VoxeLibre/mods/ITEMS/mcl_portals/portal_nether.lua
Elias Åström 3c10f0e970 Rewrite portal removal to avoid stack overflow
This solves a problem were nether portal removal would trigger deep
recursion through node callbacks.  For large portals this could result
in stack overflow crashes on LuaJIT.  The issue is solved by rewriting
the portal removal to avoid recursion and removing the portal in one
operation using minetest.bulk_set_node.
2022-03-03 01:42:49 +00:00

876 lines
29 KiB
Lua

local S = minetest.get_translator(minetest.get_current_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},
},
}
-- 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)
-- If player stands, player is at ca. something+0.5 which might cause precision problems, so we used ceil for objpos.y
objpos = {x = floor(objpos.x+0.5), y = ceil(objpos.y), z = floor(objpos.z+0.5)}
if get_node(objpos).name ~= PORTAL then return end
-- THIS IS A TEMPORATY CODE SECTION FOR COMPATIBILITY REASONS -- 1 of 2 -- TODO: Remove --
-- Old worlds have no exits indexed - adding the exit to return here:
add_exit(objpos)
-- TEMPORATY CODE SECTION ENDS HERE --
-- Enable teleportation cooloff for some seconds, to prevent back-and-forth teleportation
teleport_cooloff(obj)
-- Teleport
obj:set_pos(exit)
if is_player then
mcl_worlds.dimension_change(obj, dim)
minetest.sound_play("mcl_portals_teleport", {pos=exit, gain=0.5, max_hear_distance = 16}, true)
log("action", "[mcl_portals] player "..name.." teleported to Nether portal at "..pos_to_string(exit)..".")
else
log("action", "[mcl_portals] entity teleported to Nether portal at "..pos_to_string(exit)..".")
end
end
local function create_portal_2(pos1, name, obj)
local orientation = 0
local pos2 = {x = pos1.x + 3, y = pos1.y + 3, z = pos1.z + 3}
local nodes = find_nodes_in_area(pos1, pos2, {"air"})
if #nodes == 64 then
orientation = random(0,1)
else
pos2.x = pos2.x - 1
nodes = find_nodes_in_area(pos1, pos2, {"air"})
if #nodes == 48 then
orientation = 1
end
end
local exit = build_nether_portal(pos1, W_MIN-2, H_MIN-2, orientation, name)
finalize_teleport(obj, exit)
local cn = mcl_vars.get_chunk_number(pos1)
chunks[cn] = nil
if queue[cn] then
for next_obj, _ in pairs(queue[cn]) do
if next_obj ~= obj then
finalize_teleport(next_obj, exit)
end
end
queue[cn] = nil
end
end
local function get_lava_level(pos, pos1, pos2)
if pos.y > -1000 then
return max(min(mcl_vars.mg_lava_overworld_max, pos2.y-1), pos1.y+1)
end
return max(min(mcl_vars.mg_lava_nether_max, pos2.y-1), pos1.y+1)
end
local function ecb_scan_area_2(blockpos, action, calls_remaining, param)
if calls_remaining and calls_remaining > 0 then return end
local pos, pos1, pos2, name, obj = param.pos, param.pos1, param.pos2, param.name or "", param.obj
local pos0, distance
local lava = get_lava_level(pos, pos1, pos2)
-- THIS IS A TEMPORATY CODE SECTION FOR COMPATIBILITY REASONS -- 2 of 2 -- TODO: Remove --
-- Find portals for old worlds (new worlds keep them all in the table):
local portals = find_nodes_in_area(pos1, pos2, {PORTAL})
if portals and #portals>0 then
for _, p in pairs(portals) do
add_exit(p)
end
local exit = find_exit(pos)
if exit then
finalize_teleport(obj, exit)
end
return
end
-- TEMPORATY CODE SECTION ENDS HERE --
local nodes = find_nodes_in_area_under_air(pos1, pos2, {"group:building_block"})
if nodes then
local nc = #nodes
log("action", "[mcl_portals] Area for destination Nether portal emerged! Found " .. tostring(nc) .. " nodes under the air around "..pos_to_string(pos))
if nc > 0 then
for i=1,nc do
local node = nodes[i]
local node1 = {x=node.x, y=node.y+1, z=node.z }
local node2 = {x=node.x+2, y=node.y+3, z=node.z+2}
local nodes2 = find_nodes_in_area(node1, node2, {"air"})
if nodes2 then
local nc2 = #nodes2
if nc2 == 27 and not is_area_protected(node, node2, name) then
local distance0 = dist(pos, node)
if distance0 < 2 then
log("action", "[mcl_portals] found space at pos "..pos_to_string(node).." - creating a portal")
create_portal_2(node1, name, obj)
return
end
if not distance or (distance0 < distance) or (distance0 < distance-1 and node.y > lava and pos0.y < lava) then
log("verbose", "[mcl_portals] found distance "..tostring(distance0).." at pos "..pos_to_string(node))
distance = distance0
pos0 = {x=node1.x, y=node1.y, z=node1.z}
end
end
end
end
end
end
if distance then -- several nodes of air might be better than lava lake, right?
log("action", "[mcl_portals] using backup pos "..pos_to_string(pos0).." to create a portal")
create_portal_2(pos0, name, obj)
return
end
if param.next_chunk_1 and param.next_chunk_2 and param.next_pos then
local pos1, pos2, p = param.next_chunk_1, param.next_chunk_2, param.next_pos
if p.x >= pos1.x and p.x <= pos2.x and p.y >= pos1.y and p.y <= pos2.y and p.z >= pos1.z and p.z <= pos2.z then
log("action", "[mcl_portals] Making additional search in chunk below, because current one doesn't contain any air space for portal, target pos "..pos_to_string(p))
minetest.emerge_area(pos1, pos2, ecb_scan_area_2, {pos = p, pos1 = pos1, pos2 = pos2, name=name, obj=obj})
return
end
end
log("action", "[mcl_portals] found no space, reverting to target pos "..pos_to_string(pos).." - creating a portal")
if pos.y < lava then
pos.y = lava + 1
else
pos.y = pos.y + 1
end
create_portal_2(pos, name, obj)
end
local function create_portal(pos, limit1, limit2, name, obj)
local cn = mcl_vars.get_chunk_number(pos)
if chunks[cn] then
local q = queue[cn] or {}
q[obj] = true
queue[cn] = q
return
end
chunks[cn] = true
-- we need to emerge the area here, but currently (mt5.4/mcl20.71) map generation is slow
-- so we'll emerge single chunk only: 5x5x5 blocks, 80x80x80 nodes maximum
-- and maybe one more chunk from below if (SCAN_2_MAP_CHUNKS = true)
local pos1 = add(mul(mcl_vars.pos_to_chunk(pos), mcl_vars.chunk_size_in_nodes), mcl_vars.central_chunk_offset_in_nodes)
local pos2 = add(pos1, mcl_vars.chunk_size_in_nodes - 1)
if not SCAN_2_MAP_CHUNKS then
if limit1 and limit1.x and limit1.y and limit1.z then
pos1 = {x = max(min(limit1.x, pos.x), pos1.x), y = max(min(limit1.y, pos.y), pos1.y), z = max(min(limit1.z, pos.z), pos1.z)}
end
if limit2 and limit2.x and limit2.y and limit2.z then
pos2 = {x = min(max(limit2.x, pos.x), pos2.x), y = min(max(limit2.y, pos.y), pos2.y), z = min(max(limit2.z, pos.z), pos2.z)}
end
minetest.emerge_area(pos1, pos2, ecb_scan_area_2, {pos = vector.new(pos), pos1 = pos1, pos2 = pos2, name=name, obj=obj})
return
end
-- Basically the copy of code above, with minor additions to continue the search in single additional chunk below:
local next_chunk_1 = {x = pos1.x, y = pos1.y - mcl_vars.chunk_size_in_nodes, z = pos1.z}
local next_chunk_2 = add(next_chunk_1, mcl_vars.chunk_size_in_nodes - 1)
local next_pos = {x = pos.x, y=max(next_chunk_2.y, limit1.y), z = pos.z}
if limit1 and limit1.x and limit1.y and limit1.z then
pos1 = {x = max(min(limit1.x, pos.x), pos1.x), y = max(min(limit1.y, pos.y), pos1.y), z = max(min(limit1.z, pos.z), pos1.z)}
next_chunk_1 = {x = max(min(limit1.x, next_pos.x), next_chunk_1.x), y = max(min(limit1.y, next_pos.y), next_chunk_1.y), z = max(min(limit1.z, next_pos.z), next_chunk_1.z)}
end
if limit2 and limit2.x and limit2.y and limit2.z then
pos2 = {x = min(max(limit2.x, pos.x), pos2.x), y = min(max(limit2.y, pos.y), pos2.y), z = min(max(limit2.z, pos.z), pos2.z)}
next_chunk_2 = {x = min(max(limit2.x, next_pos.x), next_chunk_2.x), y = min(max(limit2.y, next_pos.y), next_chunk_2.y), z = min(max(limit2.z, next_pos.z), next_chunk_2.z)}
end
minetest.emerge_area(pos1, pos2, ecb_scan_area_2, {pos = vector.new(pos), pos1 = pos1, pos2 = pos2, name=name, obj=obj, next_chunk_1 = next_chunk_1, next_chunk_2 = next_chunk_2, next_pos = next_pos})
end
local function available_for_nether_portal(p)
local nn = get_node(p).name
local obsidian = nn == OBSIDIAN
if nn ~= "air" and minetest.get_item_group(nn, "fire") ~= 1 then
return false, obsidian
end
return true, obsidian
end
local function check_and_light_shape(pos, orientation)
local stack = {{x = pos.x, y = pos.y, z = pos.z}}
local node_list = {}
local index_list = {}
local node_counter = 0
-- Search most low node from the left (pos1) and most right node from the top (pos2)
local pos1 = {x = pos.x, y = pos.y, z = pos.z}
local pos2 = {x = pos.x, y = pos.y, z = pos.z}
local kx, ky, kz = pos.x - 1999, pos.y - 1999, pos.z - 1999
while #stack > 0 do
local i = #stack
local x, y, z = stack[i].x, stack[i].y, stack[i].z
local k = (x-kx)*16000000 + (y-ky)*4000 + z-kz
if index_list[k] then
stack[i] = nil -- Already checked, skip it
else
local good, obsidian = available_for_nether_portal(stack[i])
if obsidian then
stack[i] = nil
else
if (not good) or (node_counter >= N_MAX) then
return false
end
node_counter = node_counter + 1
node_list[node_counter] = {x = x, y = y, z = z}
index_list[k] = true
stack[i].y = y - 1
stack[i + 1] = {x = x, y = y + 1, z = z}
if orientation == 0 then
stack[i + 2] = {x = x - 1, y = y, z = z}
stack[i + 3] = {x = x + 1, y = y, z = z}
else
stack[i + 2] = {x = x, y = y, z = z - 1}
stack[i + 3] = {x = x, y = y, z = z + 1}
end
if (y < pos1.y) or (y == pos1.y and (x < pos1.x or z < pos1.z)) then
pos1 = {x = x, y = y, z = z}
end
if (x > pos2.x or z > pos2.z) or (x == pos2.x and z == pos2.z and y > pos2.y) then
pos2 = {x = x, y = y, z = z}
end
end
end
end
if node_counter < N_MIN then
return false
end
-- Limit rectangles width and height
if abs(pos2.x - pos1.x + pos2.z - pos1.z) + 3 > W_MAX or abs(pos2.y - pos1.y) + 3 > H_MAX then
return false
end
for i = 1, node_counter do
local node_pos = node_list[i]
minetest.set_node(node_pos, {name = PORTAL, param2 = orientation})
add_exit(node_pos)
end
return true
end
-- Attempts to light a Nether portal at pos
-- Pos can be any of the inner part.
-- The frame MUST be filled only with air or any fire, which will be replaced with Nether portal blocks.
-- If no Nether portal can be lit, nothing happens.
-- Returns true if portal created
function mcl_portals.light_nether_portal(pos)
-- 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,
})