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local modname = minetest.get_current_modname ( )
local S = minetest.get_translator ( modname )
local modpath = minetest.get_modpath ( modname )
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-- 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
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local log = function ( level , message )
minetest.log ( level , string.format ( " [mcl_portals] %s " , message ) )
end
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-- Resources
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-- Issue that has a lot of context: https://git.minetest.land/VoxeLibre/VoxeLibre/issues/4120
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-- Minecraft portal mechanics: https://minecraft.fandom.com/wiki/Tutorials/Nether_portals
-- Flow diagram: https://docs.google.com/drawings/d/1WIl4pVuxgOxI3Ncxk4g6D1pL4Fyll3bQ-fX6L9yyiLw/edit
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-- Useful boundaries: https://git.minetest.land/VoxeLibre/VoxeLibre/wiki/World-structure%3A-positions%2C-boundaries%2C-blocks%2C-chunks%2C-dimensions%2C-barriers-and-the-void
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-- Setup
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-- === CAUTION ===
-- the following values: SEARCH_DISTANCE_OVERWORLD, SEARCH_DISTANCE_NETHER,
-- BUILD_DISTANCE_XY, W_MAX, and NETHER_COMPRESSION have been set to together
-- guarantee that standard 2-wide portals will never split into two exits.
-- Splitting will still occur rarely for portals in the overworld wider than 2,
-- will still be likely for portals in the nether wider than 16, and guaranteed
-- for portals in the nether wider than 18.
-- Changing one value without changing the others might have uninteded
-- consequences. You have been warned :-)
-- Distance compression factor for the nether. If you change this, you might
-- want to recalculate SEARCH_DISTANCE_* and W_MAX too.
local NETHER_COMPRESSION = 8
-- Maximum distance from the ideal build spot where active parts of portals are
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-- allowed to be placed.
-- There is a tradeoff here between the "walking" distance (distance to walk in
-- the overworld to get a new nether portal exit, which we want to be as similar
-- to Minecraft as possible, which is 136 [16*8+8]), and the area available for
-- exit search (which we want to maximise).
-- For our mapgen performance reasons, our search area is clipped by chunk, so
-- in the unlucky corner case the worst-case build area could be a quarter of
-- the expected size.
-- For MC build distance of 16, which gives a build area of 1,089 X-Z blocks
-- [(16+16+1)*(16+16+1)]. To guarantee this area here, we'd need to pick a build
-- distance of 32 [(32+32+1)*(32+32+1)/4]. But build distance of 32 implies
-- walking distance of 264 [32*8+8], which is already quite far, so need to pick
-- the right tradeoff:
--
-- Build dist Minimum build area Minimum walk distance
-- 48 2,401 392
-- 32 1,089 264
-- 24 625 200
-- 16 289 136
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local BUILD_DISTANCE_XZ = 24
-- The following two values define distance to search existing portal exits for.
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-- For context, Minecraft search is "8 chunks away" for the overworld (17
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-- chunks centered on the ideal position), and "1 chunk away" for the nether (3
-- chunks centered on the ideal position).
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-- To prevent portal splitting on spawned portals, we add one to the build
-- distance: spawned portals are 2-wide, so we need to make sure that we can
-- reach the second exit block (which can spawn in the direction away from the
-- player).
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-- The search is boundary-inclusive, meaning for position 0 in the overworld,
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-- search will be from -N to N.
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-- If you change this, keep in mind our exits table keying divisor is 256, so
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-- small changes might have outsize performance impact. At <=128, max 4 buckets
-- are searched, at 200 max 9 buckets are searched.
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local SEARCH_DISTANCE_NETHER = BUILD_DISTANCE_XZ + 1 -- 25
local SEARCH_DISTANCE_OVERWORLD = SEARCH_DISTANCE_NETHER * NETHER_COMPRESSION -- 200
-- Limits of portal sizes (includes the frame)
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local W_MIN , W_MAX = 4 , 23
local H_MIN , H_MAX = 5 , 23
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-- Limits to active nodes (mcl_portals:portal)
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local N_MIN , N_MAX = 6 , ( W_MAX - 2 ) * ( H_MAX - 2 )
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)
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-- Speeds up the search by allowing some non-air nodes to be replaced when
-- looking for acceptable portal locations. Setting this lower means the
-- algorithm will do more searching. Even at 0, there is no risk of finding
-- nothing - the most airy location will be used as fallback anyway.
local ACCEPTABLE_PORTAL_REPLACES = 2
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local PORTAL = " mcl_portals:portal "
local OBSIDIAN = " mcl_core:obsidian "
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-- Dimension-specific Y boundaries for portal exit search. Portal search
-- algorithm will only ever look at two vertically offset chunks. It will
-- select whether the second chunk is up or down based on which side has more
-- "valid" Y-space (where valid is defined as space between *_Y_MIN and
-- *_Y_MAX).
-- For nether, selection of the boundaries doesn't matter, because it fits
-- entirely within two chunks.
local N_Y_MIN = mcl_vars.mg_lava_nether_max + 1
local N_Y_MAX = mcl_vars.mg_bedrock_nether_top_min
local N_Y_SPAN = N_Y_MAX - N_Y_MIN
-- Overworld however is much taller. Let's select the boundaries so that we
-- maximise the Y-space (so align with chunk boundary), and also pick an area
-- that has a good chance of having "find_nodes_in_area_under_air" return
-- something (so ideally caves, or surface, not just sky).
-- For the bottom bound, we try for the first chunk boundary in the negative Ys (-32).
local O_Y_MIN = max ( mcl_vars.mg_lava_overworld_max + 1 , mcl_vars.central_chunk_offset_in_nodes )
-- Since O_Y_MIN is also used as a base for converting coordinates, we need to
-- make sure the top bound is high enough to encompass entire nether height. In
-- v7 mapgen nether is flatter than overworld, so this results in a span of
-- exactly two chunks.
-- Due to the O_Y_MIN being used as a base, the preferred build locations will
-- be in the bottom part of the overworld range (in v7 around -32 to 61), and
-- the high locations will be used as a fallback. If we see too many
-- underground portals, we may need to shift just this base upwards (new setting).
local O_Y_SPAN = max ( N_Y_SPAN , 2 * mcl_vars.chunk_size_in_nodes - 1 )
local O_Y_MAX = min ( mcl_vars.mg_overworld_max_official , O_Y_MIN + O_Y_SPAN )
log ( " verbose " , string.format ( " N_Y_MIN=%.1f, N_Y_MAX=%.1f, O_Y_MIN=%.1f, O_Y_MAX=%.1f " , N_Y_MIN , N_Y_MAX , O_Y_MIN , O_Y_MAX ) )
log ( " verbose " , string.format ( " Nether span is %.1f, overworld span is %.1f " , N_Y_MAX - N_Y_MIN + 1 , O_Y_MAX - O_Y_MIN + 1 ) )
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-- 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 ]
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-- 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
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local chatter = { }
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-- Searching for portal exits, finding locations and building portals can be time consuming.
-- We can queue origins together, on the assumption they will all go to the same place in the end.
local origin_queue = { }
-- At the same time, we never want to build two portals in the same area at the
-- same time, because they will interfere and we can end up with broken portals,
-- possibly stranding the player. We won't use queue here - double queueing can
-- lead to deadlocks. We will instead interrupt the portal building, and rely
-- on the ABM to try again later.
local chunk_building = { }
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local storage = mcl_portals.storage
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-- `exits` is a table storing portal exits (both nether or overworld) bucketed
-- by 256x256 areas (with each bucket containing many exits, and covering entire range of Y).
-- An exit is a location of ignited PORTAL block, with another PORTAL block above
-- and obsidian below. Thus each portal will register at minimum two exits, but more
-- for bigger portals up to the maximum of W_MAX-2.
-- This table should be maintained using `add_exits`, `remove_exits` and `find_exit`.
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local exits = { }
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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
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local get_node = mcl_vars.get_node
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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 pos_to_string = minetest.pos_to_string
local is_area_protected = minetest.is_area_protected
local get_us_time = minetest.get_us_time
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local dimension_to_teleport = { nether = " overworld " , overworld = " nether " }
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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 } ,
} ,
}
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-- Deletes exit from this portal's node storage.
local function delete_portal_pos ( pos )
local p1 = vector.offset ( pos , - 5 , - 1 , - 5 )
local p2 = vector.offset ( pos , 5 , 5 , 5 )
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local nn = find_nodes_in_area ( p1 , p2 , { " mcl_portals:portal " } )
for _ , p in pairs ( nn ) do
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minetest.get_meta ( p ) : set_string ( " target_portal " , " " )
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end
end
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-- Gets exit for this portal from node storage. After Jan 2024 this is only used
-- for old portals, so that players don't get surprises. New portals, or portals that lost
-- node storage due to destruction should use the lookup table.
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local function get_portal_pos ( pos )
local p1 = vector.offset ( pos , - 5 , - 1 , - 5 )
local p2 = vector.offset ( pos , 5 , 5 , 5 )
local nn = find_nodes_in_area ( p1 , p2 , { " mcl_portals:portal " } )
for _ , p in pairs ( nn ) do
local m = minetest.get_meta ( p ) : get_string ( " target_portal " )
if m and m ~= " " and mcl_vars.get_node ( p ) . name == " mcl_portals:portal " then
return minetest.get_position_from_hash ( m )
end
end
end
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-- `exits` is a lookup table bucketing exits by 256x256 areas. This function
-- returns a key for provided position p.
local function get_exit_key ( p )
local x , z = floor ( p.x ) , floor ( p.z )
return floor ( z / 256 ) * 256 + floor ( x / 256 )
end
-- Add an exit to the exits table without writing to disk. Returns the exits
-- table key if modification was done, and specifies whether the key was new.
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local function add_exit ( p )
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local retval = { key = false , new = false }
if not p or not p.y or not p.z or not p.x then
return retval
end
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local x , y , z = floor ( p.x ) , floor ( p.y ) , floor ( p.z )
local p = { x = x , y = y , z = z }
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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 retval
end
local k = get_exit_key ( p )
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if not exits [ k ] then
exits [ k ] = { }
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retval.new = true
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end
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local e = exits [ k ]
for i = 1 , # e do
local t = e [ i ]
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if t and t.x == p.x and t.y == p.y and t.z == p.z then
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return retval
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end
end
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e [ # e + 1 ] = p
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retval.key = k
return retval
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end
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-- This function registers one or more exits from Nether portals and writes
-- updated table buckets to disk.
-- Exit position must be an ignited PORTAL block that sits on top of obsidian,
-- and has additional PORTAL block above it.
-- This function will silently skip exits that are invalid during the call-time.
-- If the verification passes, a new exit is added to the table of exits and
-- saved to mod storage later. Duplicate exits will be skipped and won't cause
-- writes.
local function add_exits ( positions )
local keys_to_write = { }
local new_key_present = false
for _ , p in ipairs ( positions ) do
local r = add_exit ( p )
if r.key ~= false then
if r.new then
new_key_present = true
keys [ # keys + 1 ] = r.key
end
keys_to_write [ # keys_to_write + 1 ] = r.key
log ( " verbose " , " Exit added at " .. pos_to_string ( p ) )
end
end
for _ , key in ipairs ( keys_to_write ) do
storage : set_string ( " nether_exits_ " .. tostring ( key ) , minetest.serialize ( exits [ key ] ) )
end
if new_key_present then
storage : set_string ( " nether_exits_keys " , minetest.serialize ( keys ) )
end
end
-- Removes one portal exit from the exits table without writing to disk.
-- Returns the false or bucket key if change was made.
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local function remove_exit ( p )
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if not p or not p.y or not p.z or not p.x then
return false
end
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local x , y , z = floor ( p.x ) , floor ( p.y ) , floor ( p.z )
local p = { x = x , y = y , z = z }
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local k = get_exit_key ( p )
if not exits [ k ] then
return false
end
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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
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return k
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end
end
end
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return false
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end
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-- Removes one or more portal exits and writes updated table buckets to disk.
local function remove_exits ( positions )
local keys_to_write = { }
for _ , p in ipairs ( positions ) do
r = remove_exit ( p )
if r ~= false then
keys_to_write [ # keys_to_write + 1 ] = r
log ( " verbose " , " Exit removed from " .. pos_to_string ( p ) )
end
end
for _ , key in ipairs ( keys_to_write ) do
storage : set_string ( " nether_exits_ " .. tostring ( key ) , minetest.serialize ( exits [ key ] ) )
end
end
-- Searches for portal exits nearby point p within the distances specified by dx
-- and dz (but only in the same dimension). Otherwise as in Minecraft, the
-- search is bounded by X and Z, but not Y.
-- If multiple exits are found, use Euclidean distance to find the nearest. This
-- uses all three coordinates.
local function find_exit ( p , dx , dz )
local dim = mcl_worlds.pos_to_dimension ( p )
if not p or not p.y or not p.z or not p.x then
log ( " warning " , " Corrupt position passed to find_exit: " .. pos_to_string ( p ) .. " . " )
return
end
if dx < 1 or dz < 1 then return false end
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local x = floor ( p.x )
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local z = floor ( p.z )
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local x1 = x - dx
local z1 = z - dz
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local x2 = x + dx
local z2 = z + dz
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-- Scan the relevant hash table keys for viable exits. Dimension's entire Y is scanned.
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local k1x , k2x = floor ( x1 / 256 ) , floor ( x2 / 256 )
local k1z , k2z = floor ( z1 / 256 ) , floor ( z2 / 256 )
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local nearest_exit , nearest_distance
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
if mcl_worlds.pos_to_dimension ( t0 ) == dim then
-- exit is in the correct dimension
if abs ( t0.x - p.x ) <= dx and abs ( t0.z - p.z ) <= dz then
-- exit is within the search range
local d0 = dist ( p , t0 )
if not nearest_distance or nearest_distance > d0 then
-- it is the only exit so far, or it is the Euclidean-closest exit
nearest_distance = d0
nearest_exit = t0
if nearest_distance == 0 then return nearest_exit end
end
end
end
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end
end
end
end
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return nearest_exit
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end
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minetest.register_chatcommand ( " dumpportalkeys " , {
description = S ( " Dump all portal keys " ) ,
privs = { debug = true } ,
func = function ( name , param )
keys = { }
for k , _ in pairs ( exits ) do
keys [ # keys + 1 ] = k
end
output = string.format ( " Nether portal exits keys: %s " , table.concat ( keys , " , " ) )
return true , output
end ,
} )
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local function dump_key ( key )
output = string.format ( " [%d] => " , tonumber ( key ) )
for _ , p in pairs ( exits [ tonumber ( key ) ] ) do
output = output .. minetest.pos_to_string ( p ) .. " "
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end
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output = output .. " \n "
return output
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end
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minetest.register_chatcommand ( " dumpportalexits " , {
description = S ( " Dump coordinates of registered nether portal exits " ) ,
privs = { debug = true } ,
params = " [key] " ,
func = function ( name , param )
local key = param
if not key or key == " " then
output = " Nether portal exit locations (all dimensions): \n "
else
output = string.format ( " Nether portal exit locations for key [%s] (all dimensions): \n " , key )
end
if not key or key == " " then
local count = 0
for k , _ in pairs ( exits ) do
count = count + 1
if count > 100 then
output = output .. " The list exceeds 100 keys, truncated. Try /dumpportalkeys, then /dumpportalexits KEY "
break
end
output = output .. dump_key ( k )
end
else
-- key specified, no limits
if not exits [ tonumber ( key ) ] then
output = output .. string.format ( " No exits in key [%s] \n " , key )
else
dump_key ( key )
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end
end
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return true , output
end ,
} )
-- Map coordinates between dimensions. Distances in X and Z are scaled by NETHER_COMPRESSION.
-- Distances in Y are mapped directly. Caller should check the return value, this function
-- returns nil if there is no valid mapping - for example if the target would be out of world.
local function get_target ( p )
if not p or not p.y or not p.x or not p.z then
return
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end
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local _ , dim = mcl_worlds.y_to_layer ( p.y )
local x , y , z
if dim == " nether " then
-- traveling to OW
x = floor ( p.x * NETHER_COMPRESSION )
z = floor ( p.z * NETHER_COMPRESSION )
if x >= LIM_MAX or x <= LIM_MIN or z >= LIM_MAX or z <= LIM_MIN then
-- Traveling out of bounds is forbidden.
return
end
y = max ( min ( p.y , N_Y_MAX ) , N_Y_MIN )
y = y - N_Y_MIN
y = O_Y_MIN + y
y = max ( min ( y , O_Y_MAX ) , O_Y_MIN )
else
-- traveling to the nether
x = floor ( p.x / NETHER_COMPRESSION )
z = floor ( p.z / NETHER_COMPRESSION )
if x >= LIM_MAX or x <= LIM_MIN or z >= LIM_MAX or z <= LIM_MIN then
-- Traveling out of bounds is forbidden.
return
end
y = max ( min ( p.y , O_Y_MAX ) , O_Y_MIN )
y = y - O_Y_MIN
y = N_Y_MIN + y
y = max ( min ( y , N_Y_MAX ) , N_Y_MIN )
end
return vector.new ( x , y , z )
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end
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-- Destroy a nether portal. Connected portal nodes are searched and removed
-- using 'bulk_set_node'. This function is called from 'after_destruct' of
-- nether portal nodes. The flag 'destroying_portal' is used to avoid this
-- function being called recursively through callbacks in 'bulk_set_node'.
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-- To maintain portal integrity, it is permitted to destroy protected portal
-- blocks if the portal structure is only partly protected, and the player
-- destroys the part that is sticking out.
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local destroying_portal = false
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local function destroy_nether_portal ( pos , node )
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if destroying_portal then
return
end
destroying_portal = true
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local orientation = node.param2
local checked_tab = { [ minetest.hash_node_position ( pos ) ] = true }
local nodes = { pos }
local function check_remove ( pos )
local h = minetest.hash_node_position ( pos )
if checked_tab [ h ] then
return
end
local node = minetest.get_node ( pos )
if node and node.name == PORTAL and ( orientation == nil or node.param2 == orientation ) then
table.insert ( nodes , pos )
checked_tab [ h ] = true
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end
end
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local i = 1
while i <= # nodes do
pos = nodes [ i ]
if orientation == 0 then
check_remove ( { x = pos.x - 1 , y = pos.y , z = pos.z } )
check_remove ( { x = pos.x + 1 , y = pos.y , z = pos.z } )
else
check_remove ( { x = pos.x , y = pos.y , z = pos.z - 1 } )
check_remove ( { x = pos.x , y = pos.y , z = pos.z + 1 } )
end
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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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remove_exits ( { pos } )
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i = i + 1
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end
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minetest.bulk_set_node ( nodes , { name = " air " } )
destroying_portal = false
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end
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local on_rotate
if minetest.get_modpath ( " screwdriver " ) then
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-- Presumably because it messes with the placement of exits.
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on_rotate = screwdriver.disallow
end
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minetest.register_node ( PORTAL , {
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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 ,
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} ,
} ,
{
name = " mcl_portals_portal.png " ,
animation = {
type = " vertical_frames " ,
aspect_w = 16 ,
aspect_h = 16 ,
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length = 1.25 ,
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} ,
} ,
} ,
drawtype = " nodebox " ,
paramtype = " light " ,
paramtype2 = " facedir " ,
sunlight_propagates = true ,
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use_texture_alpha = minetest.features . use_texture_alpha_string_modes and " blend " or true ,
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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 } ,
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node_box = {
type = " fixed " ,
fixed = {
{ - 0.5 , - 0.5 , - 0.1 , 0.5 , 0.5 , 0.1 } ,
} ,
} ,
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groups = { creative_breakable = 1 , portal = 1 , not_in_creative_inventory = 1 } ,
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sounds = mcl_sounds.node_sound_glass_defaults ( ) ,
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after_destruct = destroy_nether_portal ,
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on_rotate = on_rotate ,
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_mcl_hardness = - 1 ,
_mcl_blast_resistance = 0 ,
} )
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local function build_and_light_frame ( x1 , y1 , z1 , x2 , y2 , z2 , name )
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local orientation = 0
if x1 == x2 then
orientation = 1
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end
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local pos = { }
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
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set_node ( pos , { name = OBSIDIAN } )
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else
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set_node ( pos , { name = PORTAL , param2 = orientation } )
add_exits ( {
{ x = pos.x , y = pos.y - 1 , z = pos.z }
} )
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end
end
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end
end
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end
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-- Create a portal, where cube_pos1 is the "bottom-left" coordinate of the
-- W_MINxH_MIN cube to contain the portal - i.e. the coordinate with the
-- smallest X, Y and Z. We will be placing the portal in the middle-ish, so
-- that block +1,+1,+1 is guaranteed to be a portal block. The build area
-- includes frame.
-- Small obsidian platform will be created on either side of the exit if there
-- is no nodes there, or nodes underneath (one step down is permitted).
-- Orientation 0 is portal alongside X axis, 1 alongside Z.
function build_nether_portal ( cube_pos1 , width , height , orientation , name , clear_before_build )
local width , height , orientation = width or W_MIN , height or H_MIN , orientation or random ( 0 , 1 )
local width_inner = width - 2
local height_inner = height - 2
local cube_pos2 = add ( cube_pos1 , vector.new ( width - 1 , height - 1 , width - 1 ) )
if is_area_protected ( cube_pos1 , cube_pos2 , name ) then
if name then
minetest.chat_send_player ( name , " Unable to build portal, area is protected. " )
end
return
end
-- Calculate "bottom-left" position of the PORTAL blocks.
-- Offset Y because we don't want it in the floor.
-- Offset X and Z to fit the frame and place the portal in the middle-ish.
local pos = add ( cube_pos1 , vector.new ( 1 , 1 , 1 ) )
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if clear_before_build then
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local clear1 , clear2
if orientation == 0 then
clear1 = vector.new (
cube_pos1.x ,
cube_pos1.y + 1 , -- do not delete floor
cube_pos1.z
)
clear2 = vector.new (
cube_pos1.x + width - 1 ,
cube_pos1.y + height - 2 ,
cube_pos1.z + 2 -- both sides of the entrance, so player has somewhere to step.
)
else
clear1 = vector.new (
cube_pos1.x ,
cube_pos1.y + 1 , -- do not delete floor
cube_pos1.z
)
clear2 = vector.new (
cube_pos1.x + 2 , -- both sides of the entrance, so player has somewhere to step.
cube_pos1.y + height - 2 ,
cube_pos1.z + width - 1
)
end
log ( " verbose " , " Clearing between " .. pos_to_string ( clear1 ) .. " and " .. pos_to_string ( clear2 ) )
local airs = { }
for x = clear1.x , clear2.x do
for y = clear1.y , clear2.y do
for z = clear1.z , clear2.z do
airs [ # airs + 1 ] = vector.new ( x , y , z )
end
end
end
minetest.bulk_set_node ( airs , { name = " air " } )
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end
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build_and_light_frame ( pos.x , pos.y , pos.z , pos.x + ( 1 - orientation ) * ( width_inner - 1 ) , pos.y + height_inner - 1 , pos.z + orientation * ( width_inner - 1 ) , name )
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-- Build obsidian platform:
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for x = pos.x - orientation , pos.x + orientation + ( width_inner - 1 ) * ( 1 - orientation ) , 1 + orientation do
for z = pos.z - 1 + orientation , pos.z + 1 - orientation + ( width_inner - 1 ) * orientation , 2 - orientation do
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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 } )
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end
end
end
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log ( " verbose " , " Portal generated at " .. pos_to_string ( pos ) .. " ! " )
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return pos
end
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-- Spawn portal at location - spawning is not guaranteed if target area is protected.
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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 )
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end
end
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return build_nether_portal ( pos , W_MIN , H_MIN , o , name , true )
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end
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-- Useful for testing - it lets player point to a block and create the portal in
-- the exact spot using the block as floor, with correct orientation (facing the
-- player). Alternatively, portals can be created at exact locations and
-- orientations (which spawn structure doesn't support).
minetest.register_chatcommand ( " spawnportal " , {
description = S ( " Spawn a new nether portal at pointed thing, or at [x],[y],[z]. "
.. " The portal will either face the player, or use the passed [orientation]. "
.. " Orientation 0 means alongside X axis. " ) ,
privs = { debug = true } ,
params = " [x] [y] [z] [orientation] " ,
func = function ( name , param )
local params = { }
for p in param : gmatch ( " -?[0-9]+ " ) do table.insert ( params , p ) end
local exit
if # params == 0 then
local player = minetest.get_player_by_name ( name )
if not player then return false , " Player not found " end
local yaw = player : get_look_horizontal ( )
local player_rotation = yaw / ( math.pi * 2 )
local orientation
if ( player_rotation <= 0.875 and player_rotation > 0.625 )
or ( player_rotation <= 0.375 and player_rotation > 0.125 )
then
orientation = " 90 "
else
orientation = " 0 "
end
local pointed_thing = mcl_util.get_pointed_thing ( player , false )
if not pointed_thing then return false , " Not pointing to anything " end
if pointed_thing.type ~= " node " then return false , " Not pointing to a node " end
local pos = pointed_thing.under
-- Portal node will appear above the pointed node. The pointed node will turn into obsidian.
exit = mcl_portals.spawn_nether_portal ( add ( pos , vector.new ( - 1 , 0 , - 1 ) ) , orientation , nil , name )
elseif # params == 3 or # params == 4 then
pos = {
x = tonumber ( params [ 1 ] ) ,
y = tonumber ( params [ 2 ] ) ,
z = tonumber ( params [ 3 ] )
}
local orientation = 0
if # params == 4 then
if tonumber ( params [ 4 ] ) == 1 then orientation = " 90 " else orientation = " 0 " end
end
-- Portal will be placed so that the first registered exit is at requested location.
exit = mcl_portals.spawn_nether_portal ( add ( pos , vector.new ( - 1 , - 1 , - 1 ) ) , orientation , nil , name )
else
return false , " Invalid parameters. Pass either zero, three or four "
end
if exit then
return true , " Spawned! "
else
return false , " Unable to spawn portal, area could be protected "
end
end ,
} )
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-- Teleportation cooloff for some seconds, to prevent back-and-forth teleportation
local function stop_teleport_cooloff ( o )
cooloff [ o ] = nil
chatter [ o ] = nil
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end
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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
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end
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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
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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 ( )
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end
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local _ , dim = mcl_worlds.y_to_layer ( exit.y )
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-- 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 ) }
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if get_node ( objpos ) . name ~= PORTAL then
log ( " action " , " Entity no longer standing in portal " )
return
end
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-- In case something went wrong, make sure the origin portal is always added as a viable exit.
-- In the ideal case, this is not needed, as the exits are added upon ignition. Before Jan 2024 this
-- was broken, so there will be a lot of half-added portals out there!
add_exits ( { objpos } )
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-- Enable teleportation cooloff for some seconds, to prevent back-and-forth teleportation
teleport_cooloff ( obj )
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obj : set_pos ( exit )
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local lua_entity = obj : get_luaentity ( )
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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 )
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log ( " action " , " Player " .. name .. " teleported to portal at " .. pos_to_string ( exit ) .. " . " )
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if dim == " nether " then
awards.unlock ( obj : get_player_name ( ) , " mcl:theNether " )
end
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elseif lua_entity then
log ( " verbose " , string.format (
" Entity %s teleported to portal at %s " ,
lua_entity.name ,
pos_to_string ( exit )
) )
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end
end
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local function is_origin_queued ( origin )
local key = pos_to_string ( origin )
if origin_queue [ key ] then
return true
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else
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return false
end
end
local function is_entity_queued ( )
for _ , q in pairs ( origin_queue ) do
if q [ obj ] then
return true
end
end
return false
end
local function origin_enqueue ( obj , origin )
local key = pos_to_string ( origin )
log ( " verbose " , string.format ( " Queueing entity for origin %s " , key ) )
local q = origin_queue [ key ] or { }
if not q [ obj ] then
q [ obj ] = true
origin_queue [ key ] = q
end
end
-- Flush the queue of entities waiting for specific origin.
-- Pass nil/false exit to purge the queue without teleporting.
local function origin_flush ( origin , exit )
local key = pos_to_string ( origin )
local count_teleported = 0
local count_removed = 0
if origin_queue [ key ] then
for obj , value in pairs ( origin_queue [ key ] ) do
if value and exit then
finalize_teleport ( obj , exit )
count_teleported = count_teleported + 1
else
count_removed = count_removed + 1
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end
end
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origin_queue [ key ] = nil
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end
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log ( " verbose " , string.format (
" Finished flushing entities waiting for origin %s: removed %d, proceeded to teleport %d " ,
key ,
count_removed ,
count_teleported
) )
end
local function find_build_limits ( pos , target_dim )
-- Find node extremes of the pos's chunk.
-- According to what people said in minetest discord and couple of docs, mapgen
-- works on entire chunks, so we need to limit the search to chunk boundary.
-- The goal is to emerge at most two chunks.
local chunk_limit1 = add (
mul (
mcl_vars.pos_to_chunk ( pos ) ,
mcl_vars.chunk_size_in_nodes
) ,
vector.new (
mcl_vars.central_chunk_offset_in_nodes ,
mcl_vars.central_chunk_offset_in_nodes ,
mcl_vars.central_chunk_offset_in_nodes
)
)
local chunk_limit2 = add (
chunk_limit1 ,
vector.new (
mcl_vars.chunk_size_in_nodes - 1 ,
mcl_vars.chunk_size_in_nodes - 1 ,
mcl_vars.chunk_size_in_nodes - 1
)
)
-- Limit search area by using search distances. There is no Y build limit.
local build_limit1 = add (
pos ,
-- minus 1 to account for the pos block being included.
-- plus 1 to account for the portal block offset (ignore frame)
vector.new ( - BUILD_DISTANCE_XZ - 1 + 1 , 0 , - BUILD_DISTANCE_XZ - 1 + 1 )
)
local build_limit2 = add (
pos ,
-- plus 1 to account for the portal block offset (ignore frame)
-- minus potential portal width, so that the generated portal doesn't "stick out"
vector.new ( BUILD_DISTANCE_XZ + 1 - ( W_MIN - 1 ) , 0 , BUILD_DISTANCE_XZ + 1 - ( W_MIN - 1 ) )
)
-- Start with chunk limits
pos1 = vector.new ( chunk_limit1.x , chunk_limit1.y , chunk_limit1.z )
pos2 = vector.new ( chunk_limit2.x , chunk_limit2.y , chunk_limit2.z )
-- Make sure the portal is not built beyond chunk boundary
-- (we will be searching for the node with lowest X, Y and Z)
pos2.x = pos2.x - ( W_MIN - 1 )
pos2.y = pos2.y - ( H_MIN - 1 )
pos2.z = pos2.z - ( W_MIN - 1 )
-- Avoid negative volumes
if pos2.x < pos1.x then pos2.x = pos1.x end
if pos2.y < pos1.y then pos2.y = pos1.y end
if pos2.z < pos1.z then pos2.z = pos1.z end
-- Apply build distances.
pos1 = {
x = max ( pos1.x , build_limit1.x ) ,
y = pos1.y ,
z = max ( pos1.z , build_limit1.z )
}
pos2 = {
x = min ( pos2.x , build_limit2.x ) ,
y = pos2.y ,
z = min ( pos2.z , build_limit2.z )
}
-- Apply dimension-specific distances, so that player does not end up in void or in lava.
local limit1 , limit2 = limits [ target_dim ] . pmin , limits [ target_dim ] . pmax
pos1 = {
x = max ( pos1.x , limit1.x ) ,
y = max ( pos1.y , limit1.y ) ,
z = max ( pos1.z , limit1.z )
}
pos2 = {
x = min ( pos2.x , limit2.x ) ,
y = min ( pos2.y , limit2.y ) ,
z = min ( pos2.z , limit2.z )
}
local diff = add ( pos2 , mul ( pos1 , - 1 ) )
local area = diff.x * diff.z
local msg = string.format (
" Portal build area between %s-%s, a %dx%dx%d cuboid with floor area of %d nodes. "
.. " Chunk limit was at [%s,%s]. "
.. " Ideal build area was at [(%d,*,%d),(%d,*,%d)]. " ,
pos_to_string ( pos1 ) ,
pos_to_string ( pos2 ) ,
diff.x ,
diff.y ,
diff.z ,
area ,
pos_to_string ( chunk_limit1 ) ,
pos_to_string ( chunk_limit2 ) ,
build_limit1.x ,
build_limit1.z ,
build_limit2.x ,
build_limit2.z
)
log ( " verbose " , msg )
return pos1 , pos2
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end
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local function get_lava_level ( pos , pos1 , pos2 )
if pos.y > - 1000 then
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return mcl_vars.mg_lava_overworld_max
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end
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return mcl_vars.mg_lava_nether_max
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end
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local function search_for_build_location ( blockpos , action , calls_remaining , param )
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if calls_remaining and calls_remaining > 0 then return end
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local target , pos1 , pos2 , name , obj = param.target , param.pos1 , param.pos2 , param.name or " " , param.obj
local chunk = mcl_vars.get_chunk_number ( target )
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local pos0 , distance
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local most_airy_count , most_airy_pos , most_airy_distance = param.most_airy_count , param.most_airy_pos , param.most_airy_distance
local lava = get_lava_level ( target , pos1 , pos2 )
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-- Portal might still exist in the area even though nothing was found in the table.
-- This could be due to bugs, or old worlds (portals added before the exits table).
-- Handle gracefully by searching and adding exits as appropriate.
local exit
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local portals = find_nodes_in_area ( pos1 , pos2 , { PORTAL } )
if portals and # portals > 0 then
for _ , p in pairs ( portals ) do
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-- This will only add legitimate exits that are not on the list,
-- and will only save if there was any changes.
add_exits ( { p } )
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end
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if param.target_dim == " nether " then
exit = find_exit ( target , SEARCH_DISTANCE_NETHER , SEARCH_DISTANCE_NETHER )
else
exit = find_exit ( target , SEARCH_DISTANCE_OVERWORLD , SEARCH_DISTANCE_OVERWORLD )
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end
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end
if exit then
log ( " verbose " , " Using a newly found exit at " .. pos_to_string ( exit ) )
origin_flush ( param.origin , exit )
chunk_building [ chunk ] = false
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return
end
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-- No suitable portal was found, look for a suitable space and build a new one in the emerged blocks.
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local nodes = find_nodes_in_area_under_air ( pos1 , pos2 , { " group:building_block " } )
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-- Sort by distance so that we are checking the nearest nodes first.
-- This can speed up the search considerably if there is space around the ideal X and Z.
table.sort ( nodes , function ( a , b )
local da = dist ( param.ideal_target , add ( a , vector.new ( 1 , 1 , 1 ) ) )
local db = dist ( param.ideal_target , add ( b , vector.new ( 1 , 1 , 1 ) ) )
return da < db
end )
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if nodes then
local nc = # nodes
if nc > 0 then
for i = 1 , nc do
local node = nodes [ i ]
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local portal_node = add ( node , vector.new ( 1 , 1 , 1 ) ) -- Skip the frame
local node1 = add ( node , vector.new ( 0 , 1 , 0 ) ) -- Floor can be solid
local node2 = add ( node , vector.new ( W_MIN - 1 , H_MIN - 1 , W_MIN - 1 ) )
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local nodes2 = find_nodes_in_area ( node1 , node2 , { " air " } )
if nodes2 then
local nc2 = # nodes2
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if not is_area_protected ( node , node2 , name ) and node.y > lava then
local distance0 = dist ( param.ideal_target , portal_node )
if nc2 >= ( W_MIN * ( H_MIN - 1 ) * W_MIN ) - ACCEPTABLE_PORTAL_REPLACES then
-- We have sorted the candidates by distance, this is the best location.
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distance = distance0
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pos0 = { x = node.x , y = node.y , z = node.z }
log ( " verbose " , " Found acceptable location at " .. pos_to_string ( pos0 ) .. " , distance " .. distance0 .. " , air nodes " .. nc2 )
break
elseif not most_airy_pos or nc2 > most_airy_count then
-- Remember the cube with the most amount of air as a fallback.
most_airy_count = nc2
most_airy_distance = distance0
most_airy_pos = { x = node.x , y = node.y , z = node.z }
log ( " verbose " , " Found fallback location at " .. pos_to_string ( most_airy_pos ) .. " , distance " .. distance0 .. " , air nodes " .. nc2 )
elseif most_airy_pos and nc2 == most_airy_count and distance0 < most_airy_distance then
-- Use distance as a tiebreaker.
most_airy_distance = distance0
most_airy_pos = { x = node.x , y = node.y , z = node.z }
log ( " verbose " , " Found fallback location at " .. pos_to_string ( most_airy_pos ) .. " , distance " .. distance0 .. " , air nodes " .. nc2 )
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end
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end
end
end
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end
end
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if pos0 then
log ( " verbose " , " Building portal at " .. pos_to_string ( pos0 ) .. " , distance " .. distance )
local exit = build_nether_portal ( pos0 , W_MIN , H_MIN , random ( 0 , 1 ) , name )
origin_flush ( param.origin , exit )
chunk_building [ chunk ] = false
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return
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end
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-- Look in chunks above or below, depending on which side has more
-- space. Since our Y map distance is quite short due to the flatness of
-- the non-lava nether, falling back like this should cover entire Y range.
if param.chunk_counter == 1 then
if limits [ param.target_dim ] . pmax.y - target.y > target.y - limits [ param.target_dim ] . pmin.y then
-- Look up
direction = 1
log ( " verbose " , " No space found, emerging one chunk above " )
else
-- Look down
direction = - 1
log ( " verbose " , " No space found, emerging one chunk below " )
end
local new_target = { x = target.x , y = target.y + direction * mcl_vars.chunk_size_in_nodes , z = target.z }
pos1 , pos2 = find_build_limits ( new_target , param.target_dim )
local diff = add ( pos2 , mul ( pos1 , - 1 ) )
-- Only emerge if there is sufficient headroom to actually fit entire portal.
if diff.y + 1 >= H_MIN then
local new_chunk = mcl_vars.get_chunk_number ( new_target )
if chunk_building [ new_chunk ] then
log ( " verbose " , string.format ( " Secondary chunk %s is currently busy, backing off " , new_chunk ) )
origin_flush ( param.origin , nil )
return
end
chunk_building [ new_chunk ] = true
minetest.emerge_area ( pos1 , pos2 , search_for_build_location , {
origin = param.origin ,
target = new_target ,
target_dim = target_dim ,
ideal_target = param.ideal_target ,
pos1 = pos1 ,
pos2 = pos2 ,
name = name ,
obj = obj ,
chunk_counter = param.chunk_counter + 1 ,
most_airy_count = most_airy_count ,
most_airy_pos = most_airy_pos ,
most_airy_distance = most_airy_distance
} )
chunk_building [ chunk ] = false
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return
end
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end
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-- Fall back to the most airy position in previous chunk, in this chunk,
-- or if all else fails to ideal position. This could replace a lot of blocks.
local fallback = param.ideal_target
if most_airy_pos then
log (
" verbose " ,
string.format (
" Falling back to the most airy position at %s, distance %d " ,
pos_to_string ( most_airy_pos ) ,
most_airy_distance
)
)
fallback = most_airy_pos
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end
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if fallback.y <= lava then
fallback.y = lava + 1
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end
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log ( " verbose " , " Forcing portal at " .. pos_to_string ( fallback ) .. " , lava at " .. lava )
local exit = build_nether_portal ( fallback , W_MIN , H_MIN , random ( 0 , 1 ) , name , true )
origin_flush ( param.origin , exit )
chunk_building [ chunk ] = false
end
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local function create_portal ( origin , target , target_dim , name , obj )
local chunk = mcl_vars.get_chunk_number ( target )
if chunk_building [ chunk ] then
log ( " verbose " , string.format ( " Primary chunk %s is currently busy, backing off " , chunk ) )
origin_flush ( origin , nil )
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return
end
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chunk_building [ chunk ] = true
local pos1 , pos2 = find_build_limits ( target , target_dim )
minetest.emerge_area ( pos1 , pos2 , search_for_build_location , {
origin = origin ,
target = target ,
target_dim = target_dim ,
ideal_target = vector.new ( target.x , target.y , target.z ) , -- copy
pos1 = pos1 ,
pos2 = pos2 ,
name = name ,
obj = obj ,
chunk_counter = 1
} )
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end
local function available_for_nether_portal ( p )
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-- No need to check for protected - non-owner can't ignite blocks anyway.
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local nn = get_node ( p ) . name
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local obsidian = nn == OBSIDIAN
if nn ~= " air " and minetest.get_item_group ( nn , " fire " ) ~= 1 then
return false , obsidian
end
return true , obsidian
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end
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local function check_and_light_shape ( pos , orientation )
local stack = { { x = pos.x , y = pos.y , z = pos.z } }
local node_list = { }
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local index_list = { }
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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 }
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local kx , ky , kz = pos.x - 1999 , pos.y - 1999 , pos.z - 1999
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while # stack > 0 do
local i = # stack
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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
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stack [ i ] = nil -- Already checked, skip it
else
local good , obsidian = available_for_nether_portal ( stack [ i ] )
if obsidian then
stack [ i ] = nil
else
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if ( not good ) or ( node_counter >= N_MAX ) then
return false
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end
node_counter = node_counter + 1
node_list [ node_counter ] = { x = x , y = y , z = z }
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index_list [ k ] = true
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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 }
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end
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end
end
end
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if node_counter < N_MIN then
return false
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end
-- Limit rectangles width and height
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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
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end
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-- Light the portal
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for i = 1 , node_counter do
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minetest.set_node ( node_list [ i ] , { name = PORTAL , param2 = orientation } )
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end
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-- Register valid portal exits (each portal has at least two!)
-- Before Jan 2024, there was a bug that did not register all exits upon ignition.
-- This means portals lit before that time will only become live as people use them
-- (and only specific portal blocks).
for i = 1 , node_counter do
-- Improvement possible: we are only interested in the bottom
-- blocks as exits, but here all ignited blocks are passed in.
-- This can cause a lot of failed validations on very large
-- portals that we know can be skipped.
add_exits ( { node_list [ i ] } )
end
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return true
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end
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-- Attempts to light a Nether portal at pos
-- Pos can be any of the inner part.
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-- 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.
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-- Returns true if portal created
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function mcl_portals . light_nether_portal ( pos )
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-- Only allow to make portals in Overworld and Nether
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local dim = mcl_worlds.pos_to_dimension ( pos )
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if dim ~= " overworld " and dim ~= " nether " then
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return false
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end
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if not get_target ( pos ) then
-- Prevent ignition of portals that would lead to out of bounds positions.
log ( " verbose " , string.format (
" No target found for position %s - portal would lead to invalid exit " ,
pos_to_string ( pos )
) )
return
end
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local orientation = random ( 0 , 1 )
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for orientation_iteration = 1 , 2 do
if check_and_light_shape ( pos , orientation ) then
return true
end
orientation = 1 - orientation
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end
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return false
end
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local function check_portal_then_teleport ( obj , origin , exit )
-- Check we are not sending the player on a one-way trip.
minetest.emerge_area ( exit , exit , function ( blockpos , action , calls_remaining , param )
if calls_remaining and calls_remaining > 0 then return end
if get_node ( exit ) . name ~= PORTAL then
-- Bogus exit! Break the teleportation so we don't strand the player.
-- The process will begin again after cooloff through the ABM, and might either
-- find another exit, or build a new portal. This will manifest to the
-- player as a teleportation that takes longer than usual.
log ( " warning " , " removing bogus portal exit encountered at " .. pos_to_string ( exit ) .. " , exit no longer exists " )
remove_exits ( { exit } )
-- Also remove from structure storage, otherwise ABM will try the same bad exit again.
local objpos = obj : get_pos ( )
delete_portal_pos ( { x = floor ( objpos.x + 0.5 ) , y = ceil ( objpos.y ) , z = floor ( objpos.z + 0.5 ) } )
origin_flush ( origin , nil )
return
end
origin_flush ( origin , exit )
end )
end
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-- Teleport function
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local function teleport_no_delay ( obj , portal_pos )
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local is_player = obj : is_player ( )
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if ( not is_player and not obj : get_luaentity ( ) ) or cooloff [ obj ] then return end
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local objpos = obj : get_pos ( )
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if not objpos then return end
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local _ , current_dim = mcl_worlds.y_to_layer ( objpos.y )
local target_dim = dimension_to_teleport [ current_dim ]
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-- If player stands, player is at ca. something+0.5 which might cause precision problems, so we used ceil for objpos.y
origin = { x = floor ( objpos.x + 0.5 ) , y = ceil ( objpos.y ) , z = floor ( objpos.z + 0.5 ) }
if get_node ( origin ) . name ~= PORTAL then return end
local target = get_target ( origin )
if not target then
log ( " verbose " , string.format (
" No target found for position %s - no valid exit found " ,
pos_to_string ( origin )
) )
return
end
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local name
if is_player then
name = obj : get_player_name ( )
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end
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if is_entity_queued ( obj ) then
-- Let's not allow one entity to generate a lot of work by just moving around in a portal.
log ( " verbose " , " Entity already queued " )
return
end
log ( " verbose " , string.format ( " Target calculated as %s " , pos_to_string ( target ) ) )
local already_queued = is_origin_queued ( origin )
origin_enqueue ( obj , origin )
if already_queued then
-- Origin is already being processed, so wait in queue for the result.
log ( " verbose " , string.format ( " Origin %s already queued " , pos_to_string ( origin ) ) )
return
end
local exit
local saved_portal_position = get_portal_pos ( origin )
if saved_portal_position then
-- Before Jan 2024, portal exits were sticky - they were stored
-- in nodes. If such a position is found, look for the exit
-- there, so that the players don't get any surprises.
-- Sticky exit can be removed by destroying and rebuilding the portal.
log ( " verbose " , " Using block-saved portal exit: " .. pos_to_string ( saved_portal_position ) .. " . " )
exit = find_exit ( saved_portal_position , 10 , 10 )
end
if not exit then
-- Search for nearest suitable exit in the lookup table.
if target_dim == " nether " then
exit = find_exit ( target , SEARCH_DISTANCE_NETHER , SEARCH_DISTANCE_NETHER )
else
exit = find_exit ( target , SEARCH_DISTANCE_OVERWORLD , SEARCH_DISTANCE_OVERWORLD )
end
end
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if exit then
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log ( " verbose " , " Exit found at " .. pos_to_string ( exit ) .. " for target " .. pos_to_string ( target ) .. " traveling from " .. pos_to_string ( origin ) )
check_portal_then_teleport ( obj , origin , exit )
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else
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create_portal ( origin , target , target_dim , name , obj )
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end
end
local function prevent_portal_chatter ( obj )
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local time_us = get_us_time ( )
local ch = chatter [ obj ] or 0
chatter [ obj ] = time_us
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minetest.after ( TOUCH_CHATTER_TIME , function ( o )
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if o and chatter [ o ] and get_us_time ( ) - chatter [ o ] >= CHATTER_US then
chatter [ o ] = nil
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end
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end , obj )
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return time_us - ch > CHATTER_US
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end
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local function animation ( player , playername )
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local ch = chatter [ player ] or 0
if cooloff [ player ] or get_us_time ( ) - ch < CHATTER_US then
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local pos = player : get_pos ( )
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if not pos then
return
end
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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 )
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end
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end
local function teleport ( obj , portal_pos )
local name = " "
if obj : is_player ( ) then
name = obj : get_player_name ( )
animation ( obj , name )
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end
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if cooloff [ obj ] then return end
if minetest.is_creative_enabled ( name ) then
teleport_no_delay ( obj , portal_pos )
return
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end
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minetest.after ( DELAY , teleport_no_delay , obj , portal_pos )
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end
minetest.register_abm ( {
label = " Nether portal teleportation and particles " ,
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nodenames = { PORTAL } ,
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interval = 1 ,
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chance = 1 ,
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action = function ( pos , node )
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local o = node.param2 -- orientation
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local d = random ( 0 , 1 ) -- direction
local time = random ( ) * 1.9 + 0.5
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local velocity , acceleration
if o == 1 then
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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 }
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else
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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 }
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end
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local distance = add ( mul ( velocity , time ) , mul ( acceleration , time * time / 2 ) )
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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
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distance = sub ( pos , distance )
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for _ , obj in pairs ( minetest.get_objects_inside_radius ( pos , 15 ) ) do
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if obj : is_player ( ) then
minetest.add_particlespawner ( {
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amount = PARTICLES + 1 ,
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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
-- Teleport players, mobs, boats etc.
local lua_entity = obj : get_luaentity ( )
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if ( obj : is_player ( ) or lua_entity ) and prevent_portal_chatter ( obj ) then
teleport ( obj , pos )
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end
end
end ,
} )
--[[ ITEM OVERRIDES ]]
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local longdesc = registered_nodes [ OBSIDIAN ] . _doc_items_longdesc
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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. " )
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minetest.override_item ( OBSIDIAN , {
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_doc_items_longdesc = longdesc ,
_doc_items_usagehelp = usagehelp ,
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on_destruct = function ( pos , node )
-- Permit extinguishing of protected portals if the frame is
-- sticking out of the protected area to maintain integrity.
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local function check_remove ( pos , orientation )
local node = get_node ( pos )
if node and node.name == PORTAL then
minetest.remove_node ( pos )
end
end
-- check each of 6 sides of it and destroy every portal
check_remove ( { x = pos.x - 1 , y = pos.y , z = pos.z } )
check_remove ( { x = pos.x + 1 , y = pos.y , z = pos.z } )
check_remove ( { x = pos.x , y = pos.y , z = pos.z - 1 } )
check_remove ( { x = pos.x , y = pos.y , z = pos.z + 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 } )
end ,
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_on_ignite = function ( user , pointed_thing )
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local x , y , z = pointed_thing.under . x , pointed_thing.under . y , pointed_thing.under . z
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-- Check empty spaces around obsidian and light all frames found.
-- Permit igniting of portals that are partly protected to maintain integrity.
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local portals_placed =
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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
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log ( " verbose " , " Nether portal activated at " .. pos_to_string ( { x = x , y = y , z = z } ) .. " . " )
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if minetest.get_modpath ( " doc " ) then
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doc.mark_entry_as_revealed ( user : get_player_name ( ) , " nodes " , PORTAL )
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-- 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
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end
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return true
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else
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return false
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end
end ,
} )
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mcl_structures.register_structure ( " nether_portal " , {
nospawn = true ,
filenames = {
modpath .. " /schematics/mcl_portals_nether_portal.mts "
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}
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} )
mcl_structures.register_structure ( " nether_portal_open " , {
nospawn = true ,
filenames = {
modpath .. " /schematics/mcl_portals_nether_portal_open.mts "
} ,
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after_place = function ( pos , def , pr , blockseed )
-- The mts is the smallest portal (two wide) and places the first PORTAL block
-- above the location of the caller (y+1). The second one is either at x+1 or z+1.
local portals = find_nodes_in_area ( add ( pos , vector.new ( 0 , 1 , 0 ) ) , add ( pos , vector.new ( 1 , 1 , 1 ) ) , { PORTAL } )
if portals and # portals > 0 then
for _ , p in pairs ( portals ) do
add_exits ( { p } )
end
end
end
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} )