forked from nalc/nalc_game
Allow mod namespace for door registrations.
This is an adapted version of #861 - by oleastre Most mods had been calling `doors.register_door() with a door name that included the "modname:" prefix, and we should continue to allow mods to do so, without registering the nodenames created in the "doors:" namespace. The default case is to use the "modname:" prefix verbatim. If mods or code calls this function without a prefix, then "doors:" is automatically used. Now that the namespace is corrected, the copy replacement ABM is no longer needed.
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777088481b
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@ -119,7 +119,7 @@ function _doors.door_toggle(pos, clicker)
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local meta = minetest.get_meta(pos)
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local state = meta:get_int("state")
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local def = minetest.registered_nodes[minetest.get_node(pos).name]
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local name = def.door.basename
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local name = def.door.name
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if clicker then
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local owner = meta:get_string("doors_owner")
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@ -146,7 +146,7 @@ function _doors.door_toggle(pos, clicker)
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end
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minetest.swap_node(pos, {
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name = "doors:" .. name .. transform[state + 1][dir+1].v,
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name = name .. transform[state + 1][dir+1].v,
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param2 = transform[state + 1][dir+1].param2
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})
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meta:set_int("state", state)
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@ -174,9 +174,13 @@ local function on_place_node(place_to, newnode, placer, oldnode, itemstack, poin
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end
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function doors.register(name, def)
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if not name:find(":") then
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name = "doors:" .. name
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end
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-- replace old doors of this type automatically
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minetest.register_abm({
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nodenames = {"doors:"..name.."_b_1", "doors:"..name.."_b_2"},
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nodenames = {name.."_b_1", name.."_b_2"},
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interval = 7.0,
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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@ -190,14 +194,14 @@ function doors.register(name, def)
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}
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local new = replace[l][h]
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-- retain infotext and doors_owner fields
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minetest.swap_node(pos, { name = "doors:" .. name .. "_" .. new.type, param2 = p2})
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minetest.swap_node(pos, {name = name .. "_" .. new.type, param2 = p2})
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meta:set_int("state", new.state)
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-- wipe meta on top node as it's unused
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minetest.set_node({x = pos.x, y = pos.y + 1, z = pos.z}, { name = "doors:hidden" })
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end
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})
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minetest.register_craftitem(":doors:" .. name, {
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minetest.register_craftitem(":" .. name, {
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description = def.description,
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inventory_image = def.inventory_image,
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@ -249,9 +253,9 @@ function doors.register(name, def)
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local state = 0
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if minetest.get_item_group(minetest.get_node(aside).name, "door") == 1 then
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state = state + 2
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minetest.set_node(pos, {name = "doors:" .. name .. "_b", param2 = dir})
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minetest.set_node(pos, {name = name .. "_b", param2 = dir})
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else
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minetest.set_node(pos, {name = "doors:" .. name .. "_a", param2 = dir})
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minetest.set_node(pos, {name = name .. "_a", param2 = dir})
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end
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minetest.set_node(above, { name = "doors:hidden" })
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@ -296,9 +300,9 @@ function doors.register(name, def)
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def.groups.not_in_creative_inventory = 1
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def.groups.door = 1
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def.drop = "doors:" .. name
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def.drop = name
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def.door = {
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basename = name,
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name = name,
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sounds = { def.sound_close, def.sound_open },
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}
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@ -321,12 +325,12 @@ function doors.register(name, def)
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def.on_blast = function(pos, intensity)
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minetest.remove_node(pos)
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-- hidden node doesn't get blasted away.
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minetest.remove_node({ x = pos.x, y = pos.y + 1, z = pos.z})
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return { "doors:" .. name }
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minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
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return {name}
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end
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end
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minetest.register_node(":doors:" .. name .. "_a", {
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minetest.register_node(":" .. name .. "_a", {
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description = def.description,
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visual = "mesh",
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mesh = "door_a.obj",
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@ -358,7 +362,7 @@ function doors.register(name, def)
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},
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})
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minetest.register_node(":doors:" .. name .. "_b", {
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minetest.register_node(":" .. name .. "_b", {
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description = def.description,
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visual = "mesh",
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mesh = "door_b.obj",
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@ -392,13 +396,13 @@ function doors.register(name, def)
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if def.recipe then
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minetest.register_craft({
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output = "doors:" .. name,
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output = name,
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recipe = def.recipe,
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})
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end
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_doors.registered_doors["doors:" .. name .. "_a"] = true
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_doors.registered_doors["doors:" .. name .. "_b"] = true
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_doors.registered_doors[name .. "_a"] = true
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_doors.registered_doors[name .. "_b"] = true
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end
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doors.register("door_wood", {
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@ -461,7 +465,6 @@ function doors.register_door(name, def)
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local i = name:find(":")
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local modname = name:sub(1, i - 1)
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local doorname = modname .. "_" .. name:sub(i + 1, -1)
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if not def.tiles then
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if def.protected then
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def.tiles = {{name = "doors_door_steel.png", backface_culling = true}}
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@ -474,35 +477,7 @@ function doors.register_door(name, def)
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"will be used instead.")
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end
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doors.register(doorname, def)
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-- these help replace items present and conversion
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minetest.register_alias(name, "doors:" .. doorname)
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minetest.register_alias(name .. "_t_1", "doors:hidden")
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minetest.register_alias(name .. "_t_2", "doors:hidden")
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minetest.register_abm({
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nodenames = {name .. "_b_1", name .. "_b_2"},
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interval = 7.0,
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local l = tonumber(node.name:sub(-1))
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local meta = minetest.get_meta(pos)
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local h = meta:get_int("right") + 1
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local p2 = node.param2
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local replace = {
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{{type = "a", state = 0}, {type = "a", state = 3}},
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{{type = "b", state = 1}, {type = "b", state = 2}}
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}
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local new = replace[l][h]
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-- retain infotext and doors_owner fields
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minetest.swap_node(pos, {name = "doors:" .. doorname .. "_" .. new.type, param2 = p2})
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meta:set_int("state", new.state)
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-- wipe meta on top node as it's unused
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minetest.set_node({x = pos.sx, y = pos.y + 1, z = pos.z}, {name = "doors:hidden"})
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end
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})
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doors.register(name, def)
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end
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----trapdoor----
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