-- Node definitions for Homedecor doors local S = homedecor.gettext -- doors function isSolid(pos,adj) adj = vector.new(adj[1],adj[2],adj[3]) local node = minetest.get_node(vector.add(pos,adj)) if node then local idef = minetest.registered_nodes[minetest.get_node(vector.add(pos,adj)).name] if idef then return idef.walkable end end return false end function countSolids(pos,node,level) local solids = 0 for x = -1, 1 do for z = -1, 1 do local y = 0 if node.param2 == 5 then y = -level else y = level end -- special cases when x == z == 0 if x == 0 and z == 0 then if level == 1 then -- when looking past the trap door, cannot be solid in center if isSolid(pos,{x,y,z}) then return false end -- no else. it doesn't matter if x == y == z is solid, that's us. end elseif isSolid(pos,{x,y,z}) then solids = solids + 1 end end end return solids end function calculateClosed(pos) local node = minetest.get_node(pos) -- the door is considered closed if it is closing off something. local solids = 0 local direction = node.param2 % 6 local isTrap = direction == 0 or direction == 5 if isTrap then -- the trap door is considered closed when all nodes on its sides are solid -- or all nodes in the 3x3 above/below it are solid except the center for levels = 0, 1 do local fail = false local solids = countSolids(pos,node,level) if solids == 8 then return true end end return false else -- the door is considered closed when the nodes on its sides are solid -- or the 3 nodes in its facing direction are solid nonsolid solid -- if the door has two levels (i.e. not a gate) then this must -- be true for the top node as well. -- sorry I dunno the math to figure whether to x or z if direction == 1 or direction == 2 then if isSolid(pos,{0,0,-1}) and isSolid(pos,{0,0,1}) then if string.find(node.name,'_bottom_') then return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z}) else return true end end local x if direction == 1 then x = 1 else x = -1 end if isSolid(pos,{x,0,-1}) and not isSolid(pos,{x,0,0}) and isSolid(pos,{x,0,1}) then if string.find(node.name,'_bottom_') then return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z}) else return true end end return false else -- direction == 3 or 4 if isSolid(pos,{-1,0,0}) and isSolid(pos,{1,0,0}) then if string.find(node.name,'_bottom_') then return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z}) else return true end end local z if direction == 3 then z = 1 else z = -1 end if isSolid(pos,{-1,0,z}) and not isSolid(pos,{0,0,z}) and isSolid(pos,{1,0,z}) then if string.find(node.name,'_bottom_') then return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z}) else return true end end return false end error("What direction is this???",direction) end end -- isClosed flag, is 0 or 1 0 = open, 1 = closed function getClosed(pos) local isClosed = minetest.get_meta(pos):get_string('closed') if isClosed=='' then if calculateClosed(pos) then return true else return false end else isClosed = tonumber(isClosed) -- may be closed or open (1 or 0) return isClosed == 1 end end function addDoorNode(pos,def,isClosed) if isClosed then isClosed = 1 else isClosed = 0 end minetest.add_node(pos, def) minetest.get_meta(pos):set_int('closed',isClosed) end local sides = {"left", "right"} local rsides = {"right", "left"} for i in ipairs(sides) do local side = sides[i] local rside = rsides[i] for j in ipairs(homedecor.door_models) do local doorname = homedecor.door_models[j][1] local doordesc = homedecor.door_models[j][2] local nodeboxes_top = nil local nodeboxes_bottom = nil local texalpha = false if doorname == "exterior_fancy" then texalpha = true end if side == "left" then nodeboxes_top = homedecor.door_models[j][3] nodeboxes_bottomtom = homedecor.door_models[j][4] else nodeboxes_top = homedecor.door_models[j][5] nodeboxes_bottomtom = homedecor.door_models[j][6] end local lower_top_side = "homedecor_door_"..doorname.."_tb.png" local upper_bottom_side = "homedecor_door_"..doorname.."_tb.png" if doorname == "glass" then lower_top_side = "homedecor_blanktile.png" upper_bottom_side = "homedecor_blanktile.png" end local tiles_upper = { "homedecor_door_"..doorname.."_tb.png", upper_bottom_side, "homedecor_door_"..doorname.."_lrt.png", "homedecor_door_"..doorname.."_lrt.png", "homedecor_door_"..doorname.."_"..rside.."_top.png", "homedecor_door_"..doorname.."_"..side.."_top.png", } local tiles_lower = { lower_top_side, "homedecor_door_"..doorname.."_tb.png", "homedecor_door_"..doorname.."_lrb.png", "homedecor_door_"..doorname.."_lrb.png", "homedecor_door_"..doorname.."_"..rside.."_bottom.png", "homedecor_door_"..doorname.."_"..side.."_bottom.png", } local selectboxes_top = { type = "fixed", fixed = { -0.5, -1.5, 6/16, 0.5, 0.5, 8/16} } local selectboxes_bottom = { type = "fixed", fixed = { -0.5, -0.5, 6/16, 0.5, 1.5, 8/16} } minetest.register_node("homedecor:door_"..doorname.."_top_"..side, { description = doordesc.." "..S("(Top Half, %s-opening)"):format(side), drawtype = "nodebox", tiles = tiles_upper, paramtype = "light", paramtype2 = "facedir", groups = {snappy=3, not_in_creative_inventory=1}, sounds = default.node_sound_wood_defaults(), walkable = true, use_texture_alpha = texalpha, selection_box = selectboxes_top, node_box = { type = "fixed", fixed = nodeboxes_top }, drop = "homedecor:door_"..doorname.."_bottom_"..side, after_dig_node = function(pos, oldnode, oldmetadata, digger) if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "homedecor:door_"..doorname.."_bottom_"..side then minetest.remove_node({x=pos.x, y=pos.y-1, z=pos.z}) end end, on_rightclick = function(pos, node, clicker) homedecor.flip_door({x=pos.x, y=pos.y-1, z=pos.z}, node, clicker, doorname, side) end }) minetest.register_node("homedecor:door_"..doorname.."_bottom_"..side, { description = doordesc.." "..S("(%s-opening)"):format(side), drawtype = "nodebox", tiles = tiles_lower, inventory_image = "homedecor_door_"..doorname.."_"..side.."_inv.png", paramtype = "light", paramtype2 = "facedir", groups = {snappy=3}, sounds = default.node_sound_wood_defaults(), walkable = true, use_texture_alpha = texalpha, selection_box = selectboxes_bottom, node_box = { type = "fixed", fixed = nodeboxes_bottomtom }, after_dig_node = function(pos, oldnode, oldmetadata, digger) if minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "homedecor:door_"..doorname.."_top_"..side then minetest.remove_node({x=pos.x, y=pos.y+1, z=pos.z}) end end, on_place = function(itemstack, placer, pointed_thing) homedecor.place_door(itemstack, placer, pointed_thing, doorname, side) return itemstack end, on_rightclick = function(pos, node, clicker) homedecor.flip_door(pos, node, clicker, doorname, side) end, -- both left and right doors may be used for open or closed doors -- so they have to have both action_on and action_off and just -- check when that action is invoked if to continue on_punch = function(pos, node, puncher) minetest.get_meta(pos):set_string('closed',nil) end, mesecons = { effector = { action_on = function(pos,node) local isClosed = getClosed(pos) if isClosed then homedecor.flip_door(pos,node,nil,doorname,side,isClosed) end end, action_off = function(pos,node) local isClosed = getClosed(pos) if not isClosed then homedecor.flip_door(pos,node,nil,doorname,side,isClosed) end end } } }) end end -- Gates local gates_list = { "picket", "picket_white", "barbed_wire", "chainlink" } local gate_names = { "Unpainted Picket", "White Picket", "Barbed Wire", "Chainlink" } local gate_models_closed = { {{ -0.5, -0.5, 0.498, 0.5, 0.5, 0.498 }}, {{ -0.5, -0.5, 0.498, 0.5, 0.5, 0.498 }}, {{ -8/16, -8/16, 6/16, -6/16, 8/16, 8/16 }, -- left post { 6/16, -8/16, 6/16, 8/16, 8/16, 8/16 }, -- right post { -8/16, 7/16, 13/32, 8/16, 8/16, 15/32 }, -- top piece { -8/16, -8/16, 13/32, 8/16, -7/16, 15/32 }, -- bottom piece { -6/16, -8/16, 7/16, 6/16, 8/16, 7/16 }}, -- the wire {{ -8/16, -8/16, 6/16, -7/16, 8/16, 8/16 }, -- left post { 6/16, -8/16, 6/16, 8/16, 8/16, 8/16 }, -- right post { -8/16, 7/16, 13/32, 8/16, 8/16, 15/32 }, -- top piece { -8/16, -8/16, 13/32, 8/16, -7/16, 15/32 }, -- bottom piece { -8/16, -8/16, 7/16, 8/16, 8/16, 7/16 }, -- the chainlink itself { -8/16, -3/16, 6/16, -6/16, 3/16, 8/16 }} -- the lump representing the lock } local gate_models_open = { {{ 0.498, -0.5, -0.5, 0.498, 0.5, 0.5 }}, {{ 0.498, -0.5, -0.5, 0.498, 0.5, 0.5 }}, {{ 6/16, -8/16, -8/16, 8/16, 8/16, -6/16 }, -- left post { 6/16, -8/16, 6/16, 8/16, 8/16, 8/16 }, -- right post { 13/32, 7/16, -8/16, 15/32, 8/16, 8/16 }, -- top piece { 13/32, -8/16, -8/16, 15/32, -7/16, 8/16 }, -- bottom piece { 7/16, -8/16, -6/16, 7/16, 8/16, 6/16 }}, -- the wire {{ 6/16, -8/16, -8/16, 8/16, 8/16, -7/16 }, -- left post { 6/16, -8/16, 6/16, 8/16, 8/16, 8/16 }, -- right post { 13/32, 7/16, -8/16, 15/32, 8/16, 8/16 }, -- top piece { 13/32, -8/16, -8/16, 15/32, -7/16, 8/16 }, -- bottom piece { 7/16, -8/16, -8/16, 7/16, 8/16, 8/16 }, -- the chainlink itself { 6/16, -3/16, -8/16, 8/16, 3/16, -6/16 }} -- the lump representing the lock } for i in ipairs(gates_list) do local gate=gates_list[i] local def = { drawtype = "nodebox", description = S(gate_names[i].." Fence Gate"), tiles = { "homedecor_gate_"..gate.."_top.png", "homedecor_gate_"..gate.."_bottom.png", "homedecor_gate_"..gate.."_left.png", "homedecor_gate_"..gate.."_right.png", "homedecor_gate_"..gate.."_back.png", "homedecor_gate_"..gate.."_front.png" }, paramtype = "light", is_ground_content = true, groups = {snappy=3}, sounds = default.node_sound_wood_defaults(), walkable = true, paramtype2 = "facedir", selection_box = { type = "fixed", fixed = { -0.5, -0.5, 0.4, 0.5, 0.5, 0.5 } }, node_box = { type = "fixed", fixed = gate_models_closed[i] }, on_rightclick = function(pos, node, clicker) homedecor.flip_gate(pos, node, clicker, gate, "closed") end, mesecons = { effector = { action_on = function(pos,node) homedecor.flip_gate(pos,node,player,gate, "closed") end } } } -- gates when placed default to closed, closed. minetest.register_node("homedecor:gate_"..gate.."_closed", def) -- this is either a terrible idea or a great one def = table.copy(def) def.groups.not_in_creative_inventory = 1 def.selection_box.fixed = { 0.4, -0.5, -0.5, 0.5, 0.5, 0.5 } def.tiles = { "homedecor_gate_"..gate.."_top.png", "homedecor_gate_"..gate.."_bottom.png", "homedecor_gate_"..gate.."_front.png", "homedecor_gate_"..gate.."_back.png", "homedecor_gate_"..gate.."_left.png", "homedecor_gate_"..gate.."_right.png" } def.node_box.fixed = gate_models_open[i] def.drop = "homedecor:gate_"..gate.."_closed" def.on_rightclick = function(pos, node, clicker) homedecor.flip_gate(pos, node, clicker, gate, "open") end def.mesecons.effector = { action_off = function(pos,node) homedecor.flip_gate(pos,node,player,gate, "open") end } minetest.register_node("homedecor:gate_"..gate.."_open", def) end minetest.register_alias("homedecor:fence_barbed_wire_gate_open", "homedecor:gate_barbed_wire_open") minetest.register_alias("homedecor:fence_barbed_wire_gate_closed", "homedecor:gate_barbed_wire_closed") minetest.register_alias("homedecor:fence_chainlink_gate_open", "homedecor:gate_chainlink_open") minetest.register_alias("homedecor:fence_chainlink_gate_closed", "homedecor:gate_chainlink_closed") minetest.register_alias("homedecor:fence_picket_gate_open", "homedecor:gate_picket_open") minetest.register_alias("homedecor:fence_picket_gate_closed", "homedecor:gate_picket_closed") minetest.register_alias("homedecor:fence_picket_gate_white_open", "homedecor:gate_picket_white_open") minetest.register_alias("homedecor:fence_picket_gate_white_closed", "homedecor:gate_picket_white_closed") ----- helper functions local function get_nodedef_field(nodename, fieldname) if not minetest.registered_nodes[nodename] then return nil end return minetest.registered_nodes[nodename][fieldname] end function homedecor.place_door(itemstack, placer, pointed_thing, name, side) local pointed = pointed_thing.under local pnode = minetest.get_node(pointed) local pname = pnode.name if not minetest.registered_nodes[pname] or not minetest.registered_nodes[pname].on_rightclick then local pos1 = nil local pos2 = nil if minetest.registered_nodes[pname]["buildable_to"] then pos1 = pointed pos2 = {x=pointed.x, y=pointed.y+1, z=pointed.z} else pos1 = pointed_thing.above pos2 = {x=pointed_thing.above.x, y=pointed_thing.above.y+1, z=pointed_thing.above.z} end local node_bottom = minetest.get_node(pos1) local node_top = minetest.get_node(pos2) if not homedecor:node_is_owned(pos1, placer) and not homedecor:node_is_owned(pos2, placer) then if not get_nodedef_field(node_bottom.name, "buildable_to") or not get_nodedef_field(node_top.name, "buildable_to") then minetest.chat_send_player( placer:get_player_name(), S('Not enough space above that spot to place a door!') ) else local fdir = minetest.dir_to_facedir(placer:get_look_dir()) local def = { name = "homedecor:door_"..name.."_bottom_"..side, param2=fdir} addDoorNode(pos1, def, true) minetest.add_node(pos2, { name = "homedecor:door_"..name.."_top_"..side, param2=fdir}) if not homedecor.expect_infinite_stacks then itemstack:take_item() return itemstack end end end else minetest.registered_nodes[pname].on_rightclick(pointed_thing.under, pnode, placer, itemstack) end end -- to open a door, you switch left for right and subtract from param2, or vice versa right for left -- that is to say open "right" doors become left door nodes, and open left doors right door nodes. -- also adjusting param2 so the node is at 90 degrees. function homedecor.flip_door(pos, node, player, name, side, isClosed) if isClosed == nil then isClosed = getClosed(pos) end -- this is where we swap the isClosed status! -- i.e. if isClosed, we're adding an open door -- and if not isClosed, a closed door isClosed = not isClosed local rside = nil local nfdir = nil if side == "left" then rside = "right" nfdir=node.param2 - 1 if nfdir < 0 then nfdir = 3 end else rside = "left" nfdir=node.param2 + 1 if nfdir > 3 then nfdir = 0 end end local sound; if isClosed then sound = 'close' else sound = 'open' end minetest.sound_play("homedecor_door_"..sound, { pos=pos, max_hear_distance = 5, gain = 2, }) -- XXX: does the top half have to remember open/closed too? minetest.add_node({x=pos.x, y=pos.y+1, z=pos.z}, { name = "homedecor:door_"..name.."_top_"..rside, param2=nfdir}) addDoorNode(pos,{ name = "homedecor:door_"..name.."_bottom_"..rside, param2=nfdir },isClosed) end function homedecor.flip_gate(pos, node, player, gate, oc) local isClosed = getClosed(pos); minetest.sound_play("homedecor_gate_open_close", { pos=pos, max_hear_distance = 5, gain = 2, }) local fdir = node.param2 -- since right facing gates use "open" nodes for closed, we need an -- isClosed flag to tell if it's "really" closed. if oc == "closed" then gateresult = "homedecor:gate_"..gate.."_open" else gateresult = "homedecor:gate_"..gate.."_closed" end local def = {name=gateresult, param2=fdir} addDoorNode(pos, def, isClosed) -- the following opens and closes gates below and above in sync with this one -- (without three gate open/close sounds) local above = {x=pos.x, y=pos.y+1, z=pos.z} local below = {x=pos.x, y=pos.y-1, z=pos.z} local nodeabove = minetest.get_node(above) local nodebelow = minetest.get_node(below) if string.find(nodeabove.name, "homedecor:gate_"..gate) then addDoorNode(above, def, isClosed) end if string.find(nodebelow.name, "homedecor:gate_"..gate) then addDoorNode(below, def, isClosed) end end