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[mesecons_doors] Improve code quality and fix Voxelgarden support (#671)
now trapdoors are also overridden using their own function, and both `meseconify_door` and `meseconify_trapdoor` are now ran inside loops In the future, this could help refactor this mod entirely to not list doors manually but parse through the `doors.registered_*` variables, ensuring that every door works. As a nice bonus, Voxelgarden support is fixed, and potentially so is support for other games with exotic implementations of the doors mod. No longer are we assuming that the existence of doors.get means that all the trapdoors exist too; now, if the meseconify function doesn't find their definition, it just returns without crashing.
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@ -73,68 +73,67 @@ local function meseconify_door(name)
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end
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end
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meseconify_door("doors:door_wood")
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meseconify_door("doors:door_steel")
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meseconify_door("doors:door_glass")
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meseconify_door("doors:door_obsidian_glass")
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meseconify_door("xpanes:door_steel_bar")
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local doors_list = {
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"doors:door_wood",
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"doors:door_steel",
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"doors:door_glass",
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"doors:door_obsidian_glass",
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"xpanes:door_steel_bar",
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}
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for i=1,#doors_list do meseconify_door(doors_list[i]) end
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-- Trapdoor
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local function trapdoor_switch(pos, node)
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local state = minetest.get_meta(pos):get_int("state")
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local function trapdoor_switch(name)
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return function(pos, node)
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local state = minetest.get_meta(pos):get_int("state")
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if state == 1 then
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minetest.sound_play("doors_door_close", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
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minetest.set_node(pos, {name=name, param2 = node.param2})
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else
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minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
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minetest.set_node(pos, {name=name.."_open", param2 = node.param2})
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end
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minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1)
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end
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end
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if state == 1 then
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minetest.sound_play("doors_door_close", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
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minetest.set_node(pos, {name="doors:trapdoor", param2 = node.param2})
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local function meseconify_trapdoor(name)
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local override
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if doors and doors.get then
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override = {
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mesecons = {effector = {
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action_on = function(pos)
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local door = doors.get(pos)
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if door then
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door:open()
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end
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end,
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action_off = function(pos)
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local door = doors.get(pos)
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if door then
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door:close()
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end
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end,
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}},
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}
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else
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minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
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minetest.set_node(pos, {name="doors:trapdoor_open", param2 = node.param2})
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override = {
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mesecons = {effector = {
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action_on = trapdoor_switch(name),
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action_off = trapdoor_switch(name)
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}},
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}
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end
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minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1)
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if minetest.registered_items[name] then
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minetest.override_item(name, override)
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minetest.override_item(name.."_open", override)
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end
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end
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if doors and doors.get then
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local override = {
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mesecons = {effector = {
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action_on = function(pos)
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local door = doors.get(pos)
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if door then
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door:open()
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end
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end,
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action_off = function(pos)
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local door = doors.get(pos)
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if door then
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door:close()
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end
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end,
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}},
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}
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minetest.override_item("doors:trapdoor", override)
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minetest.override_item("doors:trapdoor_open", override)
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minetest.override_item("doors:trapdoor_steel", override)
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minetest.override_item("doors:trapdoor_steel_open", override)
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if minetest.registered_items["xpanes:trapdoor_steel_bar"] then
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minetest.override_item("xpanes:trapdoor_steel_bar", override)
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minetest.override_item("xpanes:trapdoor_steel_bar_open", override)
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end
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else
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if minetest.registered_nodes["doors:trapdoor"] then
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minetest.override_item("doors:trapdoor", {
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mesecons = {effector = {
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action_on = trapdoor_switch,
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action_off = trapdoor_switch
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}},
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})
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minetest.override_item("doors:trapdoor_open", {
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mesecons = {effector = {
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action_on = trapdoor_switch,
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action_off = trapdoor_switch
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}},
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})
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end
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end
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local trapdoors_list = {
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"doors:trapdoor",
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"doors:trapdoor_steel",
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"xpanes:trapdoor_steel_bar"
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}
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for i=1,#trapdoors_list do meseconify_trapdoor(trapdoors_list[i]) end
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