minetest_game/mods/doors/init.lua

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New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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-- our API object
doors = {}
-- private data
local _doors = {}
_doors.registered_doors = {}
_doors.registered_trapdoors = {}
-- returns an object to a door object or nil
function doors.get(pos)
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local node_name = minetest.get_node(pos).name
if _doors.registered_doors[node_name] then
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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-- A normal upright door
return {
pos = pos,
open = function(self, player)
if self:state() then
return false
end
return _doors.door_toggle(self.pos, nil, player)
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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end,
close = function(self, player)
if not self:state() then
return false
end
return _doors.door_toggle(self.pos, nil, player)
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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end,
toggle = function(self, player)
return _doors.door_toggle(self.pos, nil, player)
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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end,
state = function(self)
local state = minetest.get_meta(self.pos):get_int("state")
return state %2 == 1
end
}
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elseif _doors.registered_trapdoors[node_name] then
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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-- A trapdoor
return {
pos = pos,
open = function(self, player)
if self:state() then
return false
end
return _doors.trapdoor_toggle(self.pos, nil, player)
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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end,
close = function(self, player)
if not self:state() then
return false
end
return _doors.trapdoor_toggle(self.pos, nil, player)
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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end,
toggle = function(self, player)
return _doors.trapdoor_toggle(self.pos, nil, player)
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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end,
state = function(self)
return minetest.get_node(self.pos).name:sub(-5) == "_open"
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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end
}
else
return nil
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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end
-- this hidden node is placed on top of the bottom, and prevents
-- nodes from being placed in the top half of the door.
minetest.register_node("doors:hidden", {
description = "Hidden Door Segment",
-- can't use airlike otherwise falling nodes will turn to entities
-- and will be forever stuck until door is removed.
drawtype = "nodebox",
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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paramtype = "light",
paramtype2 = "facedir",
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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sunlight_propagates = true,
-- has to be walkable for falling nodes to stop falling.
walkable = true,
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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pointable = false,
diggable = false,
buildable_to = false,
floodable = false,
drop = "",
groups = {not_in_creative_inventory = 1},
on_blast = function() end,
tiles = {"doors_blank.png"},
-- 1px transparent block inside door hinge near node top.
nodebox = {
type = "fixed",
fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32},
},
-- collision_box needed otherise selection box would be full node size
collision_box = {
type = "fixed",
fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32},
},
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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})
-- table used to aid door opening/closing
local transform = {
{
{v = "_a", param2 = 3},
{v = "_a", param2 = 0},
{v = "_a", param2 = 1},
{v = "_a", param2 = 2},
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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},
{
{v = "_b", param2 = 1},
{v = "_b", param2 = 2},
{v = "_b", param2 = 3},
{v = "_b", param2 = 0},
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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},
{
{v = "_b", param2 = 1},
{v = "_b", param2 = 2},
{v = "_b", param2 = 3},
{v = "_b", param2 = 0},
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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},
{
{v = "_a", param2 = 3},
{v = "_a", param2 = 0},
{v = "_a", param2 = 1},
{v = "_a", param2 = 2},
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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},
}
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function _doors.door_toggle(pos, node, clicker)
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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local meta = minetest.get_meta(pos)
node = node or minetest.get_node(pos)
2016-07-02 02:30:45 +02:00
local def = minetest.registered_nodes[node.name]
local name = def.door.name
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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local state = meta:get_string("state")
if state == "" then
-- fix up lvm-placed right-hinged doors, default closed
2016-07-02 02:30:45 +02:00
if node.name:sub(-2) == "_b" then
state = 2
else
state = 0
end
else
state = tonumber(state)
end
if clicker and not minetest.check_player_privs(clicker, "protection_bypass") then
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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local owner = meta:get_string("doors_owner")
if owner ~= "" then
if clicker:get_player_name() ~= owner then
return false
end
end
end
2014-02-13 00:06:45 +01:00
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
-- until Lua-5.2 we have no bitwise operators :(
if state % 2 == 1 then
state = state - 1
else
state = state + 1
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
2016-07-02 02:30:45 +02:00
local dir = node.param2
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
if state % 2 == 0 then
minetest.sound_play(def.door.sounds[1],
{pos = pos, gain = 0.3, max_hear_distance = 10})
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
else
minetest.sound_play(def.door.sounds[2],
{pos = pos, gain = 0.3, max_hear_distance = 10})
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
minetest.swap_node(pos, {
name = name .. transform[state + 1][dir+1].v,
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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param2 = transform[state + 1][dir+1].param2
})
meta:set_int("state", state)
return true
end
local function on_place_node(place_to, newnode,
placer, oldnode, itemstack, pointed_thing)
-- Run script hook
for _, callback in ipairs(minetest.registered_on_placenodes) do
-- Deepcopy pos, node and pointed_thing because callback can modify them
local place_to_copy = {x = place_to.x, y = place_to.y, z = place_to.z}
local newnode_copy =
{name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
local oldnode_copy =
{name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
local pointed_thing_copy = {
type = pointed_thing.type,
above = vector.new(pointed_thing.above),
under = vector.new(pointed_thing.under),
ref = pointed_thing.ref,
}
callback(place_to_copy, newnode_copy, placer,
oldnode_copy, itemstack, pointed_thing_copy)
end
end
local function can_dig_door(pos, digger)
local digger_name = digger and digger:get_player_name()
if digger_name and minetest.get_player_privs(digger_name).protection_bypass then
return true
end
return minetest.get_meta(pos):get_string("doors_owner") == digger_name
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
function doors.register(name, def)
if not name:find(":") then
name = "doors:" .. name
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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-- replace old doors of this type automatically
minetest.register_lbm({
name = ":doors:replace_" .. name:gsub(":", "_"),
nodenames = {name.."_b_1", name.."_b_2"},
action = function(pos, node)
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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local l = tonumber(node.name:sub(-1))
local meta = minetest.get_meta(pos)
local h = meta:get_int("right") + 1
local p2 = node.param2
local replace = {
{{type = "a", state = 0}, {type = "a", state = 3}},
{{type = "b", state = 1}, {type = "b", state = 2}}
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
}
local new = replace[l][h]
-- retain infotext and doors_owner fields
minetest.swap_node(pos, {name = name .. "_" .. new.type, param2 = p2})
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
meta:set_int("state", new.state)
-- properly place doors:hidden at the right spot
local p3 = p2
if new.state >= 2 then
p3 = (p3 + 3) % 4
end
if new.state % 2 == 1 then
if new.state >= 2 then
p3 = (p3 + 1) % 4
else
p3 = (p3 + 3) % 4
end
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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-- wipe meta on top node as it's unused
minetest.set_node({x = pos.x, y = pos.y + 1, z = pos.z},
{name = "doors:hidden", param2 = p3})
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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end
})
minetest.register_craftitem(":" .. name, {
description = def.description,
inventory_image = def.inventory_image,
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on_place = function(itemstack, placer, pointed_thing)
local pos
if not pointed_thing.type == "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pdef = minetest.registered_nodes[node.name]
if pdef and pdef.on_rightclick then
return pdef.on_rightclick(pointed_thing.under,
node, placer, itemstack, pointed_thing)
end
if pdef and pdef.buildable_to then
pos = pointed_thing.under
else
pos = pointed_thing.above
node = minetest.get_node(pos)
pdef = minetest.registered_nodes[node.name]
if not pdef or not pdef.buildable_to then
return itemstack
end
end
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local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local top_node = minetest.get_node_or_nil(above)
local topdef = top_node and minetest.registered_nodes[top_node.name]
if not topdef or not topdef.buildable_to then
2014-02-13 00:05:16 +01:00
return itemstack
end
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local pn = placer:get_player_name()
if minetest.is_protected(pos, pn) or minetest.is_protected(above, pn) then
return itemstack
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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local dir = minetest.dir_to_facedir(placer:get_look_dir())
local ref = {
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 1, y = 0, z = 0},
{x = 0, y = 0, z = -1},
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
}
local aside = {
x = pos.x + ref[dir + 1].x,
y = pos.y + ref[dir + 1].y,
z = pos.z + ref[dir + 1].z,
}
local state = 0
if minetest.get_item_group(minetest.get_node(aside).name, "door") == 1 then
state = state + 2
minetest.set_node(pos, {name = name .. "_b", param2 = dir})
minetest.set_node(above, {name = "doors:hidden", param2 = (dir + 3) % 4})
else
minetest.set_node(pos, {name = name .. "_a", param2 = dir})
minetest.set_node(above, {name = "doors:hidden", param2 = dir})
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
local meta = minetest.get_meta(pos)
meta:set_int("state", state)
2014-02-13 00:06:45 +01:00
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
if def.protected then
meta:set_string("doors_owner", pn)
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
meta:set_string("infotext", "Owned by " .. pn)
end
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if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
on_place_node(pos, minetest.get_node(pos),
placer, node, itemstack, pointed_thing)
return itemstack
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
end
})
def.inventory_image = nil
if def.recipe then
minetest.register_craft({
output = name,
recipe = def.recipe,
})
end
def.recipe = nil
2014-02-13 00:06:45 +01:00
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
if not def.sounds then
def.sounds = default.node_sound_wood_defaults()
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
if not def.sound_open then
def.sound_open = "doors_door_open"
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
if not def.sound_close then
def.sound_close = "doors_door_close"
end
2014-02-13 00:06:45 +01:00
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
def.groups.not_in_creative_inventory = 1
def.groups.door = 1
def.drop = name
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
def.door = {
name = name,
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
sounds = { def.sound_close, def.sound_open },
}
2014-02-13 00:06:45 +01:00
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
2016-07-02 02:30:45 +02:00
_doors.door_toggle(pos, node, clicker)
return itemstack
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
end
def.after_dig_node = function(pos, node, meta, digger)
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
nodeupdate({x = pos.x, y = pos.y + 1, z = pos.z})
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
end
def.on_rotate = false
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
if def.protected then
def.can_dig = can_dig_door
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
def.on_blast = function() end
else
def.on_blast = function(pos, intensity)
minetest.remove_node(pos)
-- hidden node doesn't get blasted away.
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
return {name}
end
end
def.on_destruct = function(pos)
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
end
def.drawtype = "mesh"
def.paramtype = "light"
def.paramtype2 = "facedir"
def.sunlight_propagates = true
def.walkable = true
def.is_ground_content = false
def.buildable_to = false
def.selection_box = {type = "fixed", fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}
def.collision_box = {type = "fixed", fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}
def.mesh = "door_a.obj"
minetest.register_node(":" .. name .. "_a", def)
def.mesh = "door_b.obj"
minetest.register_node(":" .. name .. "_b", def)
_doors.registered_doors[name .. "_a"] = true
_doors.registered_doors[name .. "_b"] = true
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
doors.register("door_wood", {
tiles = {{ name = "doors_door_wood.png", backface_culling = true }},
description = "Wooden Door",
inventory_image = "doors_item_wood.png",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
recipe = {
{"group:wood", "group:wood"},
{"group:wood", "group:wood"},
{"group:wood", "group:wood"},
}
})
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
doors.register("door_steel", {
tiles = {{name = "doors_door_steel.png", backface_culling = true}},
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
description = "Steel Door",
inventory_image = "doors_item_steel.png",
protected = true,
groups = {cracky = 1, level = 2},
sounds = default.node_sound_metal_defaults(),
sound_open = "doors_steel_door_open",
sound_close = "doors_steel_door_close",
recipe = {
{"default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot"},
}
})
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
doors.register("door_glass", {
tiles = {"doors_door_glass.png"},
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
description = "Glass Door",
inventory_image = "doors_item_glass.png",
groups = {cracky=3, oddly_breakable_by_hand=3},
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
sounds = default.node_sound_glass_defaults(),
sound_open = "doors_glass_door_open",
sound_close = "doors_glass_door_close",
recipe = {
{"default:glass", "default:glass"},
{"default:glass", "default:glass"},
{"default:glass", "default:glass"},
}
})
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
doors.register("door_obsidian_glass", {
tiles = {"doors_door_obsidian_glass.png"},
description = "Obsidian Glass Door",
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
inventory_image = "doors_item_obsidian_glass.png",
groups = {cracky=3},
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
sounds = default.node_sound_glass_defaults(),
sound_open = "doors_glass_door_open",
sound_close = "doors_glass_door_close",
recipe = {
{"default:obsidian_glass", "default:obsidian_glass"},
{"default:obsidian_glass", "default:obsidian_glass"},
{"default:obsidian_glass", "default:obsidian_glass"},
},
})
-- Capture mods using the old API as best as possible.
function doors.register_door(name, def)
if def.only_placer_can_open then
def.protected = true
end
def.only_placer_can_open = nil
local i = name:find(":")
local modname = name:sub(1, i - 1)
if not def.tiles then
if def.protected then
def.tiles = {{name = "doors_door_steel.png", backface_culling = true}}
else
def.tiles = {{name = "doors_door_wood.png", backface_culling = true}}
end
minetest.log("warning", modname .. " registered door \"" .. name .. "\" " ..
"using deprecated API method \"doors.register_door()\" but " ..
"did not provide the \"tiles\" parameter. A fallback tiledef " ..
"will be used instead.")
end
doors.register(name, def)
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
----trapdoor----
2016-07-02 02:30:45 +02:00
function _doors.trapdoor_toggle(pos, node, clicker)
node = node or minetest.get_node(pos)
if clicker and not minetest.check_player_privs(clicker, "protection_bypass") then
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
local meta = minetest.get_meta(pos)
local owner = meta:get_string("doors_owner")
if owner ~= "" then
if clicker:get_player_name() ~= owner then
return false
end
end
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
local def = minetest.registered_nodes[node.name]
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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if string.sub(node.name, -5) == "_open" then
minetest.sound_play(def.sound_close,
{pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.swap_node(pos, {name = string.sub(node.name, 1,
string.len(node.name) - 5), param1 = node.param1, param2 = node.param2})
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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else
minetest.sound_play(def.sound_open,
{pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.swap_node(pos, {name = node.name .. "_open",
param1 = node.param1, param2 = node.param2})
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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end
end
function doors.register_trapdoor(name, def)
if not name:find(":") then
name = "doors:" .. name
end
local name_closed = name
local name_opened = name.."_open"
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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_doors.trapdoor_toggle(pos, node, clicker)
return itemstack
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end
-- Common trapdoor configuration
def.drawtype = "nodebox"
def.paramtype = "light"
def.paramtype2 = "facedir"
def.is_ground_content = false
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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if def.protected then
def.can_dig = can_dig_door
def.after_place_node = function(pos, placer, itemstack, pointed_thing)
local pn = placer:get_player_name()
local meta = minetest.get_meta(pos)
meta:set_string("doors_owner", pn)
meta:set_string("infotext", "Owned by "..pn)
return minetest.setting_getbool("creative_mode")
end
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
def.on_blast = function() end
else
def.on_blast = function(pos, intensity)
minetest.remove_node(pos)
return {name}
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
end
end
if not def.sounds then
def.sounds = default.node_sound_wood_defaults()
end
if not def.sound_open then
def.sound_open = "doors_door_open"
end
if not def.sound_close then
def.sound_close = "doors_door_close"
end
local def_opened = table.copy(def)
local def_closed = table.copy(def)
def_closed.node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
}
def_closed.selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
}
def_closed.tiles = {def.tile_front,
def.tile_front .. '^[transformFY',
def.tile_side, def.tile_side,
def.tile_side, def.tile_side}
def_opened.node_box = {
type = "fixed",
fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
}
def_opened.selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
}
def_opened.tiles = {def.tile_side, def.tile_side,
def.tile_side .. '^[transform3',
def.tile_side .. '^[transform1',
def.tile_front .. '^[transform46',
def.tile_front .. '^[transform6'}
def_opened.drop = name_closed
def_opened.groups.not_in_creative_inventory = 1
minetest.register_node(name_opened, def_opened)
minetest.register_node(name_closed, def_closed)
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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_doors.registered_trapdoors[name_opened] = true
_doors.registered_trapdoors[name_closed] = true
end
doors.register_trapdoor("doors:trapdoor", {
description = "Trapdoor",
inventory_image = "doors_trapdoor.png",
wield_image = "doors_trapdoor.png",
tile_front = "doors_trapdoor.png",
tile_side = "doors_trapdoor_side.png",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, door = 1},
})
doors.register_trapdoor("doors:trapdoor_steel", {
description = "Steel Trapdoor",
inventory_image = "doors_trapdoor_steel.png",
wield_image = "doors_trapdoor_steel.png",
tile_front = "doors_trapdoor_steel.png",
tile_side = "doors_trapdoor_steel_side.png",
New mesh door models, and extensive door API This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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protected = true,
sounds = default.node_sound_metal_defaults(),
sound_open = "doors_steel_door_open",
sound_close = "doors_steel_door_close",
groups = {cracky = 1, level = 2, door = 1},
})
minetest.register_craft({
output = 'doors:trapdoor 2',
recipe = {
{'group:wood', 'group:wood', 'group:wood'},
{'group:wood', 'group:wood', 'group:wood'},
{'', '', ''},
}
})
minetest.register_craft({
output = 'doors:trapdoor_steel',
recipe = {
{'default:steel_ingot', 'default:steel_ingot'},
{'default:steel_ingot', 'default:steel_ingot'},
}
})
----fence gate----
function doors.register_fencegate(name, def)
local fence = {
description = def.description,
drawtype = "mesh",
tiles = {def.texture},
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
is_ground_content = false,
drop = name .. "_closed",
connect_sides = {"left", "right"},
groups = def.groups,
sounds = def.sounds,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local node_def = minetest.registered_nodes[node.name]
minetest.swap_node(pos, {name = node_def.gate, param2 = node.param2})
minetest.sound_play(node_def.sound, {pos = pos, gain = 0.3,
max_hear_distance = 8})
return itemstack
end,
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/4, 1/2, 1/2, 1/4},
},
}
if not fence.sounds then
fence.sounds = default.node_sound_wood_defaults()
end
fence.groups.fence = 1
local fence_closed = table.copy(fence)
fence_closed.mesh = "doors_fencegate_closed.obj"
fence_closed.gate = name .. "_open"
fence_closed.sound = "doors_fencegate_open"
fence_closed.collision_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/4, 1/2, 1/2, 1/4},
}
local fence_open = table.copy(fence)
fence_open.mesh = "doors_fencegate_open.obj"
fence_open.gate = name .. "_closed"
fence_open.sound = "doors_fencegate_close"
fence_open.groups.not_in_creative_inventory = 1
fence_open.collision_box = {
type = "fixed",
fixed = {{-1/2, -1/2, -1/4, -3/8, 1/2, 1/4},
{-1/2, -3/8, -1/2, -3/8, 3/8, 0}},
}
minetest.register_node(":" .. name .. "_closed", fence_closed)
minetest.register_node(":" .. name .. "_open", fence_open)
minetest.register_craft({
output = name .. "_closed",
recipe = {
{"default:stick", def.material, "default:stick"},
{"default:stick", def.material, "default:stick"}
}
})
end
doors.register_fencegate("doors:gate_wood", {
description = "Wooden Fence Gate",
texture = "default_wood.png",
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
})
doors.register_fencegate("doors:gate_acacia_wood", {
description = "Acacia Fence Gate",
texture = "default_acacia_wood.png",
material = "default:acacia_wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
})
doors.register_fencegate("doors:gate_junglewood", {
description = "Junglewood Fence Gate",
texture = "default_junglewood.png",
material = "default:junglewood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
})
doors.register_fencegate("doors:gate_pine_wood", {
description = "Pine Fence Gate",
texture = "default_pine_wood.png",
material = "default:pine_wood",
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3}
})
doors.register_fencegate("doors:gate_aspen_wood", {
description = "Aspen Fence Gate",
texture = "default_aspen_wood.png",
material = "default:aspen_wood",
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3}
})
----fuels----
minetest.register_craft({
type = "fuel",
recipe = "doors:trapdoor",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "doors:door_wood",
burntime = 14,
})
minetest.register_craft({
type = "fuel",
recipe = "doors:gate_wood_closed",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "doors:gate_acacia_wood_closed",
burntime = 8,
})
minetest.register_craft({
type = "fuel",
recipe = "doors:gate_junglewood_closed",
burntime = 9,
})
minetest.register_craft({
type = "fuel",
recipe = "doors:gate_pine_wood_closed",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "doors:gate_aspen_wood_closed",
burntime = 5,
})