @@ function nether.volume_is_natural(minp, maxp)
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end
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end
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if DEBUG then minetest.chat_send_all("Volume is natural") end
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return true
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end
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@ -1718,26 +1745,20 @@ function nether.find_surface_target_y(target_x, target_z, portal_name)
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if minetest.get_spawn_level ~= nil then -- older versions of Minetest don't have this
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local surface_level = minetest.get_spawn_level(target_x, target_z)
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if surface_level ~= nil then
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-- get_spawn_level() seems to err on the side of caution and sometimes spawn the player a
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-- block higher than the ground level.
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local shouldBeGroundPos = {x = target_x, y = surface_level - 1, z = target_z}
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local groundNode = minetest.get_node_or_nil(shouldBeGroundPos)
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if groundNode == nil then
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-- force the area to be loaded - it's going to be loaded anyway by volume_is_natural()
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minetest.get_voxel_manip():read_from_map(shouldBeGroundPos, shouldBeGroundPos)
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groundNode = minetest.get_node(shouldBeGroundPos)
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end
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if not groundNode.is_ground_content then
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if DEBUG then minetest.chat_send_all("find_surface_target_y dropped spawn_level by 1") end
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surface_level = surface_level - 1
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shouldBeGroundPos.y = shouldBeGroundPos.y - 1
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groundNode = minetest.get_node_or_nil(shouldBeGroundPos)
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if groundNode ~= nil and not groundNode.is_ground_content then
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if DEBUG then minetest.chat_send_all("find_surface_target_y dropped spawn_level by 2") end
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-- get_spawn_level() tends to err on the side of caution and sometimes spawn the player a
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-- block higher than the ground level. The implementation is mapgen specific
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-- and -2 seems to be the right amount for v6, v5, carpathian, valleys, and flat,
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-- but v7 only needs -1.
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-- Perhaps this was not always the case, and -2 may be too much in older versions
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-- of minetest, but half-buried portals are perferable to floating ones, and they
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-- will clear a suitable hole around them.
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if minetest.get_mapgen_setting("mg_name") == "v7" then
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surface_level = surface_level - 1
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else
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surface_level = surface_level - 2
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end
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end
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-- Check volume for non-natural nodes
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local minp = {x = target_x - 1, y = surface_level - 1, z = target_z - 2}
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local maxp = {x = target_x + 2, y = surface_level + 3, z = target_z + 2}
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@ -22,15 +22,30 @@
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SOFTWARE.
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]]--
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local S = nether.get_translator
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-- Sets how far a Surface Portal will travel, measured in cells along the Moore curve,
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-- which are about 117 nodes square each. Larger numbers will generally mean further distance
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-- as-the-crow-flies, but for small adjustments this will not always be true due to the how
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-- the Moore curve frequently doubles back upon itself.
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local SURFACE_TRAVEL_DISTANCE = 15
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-- This doubling-back prevents the surface portal from taking players easily accross the
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-- map - the curve is 262144 cells long!
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local SURFACE_TRAVEL_DISTANCE = 26
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local S = nether.get_translator
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local FLOATLANDS_ENABLED = false
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local FLOATLAND_LEVEL = 1280
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local floatlands_flavortext = ""
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if minetest.get_mapgen_setting("mg_name") == "v7" then
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local mgv7_spflags = minetest.get_mapgen_setting("mgv7_spflags")
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FLOATLANDS_ENABLED = mgv7_spflags ~= nil and mgv7_spflags:find("floatlands") ~= nil and mgv7_spflags:find("nofloatlands") == nil
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FLOATLAND_LEVEL = minetest.get_mapgen_setting("mgv7_floatland_level") or 1280
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if FLOATLANDS_ENABLED then
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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."
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end
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end
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nether.register_portal("floatlands_portal", {
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shape = nether.PortalShape_Platform,
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@ -49,59 +64,40 @@ nether.register_portal("floatlands_portal", {
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},
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book_of_portals_pagetext = S([[ ──══♦♦♦◊ The Floatlands ◊♦♦♦══──
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Requiring 14 blocks of ice, but otherwise constructed the same as the portal to the Nether:
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Requiring 21 blocks of ice, and constructed in the shape of a 3 × 3 platform with walls, or like a bowl:
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┌═╤═╤═╤═╗
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├─╥─┴─┼─╢
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├─╢ ├─╢
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├─╢ ├─╢
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├─╚═╤═╡─╢
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└─┴─┴─┴─┘
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┌─┬─┬─┐
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┌─┼─┴─┴─┼─┐ Plan view (looking down from above)
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├─┤ ├─┤
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├─┤ ├─┤ five blocks wide
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└─┼─┬─┬─┼─┘ in both directions
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└─┴─┴─┘
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]] .. "\u{25A9}"),
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┌─┬─┬─┬─┬─┐ Side view (looking from either side)
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└─┼─┼─┼─┼─┘
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└─┴─┴─┘ two blocks deep
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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.
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@1
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]], floatlands_flavortext),
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is_within_realm = function(pos) -- return true if pos is inside the Nether
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return pos.y < nether.DEPTH
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return pos.y > FLOATLAND_LEVEL - 200
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end,
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find_realm_anchorPos = function(surface_anchorPos)
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-- divide x and z by a factor of 8 to implement Nether fast-travel
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local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR)
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destination_pos.x = math.floor(0.5 + destination_pos.x) -- round to int
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destination_pos.z = math.floor(0.5 + destination_pos.z) -- round to int
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destination_pos.y = nether.DEPTH - 1000 -- temp value so find_nearest_working_portal() returns nether portals
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-- TODO: Once paramat finishes adjusting the floatlands, implement a surface algorithm that finds land
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local destination_pos = {x = surface_anchorPos.x ,y = FLOATLAND_LEVEL + 2, z = surface_anchorPos.z}
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Nether)
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local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("floatlands_portal", destination_pos, 8, 0)
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Floatlands)
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local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("floatlands_portal", destination_pos, 20, 0)
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if existing_portal_location ~= nil then
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return existing_portal_location, existing_portal_orientation
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else
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local start_y = nether.DEPTH - math.random(500, 1500) -- Search starting altitude
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destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y)
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return destination_pos
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end
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end,
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find_surface_anchorPos = function(realm_anchorPos)
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-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function,
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-- since find_surface_target_y() will be used by default, but Nether portals also scale position
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-- to create fast-travel. Defining a custom function also means we can look for existing nearby portals:
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-- Multiply x and z by a factor of 8 to implement Nether fast-travel
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local destination_pos = vector.multiply(realm_anchorPos, nether.FASTTRAVEL_FACTOR)
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destination_pos.x = math.min(30900, math.max(-30900, destination_pos.x)) -- clip to world boundary
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destination_pos.z = math.min(30900, math.max(-30900, destination_pos.z)) -- clip to world boundary
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destination_pos.y = 0 -- temp value so find_nearest_working_portal() doesn't return nether portals
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are outside the Nether)
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local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("floatlands_portal", destination_pos, 8 * nether.FASTTRAVEL_FACTOR, 0)
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if existing_portal_location ~= nil then
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return existing_portal_location, existing_portal_orientation
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else
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destination_pos.y = nether.find_surface_target_y(destination_pos.x, destination_pos.z, "nether_portal")
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return destination_pos
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end
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end,
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})
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@ -112,21 +108,23 @@ local get_moore_coords -- will be function get_moore_coords(cell_count, distan
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nether.register_portal("surface_portal", {
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shape = nether.PortalShape_Circular,
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frame_node_name = "default:cobble",
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frame_node_name = "default:tinblock",
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wormhole_node_color = 4, -- 4 is cyan
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book_of_portals_pagetext = S([[ ──══♦♦♦◊ Surface portal ◊♦♦♦══──
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Requiring 16 blocks of tin, the frame must be constructed in the following fashion:
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┌═╤═╤═╗
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┌═┼─┴─┴─┼═╗
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┌═┼─┘ └─┼═╗
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├─╢ ├─╢
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├─╢ ├─╢ Stargate?
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└─╚═╗ ┌═╡─┘
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└─╚═╤═╤═┼─┘
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└─┴─┴─┘
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├─╢ ├─╢ seven blocks wide
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└─╚═╗ ┌═╡─┘ seven blocks high
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└─╚═╤═╤═┼─┘ in a circular shape
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└─┴─┴─┘ standing vertically, like a doorway
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These
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]] .. "\u{25A9}"),
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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.
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]]),
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is_within_realm = function(pos)
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-- Always return true, because these portals always just take you around the surface
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@ -156,14 +154,25 @@ These
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local distance = get_moore_distance(cellCount, math.floor(x / divisor + 0.5), math.floor(z / divisor + 0.5))
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local destination_distance = (distance + SURFACE_TRAVEL_DISTANCE) % (cellCount * cellCount)
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local moore_pos = get_moore_coords(cellCount, destination_distance)
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local target_x = moore_pos.x * divisor - maxDistFromOrigin
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local target_z = moore_pos.y * divisor - maxDistFromOrigin
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local search_radius = divisor / 2 - 5 -- any portal within this area will do
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-- a y_factor of 0 makes the search ignore the altitude of the portals
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local existing_portal_location, existing_portal_orientation =
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nether.find_nearest_working_portal("surface_portal", {x = target_x, y = 0, z = target_z}, search_radius, 0)
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if existing_portal_location ~= nil then
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-- use the existing portal that was found near target_x, target_z
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return existing_portal_location, existing_portal_orientation
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else
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-- find a good location for the new portal
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local adj_x, adj_z = 0, 0
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if minetest.get_spawn_level ~= nil then -- older versions of Minetest don't have this
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-- Deterministically look for a location in the cell where get_spawn_level() can give
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-- us a surface height, since nether.find_surface_target_y() works much better when
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-- us a surface height, since nether.find_surface_target_y() works *much* better when
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-- it can use get_spawn_level()
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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 +
|
||||
@ -171,27 +180,22 @@ These
|
||||
minetest.get_mapgen_setting("seed") * 3
|
||||
)
|
||||
|
||||
local radius = divisor / 2 - 5
|
||||
local attemptLimit = 10 -- how many attempts we'll make to find a good location
|
||||
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(-radius, radius, 2) + 0.5)
|
||||
adj_z = math.floor(prng:rand_normal_dist(-radius, radius, 2) + 0.5)
|
||||
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")
|
||||
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}
|
||||
-- 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", destination_pos, radius, 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, "surface_portal")
|
||||
|
||||
return destination_pos
|
||||
end
|
||||
end
|
||||
|
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Reference in New Issue
Block a user