local S = minetest.get_translator("teleports") local F = minetest.formspec_escape teleports = {} teleports.teleports = {} teleports.lastplayername ="" teleports.filename = minetest.get_worldpath() .. "/teleports.txt" local TELEPORT_MAX_DIST = 260 function teleports:save() local datastring = minetest.serialize(self.teleports) if not datastring then return end local file, err = io.open(self.filename, "w") if err then return end file:write(datastring) file:close() end function teleports:load() local file, err = io.open(self.filename, "r") if err then self.teleports = {} return end self.teleports = minetest.deserialize(file:read("*all")) if type(self.teleports) ~= "table" then self.teleports = {} end file:close() end function teleports:find_nearby(pos, count) local nearby = {} for i = #teleports.teleports, 1, -1 do local EachTeleport = teleports.teleports[i] if not vector.equals(EachTeleport.pos, pos) and vector.distance(EachTeleport.pos, pos) < TELEPORT_MAX_DIST then table.insert(nearby, EachTeleport) if #nearby>count then break end end end return nearby end function teleports.animate(pos, playername) minetest.add_particlespawner({ amount = 80, time = 5, minpos = {x=pos.x-1, y=pos.y, z=pos.z-1}, maxpos = {x=pos.x+1, y=pos.y+3, z=pos.z+1}, minvel = {x=0, y=-1, z=0}, maxvel = {x=0, y=1, z=0}, minacc = {x=0, y=-1, z=0}, maxacc = {x=0, y=1, z=0}, minexptime = 1, maxexptime = 1, minsize = 0.5, maxsize = 2, collisiondetection = false, vertical = true, texture = "default_diamond.png", playername = playername, }) minetest.add_particlespawner({ amount = 20, time = 5, minpos = {x=pos.x-1, y=pos.y, z=pos.z-1}, maxpos = {x=pos.x+1, y=pos.y+3, z=pos.z+1}, minvel = {x=0, y=-1, z=0}, maxvel = {x=0, y=1, z=0}, minacc = {x=0, y=-1, z=0}, maxacc = {x=0, y=1, z=0}, minexptime = 1, maxexptime = 1, minsize = 0.5, maxsize = 2, collisiondetection = false, vertical = true, texture = "default_diamond.png", }) end function teleports.teleportate(parameters) local pos1,pos2,playername = parameters[1],parameters[2],parameters[3] local player = minetest.get_player_by_name(playername) if player and player:is_player() and playername~=teleports.lastplayername then local pos = player:getpos() if vector.distance(pos, {x=pos1.x,y=pos1.y+0.5,z=pos1.z}) < 0.52 then if math.random(1, 100) > 5 then teleports.lastplayername = playername player:setpos({x=pos2.x,y=pos2.y+0.5,z=pos2.z}) else player:setpos({x=pos2.x-5+math.random(1, 10),y=pos2.y+3,z=pos2.z-5+math.random(1, 10)}) end end end end function teleports.do_teleporting(pos1, pos2, playername) teleports.animate(pos1, playername) minetest.after(3.0, teleports.teleportate, {pos1, pos2, playername}) end teleports.set_formspec = function(pos) local meta = minetest.get_meta(pos) local node = minetest.get_node(pos) local buttons = ""; for i, EachTeleport in ipairs( teleports:find_nearby(pos, 5) ) do if EachTeleport["name"] then buttons = buttons.."button_exit[3,"..(i)..";4,0.5;tp"..i..";"..F(S("GO>@1",EachTeleport.name)).."]"; else buttons = buttons.."button_exit[3,"..(i)..";4,0.5;tp"..i..";"..F(S("GO>@1,@2,@3",EachTeleport.pos.x,EachTeleport.pos.y,EachTeleport.pos.z)).."]"; end end meta:set_string("formspec", "size[8,10;]" .."label[0,0;" .. F(S("Go to available teleports! Use mossy cobblestone as fuel!")) .. "]" .."list[current_name;price;0,1;1,1;]" ..buttons .."button_exit[1,5;2,0.5;cancel;"..F(S("Cancel")).."]" .."list[current_player;main;0,6;8,4;]") end teleports.on_receive_fields = function(pos, formname, fields, player) local meta = minetest.env:get_meta(pos); local inv = meta:get_inventory(); local price = {name="default:mossycobble", count=1, wear=0, metadata=""} if fields.tp1 or fields.tp2 or fields.tp3 or fields.tp4 or fields.tp5 or fields.tp6 then if inv:contains_item("price", price) then inv:remove_item("price", price); teleports.lastplayername = "" local available = teleports:find_nearby(pos, 5) if player ~= nil and player:is_player() then local playerpos = player:getpos() if fields.tp1 and #available>0 then teleports.do_teleporting(playerpos, available[1].pos, player:get_player_name()) elseif fields.tp2 and #available>1 then teleports.do_teleporting(playerpos, available[2].pos, player:get_player_name()) elseif fields.tp3 and #available>2 then teleports.do_teleporting(playerpos, available[3].pos, player:get_player_name()) elseif fields.tp4 and #available>3 then teleports.do_teleporting(playerpos, available[4].pos, player:get_player_name()) elseif fields.tp5 and #available>4 then teleports.do_teleporting(playerpos, available[5].pos, player:get_player_name()) elseif fields.tp6 and #available>5 then teleports.do_teleporting(playerpos, available[6].pos, player:get_player_name()) end end teleports.set_formspec(pos) end end end teleports.allow_metadata_inventory_put = function(pos, listname, index, stack, player) if listname=="price" and stack:get_name()=="default:mossycobble" then return 99 else return 0 end end teleports.allow_metadata_inventory_take = function(pos, listname, index, stack, player) return 0 end teleports:load() minetest.register_node("teleports:teleport", { description = S("Teleport"), drawtype = "glasslike", tiles = {"teleports_teleport_top.png"}, is_ground_content = false, light_source = LIGHT_MAX, groups = {cracky=1, level=3}, drop = 'default:diamond', sounds = default.node_sound_stone_defaults(), after_place_node = function(pos, placer) if placer and placer:is_player() then local meta = minetest.env:get_meta(pos) local inv = meta:get_inventory() inv:set_size("price", 1) local initialcharge = {name="default:mossycobble", count=30, wear=0, metadata=""} inv:add_item("price", initialcharge) teleports.set_formspec(pos) local sign_pos = minetest.find_node_near(pos, 1, "default:sign_wall_wood") if sign_pos then local sign_meta = minetest.env:get_meta(sign_pos) local sign_text = sign_meta:get_string("text") local secret_name = sign_text:sub(0, 16) table.insert(teleports.teleports, {pos=vector.round(pos), name=secret_name}) else table.insert(teleports.teleports, {pos=vector.round(pos)}) end teleports:save() end end, on_destruct = function(pos) for i, EachTeleport in ipairs(teleports.teleports) do if vector.equals(EachTeleport.pos, pos) then table.remove(teleports.teleports, i) teleports:save() end end end, on_receive_fields = teleports.on_receive_fields, allow_metadata_inventory_put = teleports.allow_metadata_inventory_put, allow_metadata_inventory_take = teleports.allow_metadata_inventory_take, }) minetest.override_item("default:diamondblock", { on_place = function(itemstack, placer, pointed_thing) local stack = ItemStack("default:diamondblock") local pos = pointed_thing.above if minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z}).name=="default:diamondblock" and minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z+1}).name=="default:diamondblock" and minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z-1}).name=="default:diamondblock" and minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z}).name=="default:diamondblock" and minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z+1}).name=="default:diamondblock" and minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z-1}).name=="default:diamondblock" and minetest.get_node({x=pos.x,y=pos.y,z=pos.z+1}).name=="default:diamondblock" and minetest.get_node({x=pos.x,y=pos.y,z=pos.z-1}).name=="default:diamondblock" then stack = ItemStack("teleports:teleport") end local ret = minetest.item_place(stack, placer, pointed_thing) if ret==nil then return itemstack else return ItemStack("default:diamondblock "..itemstack:get_count()-(1-ret:get_count())) end end, }) minetest.register_abm({ nodenames = {"teleports:teleport"}, interval = 3, chance = 1, action = function(pos) local objectsnear=minetest.get_objects_inside_radius({x=pos.x,y=pos.y+0.5,z=pos.z}, 0.52); if #objectsnear>0 then local player = objectsnear[1]; -- check only first two objekts then give up if #objectsnear>1 and not player:is_player() then player = objectsnear[2]; end if player:is_player() and player:get_player_name()~=teleports.lastplayername then local positions = teleports:find_nearby(pos, 10) if #positions>0 then local key = math.random(1, #positions) local dir, dirmag; local view = player:get_look_dir(); local dist, distmin; distmin = 99; for i=1,#positions do -- find teleport closest to where player is looking dir = {x=positions[i].pos.x-pos.x,y=positions[i].pos.y-pos.y,z=positions[i].pos.z-pos.z}; dirmag = math.sqrt(dir.x*dir.x+dir.y*dir.y+dir.z*dir.z); if dirmag == 0 then dirmag = 1 end dir.x=dir.x/dirmag;dir.y=dir.y/dirmag;dir.z=dir.z/dirmag; dir.x = view.x-dir.x;dir.y = view.y-dir.y;dir.z = view.z-dir.z; dist = math.sqrt(dir.x*dir.x+dir.y*dir.y+dir.z*dir.z); if dist