nether/init.lua
Treer 6752964c96 Add PortalShape_Platform
and other work on the portal examples
also documentation and fixing issue where apples prevented volume_is_natural() from returning true
2020-02-15 10:55:37 +01:00

150 lines
7.0 KiB
Lua

--[[
Nether mod for minetest
Copyright (C) 2013 PilzAdam
Permission to use, copy, modify, and/or distribute this software for
any purpose with or without fee is hereby granted, provided that the
above copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE.
]]--
local S = minetest.get_translator("nether")
-- Global Nether namespace
nether = {}
nether.modname = minetest.get_current_modname()
nether.path = minetest.get_modpath(nether.modname)
nether.get_translator = S
-- Settings
nether.DEPTH = -5000
nether.FASTTRAVEL_FACTOR = 8 -- 10 could be better value for Minetest, since there's no sprint, but ex-Minecraft players will be mathing for 8
nether.PORTAL_BOOK_LOOT_WEIGHTING = 0.9 -- Likelyhood of finding the Book of Portals (guide) in dungeon chests. Set to 0 to disable.
nether.ENABLE_EXAMPLE_PORTALS = false -- Enables extra portal types - examples of how to create your own portal types using the Nether's portal API. Once enabled, their shapes will be shown in the book of portals.
-- Load files
dofile(nether.path .. "/portal_api.lua")
dofile(nether.path .. "/nodes.lua")
dofile(nether.path .. "/mapgen.lua")
if nether.ENABLE_EXAMPLE_PORTALS then
dofile(nether.path .. "/portal_examples.lua")
end
-- Portals are ignited by right-clicking with a mese crystal fragment
nether.register_portal_ignition_item(
"default:mese_crystal_fragment",
{name = "nether_portal_ignition_failure", gain = 0.3}
)
-- Use the Portal API to add a portal type which goes to the Nether
-- See portal_api.txt for documentation
nether.register_portal("nether_portal", {
shape = nether.PortalShape_Traditional,
frame_node_name = "default:obsidian",
wormhole_node_color = 0, -- 0 is magenta
-- Warning: "Four per Em" spaces have been used to align the diagram in this text, rather
-- than ASCII spaces. If Minetest changes font this may need to be updated.
book_of_portals_pagetext = S([[ ──══♦♦♦◊ The Nether ◊♦♦♦══──
Requiring 14 blocks of obsidian, which we found deep underground where water had solidified molten rock. The frame must be constructed in the following fashion:
┌═╤═╤═╤═╗
├─╥─┴─┼─╢
├─╢         ├─╢
├─╢         ├─╢ four blocks wide
├─╚═╤═╡─╢ five blocks high
└─┴─┴─┴─┘ Standing vertically, like a doorway
This opens to a truly hellish place, though for small mercies the air there is still breathable. There is an intriguing dimensional mismatch happening between this realm and ours, as after opening the second portal into it we observed that 10 strides taken in the Nether appear to be an equivalent of @1 in the natural world.
The expedition parties have found no diamonds or gold, and after an experienced search party failed to return from the trail of a missing expedition party, I must conclude this is a dangerous place.
]], 10 * nether.FASTTRAVEL_FACTOR),
is_within_realm = function(pos) -- return true if pos is inside the Nether
return pos.y < nether.DEPTH
end,
find_realm_anchorPos = function(surface_anchorPos)
-- divide x and z by a factor of 8 to implement Nether fast-travel
local destination_pos = vector.divide(surface_anchorPos, nether.FASTTRAVEL_FACTOR)
destination_pos.x = math.floor(0.5 + destination_pos.x) -- round to int
destination_pos.z = math.floor(0.5 + destination_pos.z) -- round to int
destination_pos.y = nether.DEPTH - 1000 -- temp value so find_nearest_working_portal() returns nether portals
-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Nether)
local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("nether_portal", destination_pos, 8, 0)
if existing_portal_location ~= nil then
return existing_portal_location, existing_portal_orientation
else
local start_y = nether.DEPTH - math.random(500, 1500) -- Search starting altitude
destination_pos.y = nether.find_nether_ground_y(destination_pos.x, destination_pos.z, start_y)
return destination_pos
end
end,
find_surface_anchorPos = function(realm_anchorPos)
-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function,
-- since find_surface_target_y() will be used by default, but Nether portals also scale position
-- to create fast-travel. Defining a custom function also means we can look for existing nearby portals:
-- Multiply x and z by a factor of 8 to implement Nether fast-travel
local destination_pos = vector.multiply(realm_anchorPos, nether.FASTTRAVEL_FACTOR)
destination_pos.x = math.min(30900, math.max(-30900, destination_pos.x)) -- clip to world boundary
destination_pos.z = math.min(30900, math.max(-30900, destination_pos.z)) -- clip to world boundary
destination_pos.y = 0 -- temp value so find_nearest_working_portal() doesn't return nether portals
-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are outside the Nether)
local existing_portal_location, existing_portal_orientation = nether.find_nearest_working_portal("nether_portal", destination_pos, 8 * nether.FASTTRAVEL_FACTOR, 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, "nether_portal")
return destination_pos
end
end,
on_ignite = function(portalDef, anchorPos, orientation)
-- make some sparks fly
local p1, p2 = portalDef.shape:get_p1_and_p2_from_anchorPos(anchorPos, orientation)
local pos = vector.divide(vector.add(p1, p2), 2)
local textureName = portalDef.particle_texture
if type(textureName) == "table" then textureName = textureName.name end
minetest.add_particlespawner({
amount = 110,
time = 0.1,
minpos = {x = pos.x - 0.5, y = pos.y - 1.2, z = pos.z - 0.5},
maxpos = {x = pos.x + 0.5, y = pos.y + 1.2, z = pos.z + 0.5},
minvel = {x = -5, y = -1, z = -5},
maxvel = {x = 5, y = 1, z = 5},
minacc = {x = 0, y = 0, z = 0},
maxacc = {x = 0, y = 0, z = 0},
minexptime = 0.1,
maxexptime = 0.5,
minsize = 0.2 * portalDef.particle_texture_scale,
maxsize = 0.8 * portalDef.particle_texture_scale,
collisiondetection = false,
texture = textureName .. "^[colorize:#F4F:alpha",
animation = portalDef.particle_texture_animation,
glow = 8
})
end
})