forked from nalc/homedecor_modpack
Detecting whether existing doors are closed
Got calculate closed working Fixed isSolid, figured out when closed has not been set, added a way to reset closed by punching for debugging
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@ -11,19 +11,145 @@ end
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-- doors
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function isSolid(pos,adj)
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adj = vector.new(adj[1],adj[2],adj[3])
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local node = minetest.get_node(vector.add(pos,adj))
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if node then
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local idef = minetest.registered_nodes[minetest.get_node(vector.add(pos,adj)).name]
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print('doop')
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if idef then
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return idef.walkable
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end
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end
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return false
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end
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function countSolids(pos,node,level)
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local solids = 0
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for x = -1, 1 do
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for z = -1, 1 do
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local y = 0
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if node.param2 == 5 then
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y = -level
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else
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y = level
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end
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-- special cases when x == z == 0
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if x == 0 and z == 0 then
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if level == 1 then
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-- when looking past the trap door, cannot be solid in center
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if isSolid(pos,{x,y,z}) then
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return false
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end
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-- no else. it doesn't matter if x == y == z is solid, that's us.
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end
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elseif isSolid(pos,{x,y,z}) then
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solids = solids + 1
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end
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end
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end
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return solids
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end
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function calculateClosed(pos)
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local node = minetest.get_node(pos)
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-- the door is considered closed if it is closing off something.
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local solids = 0
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local direction = node.param2 % 6
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local isTrap = direction == 0 or direction == 5
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if isTrap then
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-- the trap door is considered closed when all nodes on its sides are solid
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-- or all nodes in the 3x3 above/below it are solid except the center
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for levels = 0, 1 do
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local fail = false
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local solids = countSolids(pos,node,level)
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if solids == 8 then
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return true
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end
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end
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return false
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else
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-- the door is considered closed when the nodes on its sides are solid
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-- or the 3 nodes in its facing direction are solid nonsolid solid
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-- if the door has two levels (i.e. not a gate) then this must
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-- be true for the top node as well.
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-- sorry I dunno the math to figure whether to x or z
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if direction == 1 or direction == 2 then
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if isSolid(pos,{0,0,-1}) and isSolid(pos,{0,0,1}) then
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if string.find(node.name,'_bottom_') then
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return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
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else
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return true
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end
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end
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local x
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if direction == 1 then
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x = 1
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else
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x = -1
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end
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if isSolid(pos,{x,0,-1}) and not isSolid(pos,{x,0,0}) and isSolid(pos,{x,0,1}) then
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if string.find(node.name,'_bottom_') then
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return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
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else
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return true
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end
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end
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return false
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else
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-- direction == 3 or 4
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if isSolid(pos,{-1,0,0}) and isSolid(pos,{1,0,0}) then
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if string.find(node.name,'_bottom_') then
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return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
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else
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return true
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end
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end
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local z
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if direction == 3 then
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z = 1
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else
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z = -1
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end
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if isSolid(pos,{-1,0,z}) and not isSolid(pos,{0,0,z}) and isSolid(pos,{1,0,z}) then
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if string.find(node.name,'_bottom_') then
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return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
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else
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return true
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end
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end
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return false
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end
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error("What direction is this???",direction)
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end
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end
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-- isClosed flag, is 0 or 1 0 = open, 1 = closed
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function getClosed(pos)
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local isClosed = minetest.get_meta(pos):get_int('closed')
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if isClosed == nil then
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-- doors when unknown, are closed.
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return 1
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local isClosed = minetest.get_meta(pos):get_string('closed')
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print('closed!'..isClosed)
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assert(pos)
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if isClosed=='' then
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if calculateClosed(pos) then
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return true
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else
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return false
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end
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else
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-- may be closed or open (0 or 1)
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return isClosed
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isClosed = tonumber(isClosed)
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-- may be closed or open (1 or 0)
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return isClosed == 1
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end
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end
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function addDoorNode(pos,def,isClosed)
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if isClosed then
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isClosed = 1
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else
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isClosed = 0
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end
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minetest.add_node(pos, def)
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minetest.get_meta(pos):set_int('closed',isClosed)
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end
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@ -112,28 +238,8 @@ for i in ipairs(sides) do
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end,
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on_rightclick = function(pos, node, clicker)
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homedecor_flip_door({x=pos.x, y=pos.y-1, z=pos.z}, node, clicker, doorname, side)
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end,
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end
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-- both left and right doors may be used for open or closed doors
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-- so they have to have both action_on and action_off and just
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-- check when that action is invoked if to continue
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mesecons = {
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effector = {
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action_on = function(pos,node)
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local isClosed = getClosed(pos)
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if isClosed==1 then
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homedecor_flip_door(pos,node,nil,doorname,side,isClosed)
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end
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end,
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action_off = function(pos,node)
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local isClosed = getClosed(pos)
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if isClosed==0 then
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homedecor_flip_door(pos,node,nil,doorname,side,isClosed)
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end
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end
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}
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}
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})
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minetest.register_node("homedecor:door_"..doorname.."_bottom_"..side, {
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@ -163,7 +269,32 @@ for i in ipairs(sides) do
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end,
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on_rightclick = function(pos, node, clicker)
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homedecor_flip_door(pos, node, clicker, doorname, side)
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end
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end,
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-- both left and right doors may be used for open or closed doors
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-- so they have to have both action_on and action_off and just
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-- check when that action is invoked if to continue
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on_punch = function(pos, node, puncher)
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print('erasing closed status')
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minetest.get_meta(pos):set_string('closed',nil)
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end,
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mesecons = {
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effector = {
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action_on = function(pos,node)
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local isClosed = getClosed(pos)
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if isClosed then
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print('closing')
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homedecor_flip_door(pos,node,nil,doorname,side,isClosed)
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end
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end,
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action_off = function(pos,node)
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local isClosed = getClosed(pos)
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if not isClosed then
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homedecor_flip_door(pos,node,nil,doorname,side,isClosed)
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end
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end
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}
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}
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})
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end
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end
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@ -319,7 +450,7 @@ function homedecor_place_door(itemstack, placer, pointed_thing, name, side)
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else
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local fdir = minetest.dir_to_facedir(placer:get_look_dir())
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local def = { name = "homedecor:door_"..name.."_bottom_"..side, param2=fdir}
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addDoorNode(pos1, def, 1)
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addDoorNode(pos1, def, true)
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minetest.add_node(pos2, { name = "homedecor:door_"..name.."_top_"..side, param2=fdir})
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if not homedecor_expect_infinite_stacks then
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itemstack:take_item()
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@ -337,6 +468,14 @@ end
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-- also adjusting param2 so the node is at 90 degrees.
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function homedecor_flip_door(pos, node, player, name, side, isClosed)
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if isClosed == nil then
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isClosed = getClosed(pos)
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end
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-- this is where we swap the isClosed status!
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-- i.e. if isClosed, we're adding an open door
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-- and if not isClosed, a closed door
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isClosed = not isClosed
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local rside = nil
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local nfdir = nil
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if side == "left" then
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@ -354,7 +493,7 @@ function homedecor_flip_door(pos, node, player, name, side, isClosed)
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else
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sound = 'open'
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end
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minetest.sound_play("homedecor_door_"+sound, {
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minetest.sound_play("homedecor_door_"..sound, {
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pos=pos,
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max_hear_distance = 5,
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gain = 2,
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