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
This commit is contained in:
Cy 2013-10-27 15:55:01 -07:00
parent 47d98410b5
commit 51e88d5d2d

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@ -11,19 +11,145 @@ end
-- doors -- 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]
print('doop')
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 -- isClosed flag, is 0 or 1 0 = open, 1 = closed
function getClosed(pos) function getClosed(pos)
local isClosed = minetest.get_meta(pos):get_int('closed') local isClosed = minetest.get_meta(pos):get_string('closed')
if isClosed == nil then print('closed!'..isClosed)
-- doors when unknown, are closed. assert(pos)
return 1 if isClosed=='' then
if calculateClosed(pos) then
return true
else else
-- may be closed or open (0 or 1) return false
return isClosed end
else
isClosed = tonumber(isClosed)
-- may be closed or open (1 or 0)
return isClosed == 1
end end
end end
function addDoorNode(pos,def,isClosed) function addDoorNode(pos,def,isClosed)
if isClosed then
isClosed = 1
else
isClosed = 0
end
minetest.add_node(pos, def) minetest.add_node(pos, def)
minetest.get_meta(pos):set_int('closed',isClosed) minetest.get_meta(pos):set_int('closed',isClosed)
end end
@ -112,28 +238,8 @@ for i in ipairs(sides) do
end, end,
on_rightclick = function(pos, node, clicker) on_rightclick = function(pos, node, clicker)
homedecor_flip_door({x=pos.x, y=pos.y-1, z=pos.z}, node, clicker, doorname, side) homedecor_flip_door({x=pos.x, y=pos.y-1, z=pos.z}, node, clicker, doorname, side)
end, 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
mesecons = {
effector = {
action_on = function(pos,node)
local isClosed = getClosed(pos)
if isClosed==1 then
homedecor_flip_door(pos,node,nil,doorname,side,isClosed)
end
end,
action_off = function(pos,node)
local isClosed = getClosed(pos)
if isClosed==0 then
homedecor_flip_door(pos,node,nil,doorname,side,isClosed)
end
end
}
}
}) })
minetest.register_node("homedecor:door_"..doorname.."_bottom_"..side, { minetest.register_node("homedecor:door_"..doorname.."_bottom_"..side, {
@ -163,7 +269,32 @@ for i in ipairs(sides) do
end, end,
on_rightclick = function(pos, node, clicker) on_rightclick = function(pos, node, clicker)
homedecor_flip_door(pos, node, clicker, doorname, side) 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)
print('erasing closed status')
minetest.get_meta(pos):set_string('closed',nil)
end,
mesecons = {
effector = {
action_on = function(pos,node)
local isClosed = getClosed(pos)
if isClosed then
print('closing')
homedecor_flip_door(pos,node,nil,doorname,side,isClosed)
end 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
end end
@ -319,7 +450,7 @@ function homedecor_place_door(itemstack, placer, pointed_thing, name, side)
else else
local fdir = minetest.dir_to_facedir(placer:get_look_dir()) local fdir = minetest.dir_to_facedir(placer:get_look_dir())
local def = { name = "homedecor:door_"..name.."_bottom_"..side, param2=fdir} local def = { name = "homedecor:door_"..name.."_bottom_"..side, param2=fdir}
addDoorNode(pos1, def, 1) addDoorNode(pos1, def, true)
minetest.add_node(pos2, { name = "homedecor:door_"..name.."_top_"..side, param2=fdir}) minetest.add_node(pos2, { name = "homedecor:door_"..name.."_top_"..side, param2=fdir})
if not homedecor_expect_infinite_stacks then if not homedecor_expect_infinite_stacks then
itemstack:take_item() itemstack:take_item()
@ -337,6 +468,14 @@ end
-- also adjusting param2 so the node is at 90 degrees. -- also adjusting param2 so the node is at 90 degrees.
function homedecor_flip_door(pos, node, player, name, side, isClosed) 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 rside = nil
local nfdir = nil local nfdir = nil
if side == "left" then if side == "left" then
@ -354,7 +493,7 @@ function homedecor_flip_door(pos, node, player, name, side, isClosed)
else else
sound = 'open' sound = 'open'
end end
minetest.sound_play("homedecor_door_"+sound, { minetest.sound_play("homedecor_door_"..sound, {
pos=pos, pos=pos,
max_hear_distance = 5, max_hear_distance = 5,
gain = 2, gain = 2,