forked from minetest-mods/nether
0e26770830
Add facedir support to Portals API
250 lines
11 KiB
Plaintext
250 lines
11 KiB
Plaintext
Portal API Reference
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====================
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The portal system used to get to the Nether can be used to create portals
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to other realms.
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Pick a node type to have your portals built from, a shape in which the
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portals must be built, and provide 3 functions for portals to find their
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destination with:
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* `find_realm_anchorPos(surface_anchorPos)`
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* `find_surface_anchorPos(realm_anchorPos)`
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* `is_within_realm(pos)`
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Optionally decorate by choosing portal colors, particles, media etc.
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See `init.lua` and `portal_examples.lua` for examples of 3 different portals.
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Portal code is more efficient when each type of portal uses a different type
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of node to build its frame out of - consider creating your own node for
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players to build portals from. However it is possible to register more than
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one kind of portal with the same frame material — such as obsidian — provided
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the size of the PortalShape is distinct from any other type of portal that is
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using the same node for its frame, and portal sizes remain small.
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Realms
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------
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This API uses the concept of a realm for each type of portal. If a portal is
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outside its realm then it links to a portal inside the realm, if a portal is
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inside its realm then it links to the outside.
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You get to decide what constitutes your realm by implementing the function
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`is_within_realm(position)`.
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For example, the Nether realm is defined as existing at a certain depth and
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anything above that depth is considered outside the Realm.
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In contrast, the "Surface portal" - an example in portal_examples.lua, only
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uses one realm. Its `is_within_realm()` function always returns true so that
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any time a portal is opened it will use `find_surface_anchorPos()`.
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Note that the name "find_surface_anchorPos" is a Nether-centric misnomer, as
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different types of portals are free to use different definitions of a realm
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such that leaving the realm might not be synonymous with travelling to the
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surface.
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Helper functions
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----------------
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* `nether.volume_is_natural(minp, maxp)`: returns a boolean
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* use this when determining where to spawn a portal, to avoid overwriting
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player builds. It checks the area for any nodes that aren't ground or
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trees.
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Water will fail this test, unless it is unemerged.
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* `nether.find_surface_target_y(target_x, target_z, portal_name)`: returns a
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suitable anchorPos
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* Can be used when implementing custom find_surface_anchorPos() functions
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* portal_name is optional, providing it allows existing portals on the
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surface to be reused.
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* `nether.find_nearest_working_portal(portal_name, anchorPos, distance_limit, y_factor)`: returns
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(anchorPos, orientation), or nil if no portal was found within the
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distance_limit.
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* A y_factor of 0 means y does not affect the distance_limit, a y_factor
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of 1 means y is included (the default if y_factor is nil), and a y_factor
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of 2 would squash the search-sphere by a factor of 2 on the y-axis, etc.
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* Only portals in the same realm as the anchorPos will be returned, even if
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y_factor is 0.
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* Pass a nil (or negative) distance_limit to indicate no distance limit
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API functions
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-------------
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Call these functions only at load time:
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* `nether.register_portal(name, portal_definition)`
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* Returns true on success. Can return false if the portal definition
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clashes with a portal already registered by another mod, e.g. if the size
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and frame node is not unique.
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A false return value should be handled, you could:
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* Fall back to using a secondary material for portals to be built with.
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* Use error() to exit lua with a message explaining how two mods are
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clashing and how it can be resolved.
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* Continue without a portal (the reason will be logged for the user).
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* `nether.register_portal_ignition_item(name, ignition_failure_sound)`
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* ignition_failure_sound is optional, it plays any time an attempt to use
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the item occurs if a portal is not ignited.
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* `nether.register_wormhole_node(name, nodedef_overrides)`
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* Can be used to register wormhole nodes with a different post_effect_color
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from the "nether:portal" node. "Post effect color" is the tint the world
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takes on when you are standing inside a portal. `post_effect_color` is the
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only key/value that is needed in the nodedef_overrides table to achieve that,
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but the function allows any nodedef key/value to be specified/overridden.
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* After `register_wormhole_node()`, invoke `register_portal()` and include
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`wormhole_node_name` in the portal_definition, assigning it the name of the
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new wormhole node.
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* `nether.unregister_portal(name)`
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* Unregisters the portal from the engine, and deletes the entry with key
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`name` from `nether.registered_portals` and associated internal tables.
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* Returns true on success
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* You will probably never need to call this, it exists only for completeness.
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Portal definition
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-----------------
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Used by `nether.register_portal`.
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{
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frame_node_name = "default:obsidian",
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-- Required. For best results, have your portal constructed of a
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-- material nobody else is using.
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frame_node_color = 0,
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-- Optional.
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-- A value from 0 to 7. Only used if the frame node's paramtype2 is
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-- "colorfacedir", in which case this color will be used when a remote
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-- portal is created.
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shape = nether.PortalShape_Traditional,
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-- Optional.
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-- Shapes available are:
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-- nether.PortalShape_Traditional (default)
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-- nether.PortalShape_Circular
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-- nether.PortalShape_Platform
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-- New shapes can be created, but are beyond the scope of this guide.
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wormhole_node_name = "nether:portal",
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-- Optional. Allows a custom wormhole node to be specified.
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-- Useful if you want the portals to have a different post_effect_color
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-- or texture.
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-- The Nether mod provides:
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-- "nether:portal" (default)
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-- "nether:portal_alt"
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wormhole_node_color = 0,
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-- Optional. Defaults to 0/magenta.
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-- A value from 0 to 7 corresponding to the color of pixels in
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-- nether_portals_palette.png:
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-- 0 traditional/magenta
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-- 1 black
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-- 2 blue
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-- 3 green
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-- 4 cyan
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-- 5 red
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-- 6 yellow
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-- 7 white
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particle_color = "#808",
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-- Optional. Will default to a colour matching the wormhole_node_color
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-- if not specified.
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particle_texture = "image.png",
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-- Optional. Hardware colouring (i.e. particle_color) is applied to
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-- this texture, use particle_texture_colored instead if you want to
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-- use the colors of the image.
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-- Animation and particle scale may also be specified, e.g:
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-- particle_texture = {
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-- name = "nether_particle_anim1.png",
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-- animation = {
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-- type = "vertical_frames",
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-- aspect_w = 7,
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-- aspect_h = 7,
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-- length = 1,
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-- },
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-- scale = 1.5
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-- },
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-- See lua_api.txt for Tile Animation definition
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-- Some animated and non-animated textures are provided by this mod:
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-- nether_particle.png (original)
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-- nether_particle_anim1.png (stars)
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-- nether_particle_anim2.png (bubbles)
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-- nether_particle_anim3.png (sparks)
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-- nether_particle_anim4.png (particles)
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title = "Gateway to Moria",
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-- Optional. Provides a title for the portal.
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-- Used in the Book of Portals or Help modpack.
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book_of_portals_pagetext = "Everything I need the player to know",
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-- Optional. Provides the text for the portal in the Book of Portals
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-- and Help modpack.
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-- The Book of Portals is a book that can be found in chests, and
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-- provides players with instructions on how to build and use the
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-- portal, so be sure to mention the node type the frame must be built
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-- from.
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-- This can also provide flavortext or details about where the portal
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-- will take the player.
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sounds = {
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ambient = <SimpleSoundSpec>,
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-- if the ambient SimpleSoundSpec is a table it can also contain a
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-- "length" int, which is the number of seconds to wait before
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-- repeating the ambient sound. Default is 3.
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ignite = <SimpleSoundSpec>,
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extinguish = <SimpleSoundSpec>,
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teleport = <SimpleSoundSpec>,
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}
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-- sounds is optional
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within_realm = function(pos),
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-- Required. Return true if a portal at pos is in the realm, rather
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-- than the surface world.
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-- Ideally implementations are fast, as this function can be used to
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-- sift through a list of portals.
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find_realm_anchorPos = function(surface_anchorPos),
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-- Required. Return a position in the realm that a portal created at
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-- surface_anchorPos will link to.
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-- Return an anchorPos or (anchorPos, orientation)
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-- If orientation is not specified then the orientation of the surface
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-- portal will be used.
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-- If the location of an existing portal is returned then include the
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-- orientation, otherwise the existing portal could be overwritten by
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-- a new one with the orientation of the surface portal.
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-- Return nil to prevent the portal from igniting.
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find_surface_anchorPos = function(realm_anchorPos),
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-- Optional. If you don't implement this then a position near the
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-- surface will be picked.
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-- Return an anchorPos or (anchorPos, orientation)
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-- The name of this function is a Nether-centric misnomer. It should
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-- return a position outside the realm, and different types of portals
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-- are free to use different definitions of a realm such that leaving
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-- the realm might not be synonymous with travelling to the surface.
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-- If orientation is not specified then the orientation of the realm
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-- portal will be used.
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-- If the location of an existing portal is returned then include the
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-- orientation, otherwise the existing portal could be overwritten by
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-- a new one with the orientation of the realm portal.
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-- Return nil to prevent the portal from igniting.
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on_run_wormhole = function(portalDef, anochorPos, orientation),
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-- invoked once per second per portal
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on_extinguish = function(portalDef, anochorPos, orientation),
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-- invoked when a portal is extinguished, including when the portal
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-- it connected to was extinguished.
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on_player_teleported = function(portalDef, player, oldPos, newPos),
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-- invoked immediately after a player is teleported
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on_ignite = function(portalDef, anochorPos, orientation)
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-- invoked when a player or mesecon ignites a portal
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on_created = function(portalDef, anochorPos, orientation)
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-- invoked when a portal creates a remote twin, this is usually when
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-- a player travels through a portal for the first time.
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}
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