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Portal abstraction #8

Merged
merged 55 commits into from
Feb 15, 2020
Merged

Commits on Feb 15, 2020

  1. Separate portal shape code from portal behavior code, and refactor

    Allows dev and testing/debugging to focus on one (shape or behavior) without getting mixed up in the other, will also enable different portal shapes later on. Other adjustments:
    * Reuse/reignite an existing portal or portal frame if there is one at the remote destination, rather than the area being overwritten by a slightly offset portal schematic.
    * Create remote portals in a matching orientation to the local portal.
    * Preserve player position & facing relative to portal when traveling through wormhole (even if portals are at 90°)
    * Players no longer bounce several times after teleporting
    * Player is not teleported until after the portal at the other end is confirmed/built
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  2. Add mesecons support

    Portals can be switched on and off with mesecons
    (from a tech-tree perspective, mese is still required for portal ignition)
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  4. Allow reignition of portals in player-built areas

    e.g. allow remote ignition to a portal in a "portal room"
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  6. tidy up some code

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  7. Fix call to node timer stop()

    Part of e5a5db9, fixes an issue where node timers weren't stopped by extinguish_portal().
    And tweaks some comments
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  9. Prevent portals from sharing frame nodes with other portals

    While it's rather cute having portals that share parts of their frame with other portals, the way the nether mod implemented portals means a node being part of more than one portal enables a family of bugs.
    
    Igniting a portal now extinguishes any portal that was using nodes now taken by the newly ignited portal.
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  10. Allow two or more portal types to be made with the same frame material

    (provided they are different sized portals)
    Removes direct references to the registered_portals table
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  11. Dynamic/hardware portal colouring

    Currently proof of concept: Removes wormhole colour from .png texture and specifies it through MT API instead. The post_effect_color may call for registering a separate node per portal colour.
    Palette 0 will have to be the traditional portal magenta (instead of 0 being black) for map compatibility with mod when colour was in the texture and not param2.
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  12. provide Portal API

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  13. Add Book of Portals

    Squashed commit of the following:
    
    commit e80030750df91f75745c7d52729a0d4942eb32f8
    Author: Treer <[email protected]>
    Date:   Sat Jul 13 13:52:02 2019 +1000
    
        Finish book of portals
    
    commit 82ad3d6af683b6bb4cc107e8c76f44c0b791a28d
    Author: Treer <[email protected]>
    Date:   Thu Jul 11 22:43:02 2019 +1000
    
        Book of Portals art
    
    commit fac6ff1da89a1b06b78deb0b5b4e3bebe4166860
    Author: Treer <[email protected]>
    Date:   Thu Jul 11 00:39:50 2019 +1000
    
        starting book of portals
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  14. Portals connect to nearby targets

    Records portal positions. More testing required
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  16. fix bugs

    fixes nullreference in find_surface_target_y, and ensure_remote_portal_then_teleport assuming a traditional portal shape.
    minor documentation work.
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  17. Unlinks target portal if it's linked to a different portal

    This is effectively a missing part to the change that made locate_or_build_portal() enforce that portals only link together in mutual pairs. As target portals that didn't need to be located or built we not being updated to link back to where the player travelled from.
    
    Also
    * implements events: on_run_wormhole, on_extinguish
    * adds a lot of debug info
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  18. Fix edge case

    Fix bug where ensure_remote_portal_then_teleport() converted its destination_wormholePos to an anchorPos to pass to locate_or_build_portal() which converted it back to an wormholePos. Bug occurred when local_orientation was assumed for the target orientation, which could lead to locate_or_build_portal() ending up with a reconstituted wormholePos rotated outside the portal frame, not find a portal frame, so build a new portal there, griefing the old one.
    
    locate_or_build_portal() has been refactored to take a wormholePos instead of an anchorPos, removing the need to know the orientation of the target portal (which can't be obtained from the param2 when the target portal is unlit)
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  20. rearrange code

    eliminate need to assign extinguish_portal() to a local var, and group the helper functions together in the API section
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  21. Keep portal type in metadata for non-traditional portals

    Makes the portal system more flexible - new portal shapes don't have to ensure there's a frame node at the timerPos
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  22. Unroll 32affba (stairs) (minetest-mods#9)

    32affba re-registered stairs which have already been registered 20 lines earlier in the code, and registered them as "brick" causing the netherbrick stairs to replace Minetest's default:brick stairs. The rest of 32affba was already unrolled in 7a0e52d, but the stairs bug remained.
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  23. Add portal ignition sparks

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  24. Place_Schematic uses correct frame and wormhole nodes

    This requires a cache-invalidation hack borrowed from cloudlands mod.
    Also, null reference fixes in ensure_remote_portal_then_teleport and locate_or_build_portal, and minor improvements
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  25. Add example alternative shape PortalShape_Circular

    Also fixes up a few bugs that only became apparent when not using the traditional portal shape
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  26. Add portal sounds

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  27. Add animated particle support

    Also implements an ignition failure sound.
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  28. Add portal_examples.lua

    Currently the example portals just take you to the nether, like nether portals. In theory they could take players anywhere.
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  30. documentation

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  31. Standardize files as LF without CR, and UTF-8 without BOM

    UTF-8 with BOM crashes some systems according to 6551f5c comment, and there are several cases where Minetest is buggy with files that use CRLF line endings (though none I'm aware that affect these files), so strip CRs and BOM
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  33. Add PortalShape_Platform

    and other work on the portal examples
    also documentation and fixing issue where apples prevented volume_is_natural() from returning true
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  34. Finish example portals

    give nether_portal_circular.mts a flat floor - the new nether_portal_circular.mts allows its bottom nodes to be sunk into the ground.
    Example portal basic behavior and book_of_portals_pagetext implemented.
    Other changes are allowing portals corrupted by ABMs to be repaired, finding better ground level of surface portals.
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  35. Add settingtypes.txt settings

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  36. Move wormhole_node_is_horizontal into the shape definition

    out of the portal defintion
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  37. check for portal frames on the surface

    When a surface level was known, only the volume_is_natural check was being performed, this fixes that.
    Also fixes bug where LBM didn't start the timer of example portals that had been disabled.
    Allows portal ignite to repair a stopped timer.
    Other misc cleanup - paramat's new Floatlands won't have lakes so I removed that from the flavortext.
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  38. Handle edge-case when player quits the game while teleporting

    Issue was raised as a pull request against the original code - minetest-mods#12
    Also replaces deprecated getpos/setpos with get_pos/set_pos - minetest-mods#11
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  39. Add Minetest 0.4 support

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  40. Add more mesecon support

    wormholes now emit mesecon energy, allowing mesecons to know the state of the portal.
    (mesecons could previously only set the state of the portal)
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  41. Update copyrights & require Minetest v0.4.16 or greater

    Also adds nether.register_wormhole_node(), moving the wormhole node template into portal_api.lua, and allowing wormhole nodes with custom post_effect_color to be more easily created.
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  42. Update .luacheckrc and fix warnings

    Changes to reduce formatting warnings will be committed separately
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  43. Trim trailing spaces

    This eliminates most luacheck formatting warnings
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  44. text/docs/formatting changes

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  45. text changes

    Also a minor change to prevent surface portals from appearing in a grid pattern in MT 0.4
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  47. blasts extinguish portals

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  51. Add Help-modpack support

    https://forum.minetest.net/viewtopic.php?t=15912
    Don't place Book of Portals in dungeon chests if its contents can be written in the help modpack Encyclopedia instead, and don't add Book of Portals to dungeon chests if Nether portals are the only type of portal - A Nether mod doesn't need a Book of Portals if it's only being used to provide a Nether portal.
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  52. drop portal shape images to 2bit

    Save some bits. Unfortunately PNG can't do 3bit-indexed images :(
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  53. prevent obscure portal behaviour bug

    If a portal is being ignited and portal frame near-but-not-at its destination was found that was active and already linked back to the local portal, it would cause the local portal to be extinguished. (Required the remote portal to somehow be in a different state from the portal it was linking to)
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  54. Use lua schematics instead of .mts files when building portals

    Removes the need for the get_malleated_schematic_filename hack
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  55. API improvements

    Improvements found while using the portals API in another mod (cloudlands):
    * remote_portal_checkup() will check the whole portal and frame for mapgen overwrites.
    * Allow find_realm_anchorPos() to return nil if no realm location could be found (portal will fail to ignite).
    * Allow create_book_of_portals() to be invoked [indirectly] by other mods.
    
    Also lowers nether_book_close.png to be 4bpp
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