forked from nalc/homedecor_modpack
614 lines
19 KiB
Lua
614 lines
19 KiB
Lua
-- Node definitions for Homedecor doors
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local S = homedecor.gettext
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-- doors
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local function isSolid(pos,adj)
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local adj = {x=adj[1],y=adj[2],z=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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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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local 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 = (node.param2 == 5) and -level or level
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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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local 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 level = 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 = (direction == 1) and 1 or -1
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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 = (direction == 3) and 1 or -1
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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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local function getClosed(pos)
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local isClosed = minetest.get_meta(pos):get_string('closed')
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if isClosed=='' then
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return calculateClosed(pos)
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else
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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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local function addDoorNode(pos,def,isClosed)
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minetest.set_node(pos, def)
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minetest.get_meta(pos):set_int('closed', isClosed and 1 or 0)
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end
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local door_model_list = {
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{ name = "closet_mahogany",
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description = S("Mahogany Closet Door"),
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mesh = "homedecor_door_closet.obj"
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},
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{ name = "closet_oak",
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description = S("Oak Closet Door"),
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mesh = "homedecor_door_closet.obj"
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},
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{ name = "exterior_fancy",
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description = S("Fancy Wood/Glass Door"),
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mesh = "homedecor_door_fancy.obj",
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tiles = {
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"homedecor_door_exterior_fancy.png",
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"homedecor_door_exterior_fancy_insert.png"
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},
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usealpha = true
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},
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{ name = "glass",
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description = S("Glass Office Door"),
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mesh = "homedecor_door_plain.obj"
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},
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{ name = "wood_glass_oak",
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description = S("Glass and Wood, Oak-colored"),
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mesh = "homedecor_door_wood_glass.obj",
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tiles = {
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"homedecor_door_wood_glass_oak.png",
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"homedecor_door_wood_glass_insert.png",
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}
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},
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{ name = "wood_glass_mahogany",
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description = S("Glass and Wood, Mahogany-colored"),
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mesh = "homedecor_door_wood_glass.obj",
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tiles = {
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"homedecor_door_wood_glass_mahogany.png",
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"homedecor_door_wood_glass_insert.png",
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}
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},
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{ name = "wood_glass_white",
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description = S("Glass and Wood, White"),
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mesh = "homedecor_door_wood_glass.obj",
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tiles = {
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"homedecor_door_wood_glass_white.png",
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"homedecor_door_wood_glass_insert.png",
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}
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},
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{ name = "wood_plain",
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description = S("Plain Wooden Door"),
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mesh = "homedecor_door_plain.obj"
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},
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{ name = "bedroom",
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description = S("White Bedroom Door"),
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mesh = "homedecor_door_plain.obj"
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},
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{ name = "wrought_iron",
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description = S("Wrought Iron Gate/Door"),
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mesh = "homedecor_door_wrought_iron.obj"
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},
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{ name = "woodglass",
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description = S("Wooden door with glass insert"),
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mesh = "homedecor_door_woodglass_typea.obj",
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tiles = {
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"homedecor_door_woodglass_typea.png",
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"homedecor_door_woodglass_typea_insert.png",
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},
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usealpha = true
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},
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{ name = "woodglass2",
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description = S("Wooden door with glass insert, type 2"),
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mesh = "homedecor_door_plain.obj",
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usealpha = true
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},
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}
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local def_selbox = {
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type = "fixed",
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fixed = { -0.5, -0.5, 0.375, 0.5, 1.5, 0.5 }
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}
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local sides = {"left", "right"}
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for i in ipairs(sides) do
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local side = sides[i]
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for _, door_model in ipairs(door_model_list) do
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local doorname = door_model.name
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local selbox = door_model.selectbox or def_selbox
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local colbox = door_model.collisionbox or door_model.selectbox or def_selbox
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local mesh = door_model.mesh
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local groups = {snappy = 3}
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if side == "right" then
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mesh = string.gsub(door_model.mesh, ".obj", "_right.obj")
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groups = {snappy = 3, not_in_creative_inventory = 1}
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end
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minetest.register_node("homedecor:door_"..doorname.."_"..side, {
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description = door_model.description.." "..S("(%s-opening)"):format(side),
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drawtype = "mesh",
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mesh = mesh,
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tiles = door_model.tiles or { "homedecor_door_"..doorname..".png" },
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inventory_image = "homedecor_door_"..doorname.."_inv.png",
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wield_image = "homedecor_door_"..doorname.."_inv.png",
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paramtype = "light",
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paramtype2 = "facedir",
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groups = groups,
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sounds = default.node_sound_wood_defaults(),
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use_texture_alpha = door_model.usealpha,
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selection_box = selbox,
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collision_box = colbox,
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on_place = function(itemstack, placer, pointed_thing)
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return homedecor.stack_wing(itemstack, placer, pointed_thing,
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"homedecor:door_"..doorname.."_left", "air",
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"homedecor:door_"..doorname.."_right", "air")
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end,
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on_construct = function(pos)
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minetest.get_meta(pos):set_int("closed", 1)
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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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-- 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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minetest.get_meta(pos):set_string('closed',nil)
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end,
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drop = "homedecor:door_"..doorname.."_left",
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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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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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minetest.register_alias("homedecor:door_"..doorname.."_top_"..side, "air")
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minetest.register_alias("homedecor:door_"..doorname.."_bottom_"..side, "homedecor:door_"..doorname.."_"..side)
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end
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minetest.register_alias("homedecor:door_wood_glass_top_"..side, "air")
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minetest.register_alias("homedecor:door_wood_glass_bottom_"..side, "homedecor:door_wood_glass_oak_"..side)
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end
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-- Gates
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local gates_list = { "picket", "picket_white", "barbed_wire", "chainlink" }
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local gate_names = { "Unpainted Picket", "White Picket", "Barbed Wire", "Chainlink" }
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local gate_models_closed = {
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{{ -0.5, -0.5, 0.498, 0.5, 0.5, 0.498 }},
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{{ -0.5, -0.5, 0.498, 0.5, 0.5, 0.498 }},
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{{ -8/16, -8/16, 6/16, -6/16, 8/16, 8/16 }, -- left post
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{ 6/16, -8/16, 6/16, 8/16, 8/16, 8/16 }, -- right post
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{ -8/16, 7/16, 13/32, 8/16, 8/16, 15/32 }, -- top piece
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{ -8/16, -8/16, 13/32, 8/16, -7/16, 15/32 }, -- bottom piece
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{ -6/16, -8/16, 7/16, 6/16, 8/16, 7/16 }}, -- the wire
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{{ -8/16, -8/16, 6/16, -7/16, 8/16, 8/16 }, -- left post
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{ 6/16, -8/16, 6/16, 8/16, 8/16, 8/16 }, -- right post
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{ -8/16, 7/16, 13/32, 8/16, 8/16, 15/32 }, -- top piece
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{ -8/16, -8/16, 13/32, 8/16, -7/16, 15/32 }, -- bottom piece
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{ -8/16, -8/16, 7/16, 8/16, 8/16, 7/16 }, -- the chainlink itself
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{ -8/16, -3/16, 6/16, -6/16, 3/16, 8/16 }} -- the lump representing the lock
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}
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local gate_models_open = {
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{{ 0.498, -0.5, -0.5, 0.498, 0.5, 0.5 }},
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{{ 0.498, -0.5, -0.5, 0.498, 0.5, 0.5 }},
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{{ 6/16, -8/16, -8/16, 8/16, 8/16, -6/16 }, -- left post
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{ 6/16, -8/16, 6/16, 8/16, 8/16, 8/16 }, -- right post
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{ 13/32, 7/16, -8/16, 15/32, 8/16, 8/16 }, -- top piece
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{ 13/32, -8/16, -8/16, 15/32, -7/16, 8/16 }, -- bottom piece
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{ 7/16, -8/16, -6/16, 7/16, 8/16, 6/16 }}, -- the wire
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{{ 6/16, -8/16, -8/16, 8/16, 8/16, -7/16 }, -- left post
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{ 6/16, -8/16, 6/16, 8/16, 8/16, 8/16 }, -- right post
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{ 13/32, 7/16, -8/16, 15/32, 8/16, 8/16 }, -- top piece
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{ 13/32, -8/16, -8/16, 15/32, -7/16, 8/16 }, -- bottom piece
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{ 7/16, -8/16, -8/16, 7/16, 8/16, 8/16 }, -- the chainlink itself
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{ 6/16, -3/16, -8/16, 8/16, 3/16, -6/16 }} -- the lump representing the lock
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}
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for i in ipairs(gates_list) do
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local gate=gates_list[i]
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local def = {
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drawtype = "nodebox",
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description = S(gate_names[i].." Fence Gate"),
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tiles = {
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"homedecor_gate_"..gate.."_top.png",
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"homedecor_gate_"..gate.."_bottom.png",
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"homedecor_gate_"..gate.."_left.png",
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"homedecor_gate_"..gate.."_right.png",
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"homedecor_gate_"..gate.."_back.png",
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"homedecor_gate_"..gate.."_front.png"
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},
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paramtype = "light",
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groups = {snappy=3},
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sounds = default.node_sound_wood_defaults(),
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paramtype2 = "facedir",
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selection_box = {
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type = "fixed",
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fixed = { -0.5, -0.5, 0.4, 0.5, 0.5, 0.5 }
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},
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node_box = {
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type = "fixed",
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fixed = gate_models_closed[i]
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},
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on_rightclick = function(pos, node, clicker)
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homedecor.flip_gate(pos, node, clicker, gate, "closed")
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end,
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mesecons = {
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effector = {
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action_on = function(pos,node) homedecor.flip_gate(pos,node,player,gate, "closed") end
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}
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}
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}
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-- gates when placed default to closed, closed.
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minetest.register_node("homedecor:gate_"..gate.."_closed", def)
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-- this is either a terrible idea or a great one
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def = homedecor.table_copy(def)
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def.groups.not_in_creative_inventory = 1
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def.selection_box.fixed = { 0.4, -0.5, -0.5, 0.5, 0.5, 0.5 }
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def.tiles = {
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"homedecor_gate_"..gate.."_top.png",
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"homedecor_gate_"..gate.."_bottom.png",
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"homedecor_gate_"..gate.."_front.png",
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"homedecor_gate_"..gate.."_back.png",
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"homedecor_gate_"..gate.."_left.png",
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"homedecor_gate_"..gate.."_right.png"
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}
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def.node_box.fixed = gate_models_open[i]
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def.drop = "homedecor:gate_"..gate.."_closed"
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def.on_rightclick = function(pos, node, clicker)
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homedecor.flip_gate(pos, node, clicker, gate, "open")
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end
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def.mesecons.effector = {
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action_off = function(pos,node) homedecor.flip_gate(pos,node,player,gate, "open") end
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}
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minetest.register_node("homedecor:gate_"..gate.."_open", def)
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end
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minetest.register_alias("homedecor:fence_barbed_wire_gate_open", "homedecor:gate_barbed_wire_open")
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minetest.register_alias("homedecor:fence_barbed_wire_gate_closed", "homedecor:gate_barbed_wire_closed")
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minetest.register_alias("homedecor:fence_chainlink_gate_open", "homedecor:gate_chainlink_open")
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minetest.register_alias("homedecor:fence_chainlink_gate_closed", "homedecor:gate_chainlink_closed")
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minetest.register_alias("homedecor:fence_picket_gate_open", "homedecor:gate_picket_open")
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minetest.register_alias("homedecor:fence_picket_gate_closed", "homedecor:gate_picket_closed")
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minetest.register_alias("homedecor:fence_picket_gate_white_open", "homedecor:gate_picket_white_open")
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minetest.register_alias("homedecor:fence_picket_gate_white_closed", "homedecor:gate_picket_white_closed")
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-- to open a door, you switch left for right and subtract from param2, or vice versa right for left
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-- that is to say open "right" doors become left door nodes, and open left doors right door nodes.
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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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local ofdir = node.param2 or 0
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if side == "left" then
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rside = "right"
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nfdir=ofdir - 1
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if nfdir < 0 then nfdir = 3 end
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else
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rside = "left"
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nfdir=ofdir + 1
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if nfdir > 3 then nfdir = 0 end
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end
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local sound = isClosed and 'close' or 'open'
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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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})
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-- XXX: does the top half have to remember open/closed too?
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minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, { name = "homedecor:door_"..name.."_top_"..rside, param2=nfdir})
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addDoorNode(pos,{ name = "homedecor:door_"..name.."_bottom_"..rside, param2=nfdir },isClosed)
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|
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 or 0
|
|
|
|
-- since right facing gates use "open" nodes for closed, we need an
|
|
-- isClosed flag to tell if it's "really" closed.
|
|
|
|
local gateresult = nil
|
|
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
|
|
|
|
-- Japanese-style wood/paper wall pieces and door
|
|
|
|
local jp_cbox = {
|
|
type = "fixed",
|
|
fixed = {-0.5, -0.5, 0, 0.5, 0.5, 0.0625},
|
|
}
|
|
|
|
minetest.register_node("homedecor:japanese_wall_top", {
|
|
description = "Japanese wall (top)",
|
|
drawtype = "mesh",
|
|
mesh = "homedecor_wall_japanese_top.obj",
|
|
tiles = {
|
|
"homedecor_generic_wood_luxury_brown2.png",
|
|
"homedecor_japanese_paper.png"
|
|
},
|
|
paramtype = "light",
|
|
paramtype2 = "facedir",
|
|
groups = {snappy=3},
|
|
selection_box = jp_cbox,
|
|
collision_box = jp_cbox,
|
|
})
|
|
|
|
minetest.register_node("homedecor:japanese_wall_middle", {
|
|
description = "Japanese wall",
|
|
drawtype = "mesh",
|
|
mesh = "homedecor_wall_japanese_middle.obj",
|
|
tiles = {
|
|
"homedecor_generic_wood_luxury_brown2.png",
|
|
"homedecor_japanese_paper.png"
|
|
},
|
|
paramtype = "light",
|
|
paramtype2 = "facedir",
|
|
groups = {snappy=3},
|
|
selection_box = jp_cbox,
|
|
collision_box = jp_cbox,
|
|
})
|
|
|
|
minetest.register_node("homedecor:japanese_wall_bottom", {
|
|
description = "Japanese wall (bottom)",
|
|
drawtype = "mesh",
|
|
mesh = "homedecor_wall_japanese_bottom.obj",
|
|
tiles = {
|
|
"homedecor_generic_wood_luxury_brown2.png",
|
|
"homedecor_japanese_paper.png"
|
|
},
|
|
paramtype = "light",
|
|
paramtype2 = "facedir",
|
|
groups = {snappy=3},
|
|
selection_box = jp_cbox,
|
|
collision_box = jp_cbox,
|
|
})
|
|
|
|
minetest.register_node("homedecor:tatami_mat", {
|
|
tiles = {
|
|
"homedecor_tatami.png",
|
|
"homedecor_tatami.png",
|
|
"homedecor_tatami.png",
|
|
"homedecor_tatami.png",
|
|
"homedecor_tatami.png",
|
|
"homedecor_tatami.png"
|
|
},
|
|
description = "Japanese tatami",
|
|
drawtype = "nodebox",
|
|
paramtype = "light",
|
|
groups = {snappy=3},
|
|
node_box = {
|
|
type = "fixed",
|
|
fixed = {
|
|
{-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5},
|
|
}
|
|
}
|
|
})
|
|
|
|
homedecor.register("door_japanese_closed", {
|
|
description = "Japanese-style door",
|
|
inventory_image = "homedecor_door_japanese_inv.png",
|
|
tiles = {
|
|
"homedecor_generic_wood_luxury_brown2.png",
|
|
"homedecor_japanese_paper.png"
|
|
},
|
|
mesh = "homedecor_door_japanese_closed.obj",
|
|
groups = { snappy = 3 },
|
|
selection_box = {
|
|
type = "fixed",
|
|
fixed = {-0.5, -0.5, 0, 0.5, 1.5, 0.0625},
|
|
},
|
|
collision_box = {
|
|
type = "fixed",
|
|
fixed = {-0.5, -0.5, -0.0625, 0.5, 1.5, 0},
|
|
},
|
|
expand = { top = "air" },
|
|
on_rightclick = function(pos, node, clicker)
|
|
minetest.set_node(pos, {name = "homedecor:door_japanese_open", param2 = node.param2})
|
|
end
|
|
})
|
|
|
|
minetest.register_node("homedecor:door_japanese_open", {
|
|
tiles = {
|
|
"homedecor_generic_wood_luxury_brown2.png",
|
|
"homedecor_japanese_paper.png"
|
|
},
|
|
drawtype = "mesh",
|
|
mesh = "homedecor_door_japanese_open.obj",
|
|
paramtype = "light",
|
|
paramtype2 = "facedir",
|
|
groups = { snappy = 3, not_in_creative_inventory = 1 },
|
|
selection_box = {
|
|
type = "fixed",
|
|
fixed = {-1.5, -0.5, -0.0625, 0.5, 1.5, 0},
|
|
},
|
|
collision_box = {
|
|
type = "fixed",
|
|
fixed = {-1.5, -0.5, -0.0625, -0.5, 1.5, 0},
|
|
},
|
|
on_rightclick = function(pos, node, clicker)
|
|
minetest.set_node(pos, {name = "homedecor:door_japanese_closed", param2 = node.param2})
|
|
end,
|
|
drop = "homedecor:door_japanese_closed",
|
|
})
|
|
|
|
minetest.register_alias("homedecor:jpn_door_top", "air")
|
|
minetest.register_alias("homedecor:jpn_door_bottom", "homedecor:door_japanese_closed")
|
|
|
|
minetest.register_alias("homedecor:jpn_door_top_open", "air")
|
|
minetest.register_alias("homedecor:jpn_door_bottom_open", "homedecor:door_japanese_open")
|
|
|