forked from mtcontrib/homedecor_modpack
542 lines
18 KiB
Lua
542 lines
18 KiB
Lua
-- Node definitions for Homedecor doors
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-- Boilerplate to support localized strings if intllib mod is installed.
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local S
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if (minetest.get_modpath("intllib")) then
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dofile(minetest.get_modpath("intllib").."/intllib.lua")
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S = intllib.Getter(minetest.get_current_modname())
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else
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S = function ( s ) return s end
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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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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_string('closed')
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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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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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local sides = {"left", "right"}
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local rsides = {"right", "left"}
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for i in ipairs(sides) do
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local side = sides[i]
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local rside = rsides[i]
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for j in ipairs(homedecor_door_models) do
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local doorname = homedecor_door_models[j][1]
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local doordesc = homedecor_door_models[j][2]
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local nodeboxes_top = nil
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local nodeboxes_bottom = nil
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local texalpha = false
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if doorname == "exterior_fancy" then
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texalpha = true
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end
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if side == "left" then
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nodeboxes_top = homedecor_door_models[j][3]
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nodeboxes_bottomtom = homedecor_door_models[j][4]
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else
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nodeboxes_top = homedecor_door_models[j][5]
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nodeboxes_bottomtom = homedecor_door_models[j][6]
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end
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local lower_top_side = "homedecor_door_"..doorname.."_tb.png"
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local upper_bottom_side = "homedecor_door_"..doorname.."_tb.png"
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if doorname == "glass" then
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lower_top_side = "homedecor_blanktile.png"
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upper_bottom_side = "homedecor_blanktile.png"
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end
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local tiles_upper = {
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"homedecor_door_"..doorname.."_tb.png",
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upper_bottom_side,
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"homedecor_door_"..doorname.."_lrt.png",
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"homedecor_door_"..doorname.."_lrt.png",
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"homedecor_door_"..doorname.."_"..rside.."_top.png",
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"homedecor_door_"..doorname.."_"..side.."_top.png",
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}
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local tiles_lower = {
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lower_top_side,
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"homedecor_door_"..doorname.."_tb.png",
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"homedecor_door_"..doorname.."_lrb.png",
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"homedecor_door_"..doorname.."_lrb.png",
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"homedecor_door_"..doorname.."_"..rside.."_bottom.png",
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"homedecor_door_"..doorname.."_"..side.."_bottom.png",
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}
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local selectboxes_top = {
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type = "fixed",
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fixed = { -0.5, -1.5, 6/16, 0.5, 0.5, 8/16}
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}
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local selectboxes_bottom = {
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type = "fixed",
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fixed = { -0.5, -0.5, 6/16, 0.5, 1.5, 8/16}
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}
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minetest.register_node("homedecor:door_"..doorname.."_top_"..side, {
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description = doordesc.." "..S("(Top Half, %s-opening)"):format(side),
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drawtype = "nodebox",
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tiles = tiles_upper,
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paramtype = "light",
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paramtype2 = "facedir",
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groups = {snappy=3, not_in_creative_inventory=1},
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sounds = default.node_sound_wood_defaults(),
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walkable = true,
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use_texture_alpha = texalpha,
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selection_box = selectboxes_top,
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node_box = {
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type = "fixed",
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fixed = nodeboxes_top
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},
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drop = "homedecor:door_"..doorname.."_bottom_"..side,
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "homedecor:door_"..doorname.."_bottom_"..side then
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minetest.remove_node({x=pos.x, y=pos.y-1, z=pos.z})
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end
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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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})
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minetest.register_node("homedecor:door_"..doorname.."_bottom_"..side, {
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description = doordesc.." "..S("(%s-opening)"):format(side),
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drawtype = "nodebox",
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tiles = tiles_lower,
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inventory_image = "homedecor_door_"..doorname.."_"..side.."_inv.png",
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paramtype = "light",
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paramtype2 = "facedir",
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groups = {snappy=3},
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sounds = default.node_sound_wood_defaults(),
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walkable = true,
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use_texture_alpha = texalpha,
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selection_box = selectboxes_bottom,
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node_box = {
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type = "fixed",
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fixed = nodeboxes_bottomtom
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},
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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if minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "homedecor:door_"..doorname.."_top_"..side then
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minetest.remove_node({x=pos.x, y=pos.y+1, z=pos.z})
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end
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end,
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on_place = function(itemstack, placer, pointed_thing)
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homedecor_place_door(itemstack, placer, pointed_thing, doorname, side)
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return itemstack
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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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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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end
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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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is_ground_content = true,
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groups = {snappy=3},
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sounds = default.node_sound_wood_defaults(),
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walkable = true,
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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.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.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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----- helper functions
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local function get_nodedef_field(nodename, fieldname)
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if not minetest.registered_nodes[nodename] then
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return nil
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end
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return minetest.registered_nodes[nodename][fieldname]
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end
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function homedecor_place_door(itemstack, placer, pointed_thing, name, side)
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local pointed = pointed_thing.under
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local pnode = minetest.get_node(pointed)
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local pname = pnode.name
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if not minetest.registered_nodes[pname]
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or not minetest.registered_nodes[pname].on_rightclick then
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local pos1 = nil
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local pos2 = nil
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if minetest.registered_nodes[pname]["buildable_to"] then
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pos1 = pointed
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pos2 = {x=pointed.x, y=pointed.y+1, z=pointed.z}
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else
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pos1 = pointed_thing.above
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pos2 = {x=pointed_thing.above.x, y=pointed_thing.above.y+1, z=pointed_thing.above.z}
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end
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local node_bottom = minetest.get_node(pos1)
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local node_top = minetest.get_node(pos2)
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if not homedecor_node_is_owned(pos1, placer)
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and not homedecor_node_is_owned(pos2, placer) then
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if not get_nodedef_field(node_bottom.name, "buildable_to")
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or not get_nodedef_field(node_top.name, "buildable_to") then
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minetest.chat_send_player( placer:get_player_name(), S('Not enough space above that spot to place a door!') )
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else
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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
|
|
|