Commit Graph

106 Commits

Author SHA1 Message Date
rubenwardy 48ab62db88 Make doors place when shift is held instead of calling on_rightclick
Fixes #1364
2017-01-03 16:54:01 +00:00
Auke Kok e4b1c93512 Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.

The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.

A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".

Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.

This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.

They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.

If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.

Keys can be smelted back in gold ingots if they are no longer useful.

The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.

The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.

Textures are from PixelBOX, thanks to Gambit.
2016-11-25 03:01:14 +00:00
paramat 09a229b412 Update 'nodeupdate()' to 'check_for_falling()' API 2016-11-22 05:55:36 +00:00
Auke Kok 75caa9167c Fix whitespace errors to silence luacheck.
Currently all minetest_game PR's are failing travis since the
upstream luacheck now also warns about whitespace issues, and
there are a few of those in the code. This fixes all of them
so we can yet again rely on luacheck.
2016-11-19 19:39:51 -08:00
paramat 47efa2f558 Textures: Revert many back to RGBA to fix visual bug
With mip-mapping enabled, some GPUs cause a visual bug with indexed
textures that use alpha. This bug has been present for a while but
not noticed before. All indexed alpha textures must now be converted
to RGBA, to start this process we revert some textures converted to
indexed in the recent commit af3c918.
2016-11-19 23:45:08 +00:00
Auke Kok af3c91862c Convert many textures to indexed color
This fixes all cases where the color profile was broken, and
libpng warns about. It also makes almost all textures indexed
instead of RGB where possible (textures that don't have
semi-transparent pixels).
2016-11-18 05:37:02 +00:00
cx384 23ba2d3a0c Add and edit fuel registrations
Edited fuels: fences, wooden ladder.
New fuels:
boat, paper, book, dry shrub, stick, vessels shelf, wooden tools,
wooden door, trapdoor, fence gates, farming crops, stairs, slabs, beds.
2016-11-02 13:04:25 +00:00
Auke Kok fbac9be51c Change many metal nodes to use default metal sounds 2016-10-25 02:37:36 +01:00
paramat 5e4a6e8ac6 Doors: Remove ability to rotate doors with screwdrivers
Rotating doors with screwdrivers causes too many issues to be worth it.
2016-09-30 02:44:24 +01:00
paramat 3e05870706 Doors: Trim open fencegate collison box again
The collision box still extended into a neighbouring empty node, causing
falling node objects to collide but not transform back into normal nodes.
Completes the fix started in a previous similar commit.
2016-09-23 18:24:47 +01:00
paramat 992f295880 Licenses: (Part 4) Remove overlooked WTFPL text. Cleanup 2016-09-08 06:17:05 +01:00
paramat 6171fb43f0 Change WTFPL to MIT (part 3)
Relicense WTFPL media to CC BY-SA 3.0.
Various corrections and edits.
2016-09-07 04:44:53 +01:00
paramat 7d70d25eeb Licenses: Change WTFPL to MIT (part 2)
Add license.txt files.
Update and improve README.txt files.
Corrections to part 1.
2016-09-06 04:45:23 +01:00
paramat e9d26e2ee3 Licenses: Change WTFPL to MIT (part 1)
Part 1: All mods except default and xpanes.
Add license.txt files.
Add missing README.txt files.
Check and update copyright years for all contributors.
Improve text format and make more consistent.
2016-09-05 05:54:33 +01:00
paramat 995256744a Default, stairs, doors: Vary wood flammable and choppy group values
Make the softer woods, pine and aspen, 'flammable = 3'.
Correct inconsistent flammability of wood and stairs in relation
to all other solid wood nodes in MTGame.
Make the the softer woods, pine and aspen, 'choppy = 3'.
2016-08-29 00:24:30 +01:00
Tim 76211624ac Use minetest instead of core namespace, discourage via luacheck 2016-08-09 03:47:27 +01:00
Tim 60cf3f85b6 Doors: Allow the screwdriver to rotate doors around y-axis.
Keep other axis' disabled to prevent the hidden placeholder node to become irremovable to players.
2016-08-05 12:34:46 +02:00
paramat 265c40b558 Doors: Trim open fence gate collision box
Previously, the collision box extended into an empty node, causing
falling node objects to land on the open gate but not transform
back into normal nodes. Now fallng node objects will fall through and
either side of the end of the open gate and transform back.
2016-08-04 03:21:09 +01:00
Tim 00c2dde4ea Doors: Fix potential crashes, code improvements
Fix crash when doors are placed under unknown nodes.
Share a can_dig among doors, that does not crash on nil-player.
Only set can_dig if we actually protect the door.
2016-08-01 01:21:57 +01:00
Thomas--S 72f4c6be48 Doors: Fix orientations of trapdoor textures 2016-07-23 04:56:09 +01:00
Thomas--S f018e06d9b Doors: Fix trapdoor on_blast
Removing the node above was an error and is unnecessary
2016-07-18 23:45:48 +01:00
Thomas--S 9862bbc8e5 Doors: Same naming for trapdoors as for doors
This makes register_trapdoor act the same as the register_door.
If `name` isn't prefixed, it will be prefixed with "doors:".
2016-07-18 23:43:51 +01:00
tenplus1 0bd13d11cf Doors: Make door groups consistent with corresponding materials 2016-07-15 22:01:20 +01:00
Tim 30b0a155fb Stop shadowing upvalues and definitions. 2016-07-15 21:58:49 +01:00
Tim 4473627de0 Remove unused and clean up missused variable-value assignments.
* Unused variables
* Unused values (assigned to variables, but overwritten before use)
* Defining already defined variables instead of reassigning to them.
2016-07-15 21:58:49 +01:00
Tim b74954969c Doors: Fix missing node parameter passing 2016-07-13 14:45:18 +01:00
Tim fcceec0e8c Doors: Fix trapdoor crash on can_dig with nil-player (e.g. minetest.dig_node) 2016-07-10 21:07:17 +01:00
Tim 594365310d Doors: Remove unnecessary node lookups 2016-07-09 16:34:28 +01:00
Tim 71c7e21669 Always return the leftover ItemStack for on_place and on_rightclick 2016-07-09 16:32:41 +01:00
paramat 3d44804074 Doors: Code cleanup
Remove spaces inside curly brackets
Split lines over 90 columns
2016-07-07 18:14:36 +01:00
paramat 60f6564c75 Doors / default: Remove 'hot', 'bendy' and 'melty' groups from nodes 2016-07-07 18:14:36 +01:00
Thomas--S 55fd286083 Doors: Remove use_texture_alpha from door definition 2016-07-01 07:05:19 +01:00
paramat f796194c69 Doors: Add dedicated sounds for glass doors
Changed node sounds for steel door/trapdoor to stone
defaults instead of wood defaults
2016-06-27 05:32:36 +01:00
Auke Kok 3e9afe097c Doors: Clean up nodedef usage
Allows for more properties to be passed through. Somewhat simplifies
the code as well.
2016-06-21 02:20:47 +01:00
Auke Kok ba33639887 Doors: Pass pointed_thing to on_rightclick() callback
This is an omission technicality. The callee should be able
to trust this isn't `nil`
2016-05-30 11:55:12 +01:00
Duane Robertson 7681682d28 Doors: Fix uninitialized state variable 2016-05-23 08:37:11 +01:00
Auke Kok 80664f9f8a Doors: Use LBM instead of ABM to convert doors.
This works much more efficiently to replace old style doors.
2016-04-19 02:57:54 +01:00
tenplus1 e38f69d549 Fix doors disappearing while underwater
Currently any doors viewed from underwater will disappear but removing the line 'use_texture_alpha = true,' seems to fix this.  Thanks to Thomas-S for finding this glitch.
2016-04-04 05:39:16 +01:00
Rui 7cba7af894 Rename Glass Door (the obisian one) to Obsidian Glass Door 2016-03-22 15:46:26 +00:00
Auke Kok ffba9d978e Doors: Allow schematic placement of wooden doors.
If LVM or some other nonmetadata method is used to place a door,
then metadata is missing that tells us whether the door is left
or right-hinged.

However, we can detect that nodemeta is missing and see if the node
name is _a or _b. In the case of _a, nothing needs to be done and we
can just open the door. In the case of _b we assume the door is right
hinged, and tune the state nodemeta value so that the door opens the
right way. This all of course assumes that the schematic method places
the doors *closed* by default, which is reasonable.
2016-03-22 15:45:54 +00:00
Auke Kok 9de43cdf7d Doors: Allow falling nodes to fall onto doors.
We were cleverly attempting to use an airlike node as the
top half of the doors, but as airlike nodes are not walkable,
falling nodes would not stop falling and thus remain an entity
stuck on top of a door.

After inspecting the builtin/game/falling.lua code, I considered
the remaining options: (a) revert doors such that the top part is
actually the door, (b) play with nodedef fields and see if other
flags may work, or (c) modify the hidden door part to another
drawtype that properly prevents this issue.

(a) seemed way over the top for now, although it would solve the
issue, it would cause a rewrite of most of the code including the
old-door-conversion.

(b) turned up nothing.

(c) turned out to be relatively simple.

So, here's the implementation where I turn the hidden door top
into a tiny, non-targetable but walkable nodebox that is entirely
inside the door hinge. It's entirely transparent, so you still
can't see it, can't hit it, nor can you place anything in it or
make liquids flow through it. The top part is placed in the right
position on placement and not touched further.

Falling nodes will properly stop on top of these doors. I've
adjusted the door conversion code to properly account for the
issue as well, so the only thing remaining is people who have
been running a git branch - those can upgrade by re-placing the
door.
2016-03-21 06:17:27 +00:00
Rui914 a2ecc51fbc Create API for registration of fence gate. 2016-03-21 06:17:21 +00:00
Auke Kok 22e32a01ad Allow digging of protected doors with "protection_bypass"
This was probably lost in either the API rewrite or a merge/rebase.

Fixes #929
2016-03-18 02:35:20 +00:00
Auke Kok cb57f70aab Add steel door/trapdoor sounds.
I've found a favorable steel door sound from a parking garage
door that isn't abrupt or scary, just sounds like a nice solid
metal door. The sample had both opening and closing sounds, and
so they match nicely. Amplified and mixed several samples together
to reduce ambient noise, and get the right level compared to
wood doors. Attribution was added as well. CC-BY-3.0 sounds.
2016-03-18 02:34:43 +00:00
paramat c17c317669 Doors: Update glass door item textures to new design 2016-03-15 16:23:05 +00:00
Auke Kok 7c966db4bc Fencegate: prevent y-fighting at top.
We raise the height of the fencegate node by 0.0001 to make the
fencegate post stop fighting with node blocks. This makes the
gate pole appear to be cut through the node, and doesn't leave
a gap when stacking fencegates, which would look odd.
2016-03-15 16:22:58 +00:00
Auke Kok dfee51c21e Clean up door tops if fire destroys bottom.
Fixes #909. Door tops are never flammable.

This doesn't guard yet against a voxelmanip removing the top node,
but that is less of an issue since if a voxelmanip removes the top,
then the bottom part remains functional and visibly intact. If the
voxelmanip removes the bottom part, but not the top, then this patch
makes it clean up the top just fine.
2016-03-13 04:49:21 +00:00
Auke Kok 2fb40be409 Add "protection_bypass" priv.
The access privilege allows players that have it to bypass protection
on locked doors/trapdoors, chests and bones.

The priv also allows bypassing any minetest.is_protected() check,
including digging nodes and placing them. It is meant for world
moderators to clean up and fix map issues.

Original patch by red-001. Split up and rebased/rewritten by sofar.

This patch requires https://github.com/minetest/minetest/pull/3800
2016-03-13 04:48:57 +00:00
Auke Kok b998ab1b3a Add a simple, but stylish fence gate.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.

The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.

A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:

  stick  wood  stick
  stick  wood  stick

The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.

I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.

This change requires #873, otherwise it doesn't connect to fences.
2016-03-13 04:11:03 +00:00
MT-Modder 29252c6fb2 Allow non-players to dig steel doors. 2016-03-03 00:37:01 +00:00