Refactor mcl_portals
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@ -1,8 +1,4 @@
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-- Parameters
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local TCAVE = 0.6
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local nobj_cave = nil
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local SPAWN_MIN = mcl_vars.mg_end_min+70
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local SPAWN_MAX = mcl_vars.mg_end_min+98
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@ -206,6 +202,17 @@ minetest.register_abm({
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if obj:is_player() or lua_entity then
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local _, dim = mcl_util.y_to_layer(pos.y)
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local objpos = obj:getpos()
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if objpos == nil then
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return
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end
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-- Check if object is actually in portal.
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objpos.y = math.ceil(objpos.y)
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if minetest.get_node(objpos).name ~= "mcl_portals:portal_end" then
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return
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end
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local target
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if dim == "end" then
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-- End portal in the End:
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@ -228,24 +235,12 @@ minetest.register_abm({
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-- 5×5 obsidian platform below.
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local platform_pos = mcl_vars.mg_end_platform_pos
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-- force emerge of target1 area
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minetest.get_voxel_manip():read_from_map(platform_pos, platform_pos)
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if not minetest.get_node_or_nil(platform_pos) then
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minetest.emerge_area(vector.subtract(platform_pos, 3), vector.add(platform_pos, 3))
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end
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local objpos = obj:getpos()
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if objpos == nil then
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return
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end
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-- If player stands, player is at ca. something+0.5
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-- which might cause precision problems, so we used ceil.
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objpos.y = math.ceil(objpos.y)
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if minetest.get_node(objpos).name ~= "mcl_portals:portal_end" then
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return
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end
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-- Build destination
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local function check_and_build_end_portal_destination(pos)
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local n = minetest.get_node_or_nil(pos)
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