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VoxeLibre/mods/ITEMS/mcl_portals/portal_nether.lua

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local S = minetest.get_translator("mcl_portals")
local SCAN_2_MAP_CHUNKS = true -- slower but helps to find more suitable places
-- Localize functions for better performance
local abs = math.abs
local ceil = math.ceil
local floor = math.floor
local max = math.max
local min = math.min
local random = math.random
local dist = vector.distance
local add = vector.add
local mul = vector.multiply
local sub = vector.subtract
-- Setup
local W_MIN, W_MAX = 4, 23
local H_MIN, H_MAX = 5, 23
local N_MIN, N_MAX = 6, (W_MAX-2) * (H_MAX-2)
local TRAVEL_X, TRAVEL_Y, TRAVEL_Z = 8, 1, 8
local LIM_MIN, LIM_MAX = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
local PLAYER_COOLOFF, MOB_COOLOFF = 3, 14 -- for this many seconds they won't teleported again
local TOUCH_CHATTER_TIME = 1 -- prevent multiple teleportation attempts caused by multiple portal touches, for this number of seconds
local CHATTER_US = TOUCH_CHATTER_TIME * 1000000
local DELAY = 3 -- seconds before teleporting in Nether portal in Survival mode (4 minus ABM interval time)
local DISTANCE_MAX = 128
local PORTAL = "mcl_portals:portal"
local OBSIDIAN = "mcl_core:obsidian"
local O_Y_MIN, O_Y_MAX = max(mcl_vars.mg_overworld_min, -31), min(mcl_vars.mg_overworld_max, 2048)
local N_Y_MIN, N_Y_MAX = mcl_vars.mg_bedrock_nether_bottom_min, mcl_vars.mg_bedrock_nether_top_min - H_MIN
-- Alpha and particles
local node_particles_allowed = minetest.settings:get("mcl_node_particles") or "none"
local node_particles_levels = { none=0, low=1, medium=2, high=3 }
local PARTICLES = node_particles_levels[node_particles_allowed]
-- Table of objects (including players) which recently teleported by a
-- Nether portal. Those objects have a brief cooloff period before they
-- can teleport again. This prevents annoying back-and-forth teleportation.
local cooloff = {}
function mcl_portals.nether_portal_cooloff(object)
return cooloff[object]
end
local chatter = {}
local queue = {}
local chunks = {}
local storage = mcl_portals.storage
local exits = {}
local keys = minetest.deserialize(storage:get_string("nether_exits_keys") or "return {}") or {}
for _, key in pairs(keys) do
local n = tonumber(key)
if n then
exits[key] = minetest.deserialize(storage:get_string("nether_exits_"..key) or "return {}") or {}
end
end
minetest.register_on_shutdown(function()
local keys={}
for key, data in pairs(exits) do
storage:set_string("nether_exits_"..tostring(key), minetest.serialize(data))
keys[#keys+1] = key
end
storage:set_string("nether_exits_keys", minetest.serialize(keys))
end)
local get_node = mcl_vars.get_node
local set_node = minetest.set_node
local registered_nodes = minetest.registered_nodes
local is_protected = minetest.is_protected
local find_nodes_in_area = minetest.find_nodes_in_area
local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local log = minetest.log
local pos_to_string = minetest.pos_to_string
local is_area_protected = minetest.is_area_protected
local get_us_time = minetest.get_us_time
local dimension_to_teleport = { nether = "overworld", overworld = "nether" }
local limits = {
nether = {
pmin = {x=LIM_MIN, y = N_Y_MIN, z = LIM_MIN},
pmax = {x=LIM_MAX, y = N_Y_MAX, z = LIM_MAX},
},
overworld = {
pmin = {x=LIM_MIN, y = O_Y_MIN, z = LIM_MIN},
pmax = {x=LIM_MAX, y = O_Y_MAX, z = LIM_MAX},
},
}
-- This function registers exits from Nether portals.
-- Incoming verification performed: two nodes must be portal nodes, and an obsidian below them.
-- If the verification passes - position adds to the table and saves to mod storage on exit.
local function add_exit(p)
if not p or not p.y or not p.z or not p.x then return end
local x, y, z = floor(p.x), floor(p.y), floor(p.z)
local p = {x = x, y = y, z = z}
if get_node({x=x,y=y-1,z=z}).name ~= OBSIDIAN or get_node(p).name ~= PORTAL or get_node({x=x,y=y+1,z=z}).name ~= PORTAL then return end
local k = floor(z/256) * 256 + floor(x/256)
if not exits[k] then
exits[k]={}
end
local e = exits[k]
for i = 1, #e do
local t = e[i]
if t and t.x == p.x and t.y == p.y and t.z == p.z then
return
end
end
e[#e+1] = p
log("action", "[mcl_portals] Exit added at " .. pos_to_string(p))
end
-- This function removes Nether portals exits.
local function remove_exit(p)
if not p or not p.y or not p.z or not p.x then return end
local x, y, z = floor(p.x), floor(p.y), floor(p.z)
local k = floor(z/256) * 256 + floor(x/256)
if not exits[k] then return end
local p = {x = x, y = y, z = z}
local e = exits[k]
if e then
for i, t in pairs(e) do
if t and t.x == x and t.y == y and t.z == z then
e[i] = nil
log("action", "[mcl_portals] Nether portal removed from " .. pos_to_string(p))
return
end
end
end
end
-- This functon searches Nether portal nodes whitin distance specified
local function find_exit(p, dx, dy, dz)
if not p or not p.y or not p.z or not p.x then return end
local dx, dy, dz = dx or DISTANCE_MAX, dy or DISTANCE_MAX, dz or DISTANCE_MAX
if dx < 1 or dy < 1 or dz < 1 then return false end
--y values aren't used
local x = floor(p.x)
--local y = floor(p.y)
local z = floor(p.z)
local x1 = x-dx+1
--local y1 = y-dy+1
local z1 = z-dz+1
local x2 = x+dx-1
--local y2 = y+dy-1
local z2 = z+dz-1
local k1x, k2x = floor(x1/256), floor(x2/256)
local k1z, k2z = floor(z1/256), floor(z2/256)
local t, d
for kx = k1x, k2x do for kz = k1z, k2z do
local k = kz*256 + kx
local e = exits[k]
if e then
for _, t0 in pairs(e) do
local d0 = dist(p, t0)
if not d or d>d0 then
d = d0
t = t0
if d==0 then return t end
end
end
end
end end
if t and abs(t.x-p.x) <= dx and abs(t.y-p.y) <= dy and abs(t.z-p.z) <= dz then
return t
end
end
-- Ping-Pong the coordinate for Fast Travelling, https://git.minetest.land/Wuzzy/MineClone2/issues/795#issuecomment-11058
local function ping_pong(x, m, l1, l2)
if x < 0 then
return l1 + abs(((x*m+l1) % (l1*4)) - (l1*2)), floor(x*m/l1/2) + ((ceil(x*m/l1)+1)%2) * ((x*m)%l1)/l1
end
return l2 - abs(((x*m+l2) % (l2*4)) - (l2*2)), floor(x*m/l2/2) + (floor(x*m/l2)%2) * ((x*m)%l2)/l2
end
local function get_target(p)
if p and p.y and p.x and p.z then
local x, z = p.x, p.z
local y, d = mcl_worlds.y_to_layer(p.y)
local o1, o2 -- y offset
if y then
if d=="nether" then
x, o1 = ping_pong(x, TRAVEL_X, LIM_MIN, LIM_MAX)
z, o2 = ping_pong(z, TRAVEL_Z, LIM_MIN, LIM_MAX)
y = floor(y * TRAVEL_Y + (o1+o2) / 16 * LIM_MAX)
y = min(max(y + O_Y_MIN, O_Y_MIN), O_Y_MAX)
elseif d=="overworld" then
x, y, z = floor(x / TRAVEL_X + 0.5), floor(y / TRAVEL_Y + 0.5), floor(z / TRAVEL_Z + 0.5)
y = min(max(y + N_Y_MIN, N_Y_MIN), N_Y_MAX)
end
return {x=x, y=y, z=z}, d
end
end
end
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-- Destroy portal if pos (portal frame or portal node) got destroyed
local function destroy_nether_portal(pos, node)
if not node then return end
local nn, orientation = node.name, node.param2
local obsidian = nn == OBSIDIAN
local check_remove = function(pos, orientation)
local node = get_node(pos)
if node and (node.name == PORTAL and (orientation == nil or (node.param2 == orientation))) then
minetest.remove_node(pos)
remove_exit(pos)
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end
end
if obsidian then -- check each of 6 sides of it and destroy every portal:
check_remove({x = pos.x - 1, y = pos.y, z = pos.z}, 0)
check_remove({x = pos.x + 1, y = pos.y, z = pos.z}, 0)
check_remove({x = pos.x, y = pos.y, z = pos.z - 1}, 1)
check_remove({x = pos.x, y = pos.y, z = pos.z + 1}, 1)
check_remove({x = pos.x, y = pos.y - 1, z = pos.z})
check_remove({x = pos.x, y = pos.y + 1, z = pos.z})
return
end
if orientation == 0 then
check_remove({x = pos.x - 1, y = pos.y, z = pos.z}, 0)
check_remove({x = pos.x + 1, y = pos.y, z = pos.z}, 0)
else
check_remove({x = pos.x, y = pos.y, z = pos.z - 1}, 1)
check_remove({x = pos.x, y = pos.y, z = pos.z + 1}, 1)
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end
check_remove({x = pos.x, y = pos.y - 1, z = pos.z})
check_remove({x = pos.x, y = pos.y + 1, z = pos.z})
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end
minetest.register_node(PORTAL, {
description = S("Nether Portal"),
_doc_items_longdesc = S("A Nether portal teleports creatures and objects to the hot and dangerous Nether dimension (and back!). Enter at your own risk!"),
_doc_items_usagehelp = S("Stand in the portal for a moment to activate the teleportation. Entering a Nether portal for the first time will also create a new portal in the other dimension. If a Nether portal has been built in the Nether, it will lead to the Overworld. A Nether portal is destroyed if the any of the obsidian which surrounds it is destroyed, or if it was caught in an explosion."),
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tiles = {
"blank.png",
"blank.png",
"blank.png",
"blank.png",
{
name = "mcl_portals_portal.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
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length = 1.25,
},
},
{
name = "mcl_portals_portal.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
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length = 1.25,
},
},
},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "blend" or true,
walkable = false,
buildable_to = false,
is_ground_content = false,
drop = "",
light_source = 11,
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post_effect_color = {a = 180, r = 51, g = 7, b = 89},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.1, 0.5, 0.5, 0.1},
},
},
groups = { creative_breakable = 1, portal = 1, not_in_creative_inventory = 1 },
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sounds = mcl_sounds.node_sound_glass_defaults(),
after_destruct = destroy_nether_portal,
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_mcl_hardness = -1,
_mcl_blast_resistance = 0,
})
local function light_frame(x1, y1, z1, x2, y2, z2, name, node, node_frame)
local orientation = 0
if x1 == x2 then
orientation = 1
end
local pos = {}
local node = node or {name = PORTAL, param2 = orientation}
local node_frame = node_frame or {name = OBSIDIAN}
for x = x1 - 1 + orientation, x2 + 1 - orientation do
pos.x = x
for z = z1 - orientation, z2 + orientation do
pos.z = z
for y = y1 - 1, y2 + 1 do
pos.y = y
local frame = (x < x1) or (x > x2) or (y < y1) or (y > y2) or (z < z1) or (z > z2)
if frame then
set_node(pos, node_frame)
else
set_node(pos, node)
add_exit({x=pos.x, y=pos.y-1, z=pos.z})
end
end
end
end
end
--Build arrival portal
function build_nether_portal(pos, width, height, orientation, name, clear_before_build)
local width, height, orientation = width or W_MIN - 2, height or H_MIN - 2, orientation or random(0, 1)
if clear_before_build then
light_frame(pos.x, pos.y, pos.z, pos.x + (1 - orientation) * (width - 1), pos.y + height - 1, pos.z + orientation * (width - 1), name, {name="air"}, {name="air"})
end
light_frame(pos.x, pos.y, pos.z, pos.x + (1 - orientation) * (width - 1), pos.y + height - 1, pos.z + orientation * (width - 1), name)
-- Build obsidian platform:
for x = pos.x - orientation, pos.x + orientation + (width - 1) * (1 - orientation), 1 + orientation do
for z = pos.z - 1 + orientation, pos.z + 1 - orientation + (width - 1) * orientation, 2 - orientation do
local pp = {x = x, y = pos.y - 1, z = z}
local pp_1 = {x = x, y = pos.y - 2, z = z}
local nn = get_node(pp).name
local nn_1 = get_node(pp_1).name
if ((nn=="air" and nn_1 == "air") or not registered_nodes[nn].is_ground_content) and not is_protected(pp, name) then
set_node(pp, {name = OBSIDIAN})
end
end
end
log("action", "[mcl_portals] Destination Nether portal generated at "..pos_to_string(pos).."!")
return pos
end
function mcl_portals.spawn_nether_portal(pos, rot, pr, name)
if not pos then return end
local o = 0
if rot then
if rot == "270" or rot=="90" then
o = 1
elseif rot == "random" then
o = random(0,1)
end
end
build_nether_portal(pos, nil, nil, o, name, true)
end
-- Teleportation cooloff for some seconds, to prevent back-and-forth teleportation
local function stop_teleport_cooloff(o)
cooloff[o] = nil
chatter[o] = nil
end
local function teleport_cooloff(obj)
cooloff[obj] = true
if obj:is_player() then
minetest.after(PLAYER_COOLOFF, stop_teleport_cooloff, obj)
else
minetest.after(MOB_COOLOFF, stop_teleport_cooloff, obj)
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end
end
local function finalize_teleport(obj, exit)
if not obj or not exit or not exit.x or not exit.y or not exit.z then return end
local objpos = obj:get_pos()
if not objpos then return end
local is_player = obj:is_player()
local name
if is_player then
name = obj:get_player_name()
end
local _, dim = mcl_worlds.y_to_layer(exit.y)
-- If player stands, player is at ca. something+0.5 which might cause precision problems, so we used ceil for objpos.y
objpos = {x = floor(objpos.x+0.5), y = ceil(objpos.y), z = floor(objpos.z+0.5)}
if get_node(objpos).name ~= PORTAL then return end
-- THIS IS A TEMPORATY CODE SECTION FOR COMPATIBILITY REASONS -- 1 of 2 -- TODO: Remove --
-- Old worlds have no exits indexed - adding the exit to return here:
add_exit(objpos)
-- TEMPORATY CODE SECTION ENDS HERE --
-- Enable teleportation cooloff for some seconds, to prevent back-and-forth teleportation
teleport_cooloff(obj)
-- Teleport
obj:set_pos(exit)
if is_player then
mcl_worlds.dimension_change(obj, dim)
minetest.sound_play("mcl_portals_teleport", {pos=exit, gain=0.5, max_hear_distance = 16}, true)
log("action", "[mcl_portals] player "..name.." teleported to Nether portal at "..pos_to_string(exit)..".")
else
log("action", "[mcl_portals] entity teleported to Nether portal at "..pos_to_string(exit)..".")
end
end
local function create_portal_2(pos1, name, obj)
local orientation = 0
local pos2 = {x = pos1.x + 3, y = pos1.y + 3, z = pos1.z + 3}
local nodes = find_nodes_in_area(pos1, pos2, {"air"})
if #nodes == 64 then
orientation = random(0,1)
else
pos2.x = pos2.x - 1
nodes = find_nodes_in_area(pos1, pos2, {"air"})
if #nodes == 48 then
orientation = 1
end
end
local exit = build_nether_portal(pos1, W_MIN-2, H_MIN-2, orientation, name)
finalize_teleport(obj, exit)
local cn = mcl_vars.get_chunk_number(pos1)
chunks[cn] = nil
if queue[cn] then
for next_obj, _ in pairs(queue[cn]) do
if next_obj ~= obj then
finalize_teleport(next_obj, exit)
end
end
queue[cn] = nil
end
end
local function get_lava_level(pos, pos1, pos2)
if pos.y > -1000 then
return max(min(mcl_vars.mg_lava_overworld_max, pos2.y-1), pos1.y+1)
end
return max(min(mcl_vars.mg_lava_nether_max, pos2.y-1), pos1.y+1)
end
local function ecb_scan_area_2(blockpos, action, calls_remaining, param)
if calls_remaining and calls_remaining > 0 then return end
local pos, pos1, pos2, name, obj = param.pos, param.pos1, param.pos2, param.name or "", param.obj
local pos0, distance
local lava = get_lava_level(pos, pos1, pos2)
-- THIS IS A TEMPORATY CODE SECTION FOR COMPATIBILITY REASONS -- 2 of 2 -- TODO: Remove --
-- Find portals for old worlds (new worlds keep them all in the table):
local portals = find_nodes_in_area(pos1, pos2, {PORTAL})
if portals and #portals>0 then
for _, p in pairs(portals) do
add_exit(p)
end
local exit = find_exit(pos)
if exit then
finalize_teleport(obj, exit)
end
return
end
-- TEMPORATY CODE SECTION ENDS HERE --
local nodes = find_nodes_in_area_under_air(pos1, pos2, {"group:building_block"})
if nodes then
local nc = #nodes
log("action", "[mcl_portals] Area for destination Nether portal emerged! Found " .. tostring(nc) .. " nodes under the air around "..pos_to_string(pos))
if nc > 0 then
for i=1,nc do
local node = nodes[i]
local node1 = {x=node.x, y=node.y+1, z=node.z }
local node2 = {x=node.x+2, y=node.y+3, z=node.z+2}
local nodes2 = find_nodes_in_area(node1, node2, {"air"})
if nodes2 then
local nc2 = #nodes2
if nc2 == 27 and not is_area_protected(node, node2, name) then
local distance0 = dist(pos, node)
if distance0 < 2 then
log("action", "[mcl_portals] found space at pos "..pos_to_string(node).." - creating a portal")
create_portal_2(node1, name, obj)
return
end
if not distance or (distance0 < distance) or (distance0 < distance-1 and node.y > lava and pos0.y < lava) then
log("verbose", "[mcl_portals] found distance "..tostring(distance0).." at pos "..pos_to_string(node))
distance = distance0
pos0 = {x=node1.x, y=node1.y, z=node1.z}
end
end
end
end
end
end
if distance then -- several nodes of air might be better than lava lake, right?
log("action", "[mcl_portals] using backup pos "..pos_to_string(pos0).." to create a portal")
create_portal_2(pos0, name, obj)
return
end
if param.next_chunk_1 and param.next_chunk_2 and param.next_pos then
local pos1, pos2, p = param.next_chunk_1, param.next_chunk_2, param.next_pos
if p.x >= pos1.x and p.x <= pos2.x and p.y >= pos1.y and p.y <= pos2.y and p.z >= pos1.z and p.z <= pos2.z then
log("action", "[mcl_portals] Making additional search in chunk below, because current one doesn't contain any air space for portal, target pos "..pos_to_string(p))
minetest.emerge_area(pos1, pos2, ecb_scan_area_2, {pos = p, pos1 = pos1, pos2 = pos2, name=name, obj=obj})
return
end
end
log("action", "[mcl_portals] found no space, reverting to target pos "..pos_to_string(pos).." - creating a portal")
if pos.y < lava then
pos.y = lava + 1
else
pos.y = pos.y + 1
end
create_portal_2(pos, name, obj)
end
local function create_portal(pos, limit1, limit2, name, obj)
local cn = mcl_vars.get_chunk_number(pos)
if chunks[cn] then
local q = queue[cn] or {}
q[obj] = true
queue[cn] = q
return
end
chunks[cn] = true
-- we need to emerge the area here, but currently (mt5.4/mcl20.71) map generation is slow
-- so we'll emerge single chunk only: 5x5x5 blocks, 80x80x80 nodes maximum
-- and maybe one more chunk from below if (SCAN_2_MAP_CHUNKS = true)
local pos1 = add(mul(mcl_vars.pos_to_chunk(pos), mcl_vars.chunk_size_in_nodes), mcl_vars.central_chunk_offset_in_nodes)
local pos2 = add(pos1, mcl_vars.chunk_size_in_nodes - 1)
if not SCAN_2_MAP_CHUNKS then
if limit1 and limit1.x and limit1.y and limit1.z then
pos1 = {x = max(min(limit1.x, pos.x), pos1.x), y = max(min(limit1.y, pos.y), pos1.y), z = max(min(limit1.z, pos.z), pos1.z)}
end
if limit2 and limit2.x and limit2.y and limit2.z then
pos2 = {x = min(max(limit2.x, pos.x), pos2.x), y = min(max(limit2.y, pos.y), pos2.y), z = min(max(limit2.z, pos.z), pos2.z)}
end
minetest.emerge_area(pos1, pos2, ecb_scan_area_2, {pos = vector.new(pos), pos1 = pos1, pos2 = pos2, name=name, obj=obj})
return
end
-- Basically the copy of code above, with minor additions to continue the search in single additional chunk below:
local next_chunk_1 = {x = pos1.x, y = pos1.y - mcl_vars.chunk_size_in_nodes, z = pos1.z}
local next_chunk_2 = add(next_chunk_1, mcl_vars.chunk_size_in_nodes - 1)
local next_pos = {x = pos.x, y=max(next_chunk_2.y, limit1.y), z = pos.z}
if limit1 and limit1.x and limit1.y and limit1.z then
pos1 = {x = max(min(limit1.x, pos.x), pos1.x), y = max(min(limit1.y, pos.y), pos1.y), z = max(min(limit1.z, pos.z), pos1.z)}
next_chunk_1 = {x = max(min(limit1.x, next_pos.x), next_chunk_1.x), y = max(min(limit1.y, next_pos.y), next_chunk_1.y), z = max(min(limit1.z, next_pos.z), next_chunk_1.z)}
end
if limit2 and limit2.x and limit2.y and limit2.z then
pos2 = {x = min(max(limit2.x, pos.x), pos2.x), y = min(max(limit2.y, pos.y), pos2.y), z = min(max(limit2.z, pos.z), pos2.z)}
next_chunk_2 = {x = min(max(limit2.x, next_pos.x), next_chunk_2.x), y = min(max(limit2.y, next_pos.y), next_chunk_2.y), z = min(max(limit2.z, next_pos.z), next_chunk_2.z)}
end
minetest.emerge_area(pos1, pos2, ecb_scan_area_2, {pos = vector.new(pos), pos1 = pos1, pos2 = pos2, name=name, obj=obj, next_chunk_1 = next_chunk_1, next_chunk_2 = next_chunk_2, next_pos = next_pos})
end
local function available_for_nether_portal(p)
local nn = get_node(p).name
local obsidian = nn == OBSIDIAN
if nn ~= "air" and minetest.get_item_group(nn, "fire") ~= 1 then
return false, obsidian
end
return true, obsidian
end
local function check_and_light_shape(pos, orientation)
local stack = {{x = pos.x, y = pos.y, z = pos.z}}
local node_list = {}
local index_list = {}
local node_counter = 0
-- Search most low node from the left (pos1) and most right node from the top (pos2)
local pos1 = {x = pos.x, y = pos.y, z = pos.z}
local pos2 = {x = pos.x, y = pos.y, z = pos.z}
local kx, ky, kz = pos.x - 1999, pos.y - 1999, pos.z - 1999
while #stack > 0 do
local i = #stack
local x, y, z = stack[i].x, stack[i].y, stack[i].z
local k = (x-kx)*16000000 + (y-ky)*4000 + z-kz
if index_list[k] then
stack[i] = nil -- Already checked, skip it
else
local good, obsidian = available_for_nether_portal(stack[i])
if obsidian then
stack[i] = nil
else
if (not good) or (node_counter >= N_MAX) then
return false
end
node_counter = node_counter + 1
node_list[node_counter] = {x = x, y = y, z = z}
index_list[k] = true
stack[i].y = y - 1
stack[i + 1] = {x = x, y = y + 1, z = z}
if orientation == 0 then
stack[i + 2] = {x = x - 1, y = y, z = z}
stack[i + 3] = {x = x + 1, y = y, z = z}
else
stack[i + 2] = {x = x, y = y, z = z - 1}
stack[i + 3] = {x = x, y = y, z = z + 1}
end
if (y < pos1.y) or (y == pos1.y and (x < pos1.x or z < pos1.z)) then
pos1 = {x = x, y = y, z = z}
end
if (x > pos2.x or z > pos2.z) or (x == pos2.x and z == pos2.z and y > pos2.y) then
pos2 = {x = x, y = y, z = z}
end
end
end
end
if node_counter < N_MIN then
return false
end
-- Limit rectangles width and height
if abs(pos2.x - pos1.x + pos2.z - pos1.z) + 3 > W_MAX or abs(pos2.y - pos1.y) + 3 > H_MAX then
return false
end
for i = 1, node_counter do
local node_pos = node_list[i]
minetest.set_node(node_pos, {name = PORTAL, param2 = orientation})
add_exit(node_pos)
end
return true
end
-- Attempts to light a Nether portal at pos
-- Pos can be any of the inner part.
-- The frame MUST be filled only with air or any fire, which will be replaced with Nether portal blocks.
-- If no Nether portal can be lit, nothing happens.
-- Returns true if portal created
function mcl_portals.light_nether_portal(pos)
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-- Only allow to make portals in Overworld and Nether
local dim = mcl_worlds.pos_to_dimension(pos)
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if dim ~= "overworld" and dim ~= "nether" then
return false
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end
local orientation = random(0, 1)
for orientation_iteration = 1, 2 do
if check_and_light_shape(pos, orientation) then
return true
end
orientation = 1 - orientation
end
return false
end
-- Teleport function
local function teleport_no_delay(obj, pos)
local is_player = obj:is_player()
if (not is_player and not obj:get_luaentity()) or cooloff[obj] then return end
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local objpos = obj:get_pos()
if not objpos then return end
-- If player stands, player is at ca. something+0.5 which might cause precision problems, so we used ceil for objpos.y
objpos = {x = floor(objpos.x+0.5), y = ceil(objpos.y), z = floor(objpos.z+0.5)}
if get_node(objpos).name ~= PORTAL then return end
local target, dim = get_target(objpos)
if not target then return end
local name
if is_player then
name = obj:get_player_name()
end
local exit = find_exit(target)
if exit then
finalize_teleport(obj, exit)
else
dim = dimension_to_teleport[dim]
-- need to create arrival portal
create_portal(target, limits[dim].pmin, limits[dim].pmax, name, obj)
end
end
local function prevent_portal_chatter(obj)
local time_us = get_us_time()
local ch = chatter[obj] or 0
chatter[obj] = time_us
minetest.after(TOUCH_CHATTER_TIME, function(o)
if o and chatter[o] and get_us_time() - chatter[o] >= CHATTER_US then
chatter[o] = nil
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end
end, obj)
return time_us - ch > CHATTER_US
end
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local function animation(player, playername)
local ch = chatter[player] or 0
if cooloff[player] or get_us_time() - ch < CHATTER_US then
local pos = player:get_pos()
if not pos then
return
end
minetest.add_particlespawner({
amount = 1,
minpos = {x = pos.x - 0.1, y = pos.y + 1.4, z = pos.z - 0.1},
maxpos = {x = pos.x + 0.1, y = pos.y + 1.6, z = pos.z + 0.1},
minvel = 0,
maxvel = 0,
minacc = 0,
maxacc = 0,
minexptime = 0.1,
maxexptime = 0.2,
minsize = 5,
maxsize = 15,
collisiondetection = false,
texture = "mcl_particles_nether_portal_t.png",
playername = playername,
})
minetest.after(0.3, animation, player, playername)
end
end
local function teleport(obj, portal_pos)
local name = ""
if obj:is_player() then
name = obj:get_player_name()
animation(obj, name)
end
if cooloff[obj] then return end
if minetest.is_creative_enabled(name) then
teleport_no_delay(obj, portal_pos)
return
end
minetest.after(DELAY, teleport_no_delay, obj, portal_pos)
end
minetest.register_abm({
label = "Nether portal teleportation and particles",
nodenames = {PORTAL},
interval = 1,
chance = 1,
action = function(pos, node)
local o = node.param2 -- orientation
local d = random(0, 1) -- direction
local time = random() * 1.9 + 0.5
local velocity, acceleration
if o == 1 then
velocity = {x = random() * 0.7 + 0.3, y = random() - 0.5, z = random() - 0.5}
acceleration = {x = random() * 1.1 + 0.3, y = random() - 0.5, z = random() - 0.5}
else
velocity = {x = random() - 0.5, y = random() - 0.5, z = random() * 0.7 + 0.3}
acceleration = {x = random() - 0.5, y = random() - 0.5, z = random() * 1.1 + 0.3}
end
local distance = add(mul(velocity, time), mul(acceleration, time * time / 2))
if d == 1 then
if o == 1 then
distance.x = -distance.x
velocity.x = -velocity.x
acceleration.x = -acceleration.x
else
distance.z = -distance.z
velocity.z = -velocity.z
acceleration.z = -acceleration.z
end
end
distance = sub(pos, distance)
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 15)) do
if obj:is_player() then
minetest.add_particlespawner({
amount = PARTICLES + 1,
minpos = distance,
maxpos = distance,
minvel = velocity,
maxvel = velocity,
minacc = acceleration,
maxacc = acceleration,
minexptime = time,
maxexptime = time,
minsize = 0.3,
maxsize = 1.8,
collisiondetection = false,
texture = "mcl_particles_nether_portal.png",
playername = obj:get_player_name(),
})
end
end
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 1)) do --maikerumine added for objects to travel
local lua_entity = obj:get_luaentity() --maikerumine added for objects to travel
if (obj:is_player() or lua_entity) and prevent_portal_chatter(obj) then
teleport(obj, pos)
end
end
end,
})
--[[ ITEM OVERRIDES ]]
local longdesc = registered_nodes[OBSIDIAN]._doc_items_longdesc
longdesc = longdesc .. "\n" .. S("Obsidian is also used as the frame of Nether portals.")
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local usagehelp = S("To open a Nether portal, place an upright frame of obsidian with a width of at least 4 blocks and a height of 5 blocks, leaving only air in the center. After placing this frame, light a fire in the obsidian frame. Nether portals only work in the Overworld and the Nether.")
minetest.override_item(OBSIDIAN, {
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usagehelp,
after_destruct = destroy_nether_portal,
_on_ignite = function(user, pointed_thing)
local x, y, z = pointed_thing.under.x, pointed_thing.under.y, pointed_thing.under.z
-- Check empty spaces around obsidian and light all frames found:
local portals_placed =
mcl_portals.light_nether_portal({x = x - 1, y = y, z = z}) or mcl_portals.light_nether_portal({x = x + 1, y = y, z = z}) or
mcl_portals.light_nether_portal({x = x, y = y - 1, z = z}) or mcl_portals.light_nether_portal({x = x, y = y + 1, z = z}) or
mcl_portals.light_nether_portal({x = x, y = y, z = z - 1}) or mcl_portals.light_nether_portal({x = x, y = y, z = z + 1})
if portals_placed then
log("action", "[mcl_portals] Nether portal activated at "..pos_to_string({x=x,y=y,z=z})..".")
if minetest.get_modpath("doc") then
doc.mark_entry_as_revealed(user:get_player_name(), "nodes", PORTAL)
-- Achievement for finishing a Nether portal TO the Nether
local dim = mcl_worlds.pos_to_dimension({x=x, y=y, z=z})
if minetest.get_modpath("awards") and dim ~= "nether" and user:is_player() then
awards.unlock(user:get_player_name(), "mcl:buildNetherPortal")
end
end
return true
else
return false
end
end,
})