local modname = minetest.get_current_modname() local S = minetest.get_translator(modname) local modpath = minetest.get_modpath(modname) 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}, }, } local function save_portal_pos(pos,target_pos) local p1 = vector.offset(pos,-2,-1,-2) local p2 = vector.offset(pos,2,15,2) local nn = find_nodes_in_area(p1,p2,{"mcl_portals:portal"}) for _,p in pairs(nn) do minetest.get_meta(p):set_string("target_portal",minetest.hash_node_position(target_pos)) end end 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 -- 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 -- 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'. local destroying_portal = false local function destroy_nether_portal(pos, node) if destroying_portal then return end destroying_portal = true 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 end end 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 check_remove({x = pos.x, y = pos.y - 1, z = pos.z}) check_remove({x = pos.x, y = pos.y + 1, z = pos.z}) remove_exit(pos) i = i + 1 end minetest.bulk_set_node(nodes, { name = "air" }) destroying_portal = false end local on_rotate if minetest.get_modpath("screwdriver") then on_rotate = screwdriver.disallow 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."), tiles = { "blank.png", "blank.png", "blank.png", "blank.png", { name = "mcl_portals_portal.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1.25, }, }, { name = "mcl_portals_portal.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, 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, 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 }, sounds = mcl_sounds.node_sound_glass_defaults(), after_destruct = destroy_nether_portal, on_rotate = on_rotate, _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) 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) local saved_portal = find_exit(get_portal_pos(objpos),10,10,10) if saved_portal then exit = saved_portal 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 -- 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 save_portal_pos(objpos,exit) obj:set_pos(exit) minetest.after(1,function() save_portal_pos(exit,objpos) end) 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)..".") if dim == "nether" then awards.unlock(obj:get_player_name(), "mcl:theNether") end 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) -- Only allow to make portals in Overworld and Nether local dim = mcl_worlds.pos_to_dimension(pos) if dim ~= "overworld" and dim ~= "nether" then return false 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 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 end end, obj) return time_us - ch > CHATTER_US end 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) 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 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.") 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 = function(pos, node) 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, _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, }) mcl_structures.register_structure("nether_portal",{ nospawn = true, filenames = { modpath.."/schematics/mcl_portals_nether_portal.mts" }, after_place = function(pos,def,pr,blockseed) end }) mcl_structures.register_structure("nether_portal_open",{ nospawn = true, filenames = { modpath.."/schematics/mcl_portals_nether_portal_open.mts" }, })