convert doors over to use minetest_game doors API
simplify gates code a bit
@ -2,293 +2,139 @@
|
||||
|
||||
local S = homedecor.gettext
|
||||
|
||||
local function N_(x) return x end
|
||||
-- new doors using minetest_game doors API
|
||||
|
||||
local m_rules
|
||||
if minetest.global_exists("mesecon") then
|
||||
m_rules = mesecon and mesecon.rules and mesecon.rules.pplate
|
||||
end
|
||||
|
||||
-- doors
|
||||
|
||||
local function isSolid(pos, adjust)
|
||||
local adj = {x = adjust[1], y = adjust[2], z = adjust[3]}
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||||
local node = minetest.get_node(vector.add(pos,adj))
|
||||
if node then
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||||
local idef = minetest.registered_nodes[minetest.get_node(vector.add(pos,adj)).name]
|
||||
if idef then
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||||
return idef.walkable
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
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||||
|
||||
local function countSolids(pos,node,level)
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||||
local solids = 0
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||||
for x = -1, 1 do
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||||
for z = -1, 1 do
|
||||
local y = (node.param2 == 5) and -level or level
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||||
-- special cases when x == z == 0
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||||
if x == 0 and z == 0 then
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||||
if level == 1 then
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||||
-- when looking past the trap door, cannot be solid in center
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||||
if isSolid(pos,{x,y,z}) then
|
||||
return false
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||||
end
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||||
-- no else. it doesn't matter if x == y == z is solid, that's us.
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||||
end
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||||
elseif isSolid(pos,{x,y,z}) then
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||||
solids = solids + 1
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||||
end
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||||
end
|
||||
end
|
||||
return solids
|
||||
end
|
||||
|
||||
local function calculateClosed(pos)
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||||
local node = minetest.get_node(pos)
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||||
-- the door is considered closed if it is closing off something.
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||||
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||||
local direction = node.param2 % 6
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||||
local isTrap = direction == 0 or direction == 5
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||||
if isTrap then
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||||
-- the trap door is considered closed when all nodes on its sides are solid
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||||
-- or all nodes in the 3x3 above/below it are solid except the center
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||||
for level = 0, 1 do
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||||
local solids = countSolids(pos,node,level)
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||||
if solids == 8 then
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||||
return true
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||||
end
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||||
end
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||||
return false
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||||
else
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||||
-- the door is considered closed when the nodes on its sides are solid
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||||
-- or the 3 nodes in its facing direction are solid nonsolid solid
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||||
-- if the door has two levels (i.e. not a gate) then this must
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||||
-- be true for the top node as well.
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||||
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||||
-- sorry I dunno the math to figure whether to x or z
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||||
if direction == 1 or direction == 2 then
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||||
if isSolid(pos,{0,0,-1}) and isSolid(pos,{0,0,1}) then
|
||||
if string.find(node.name,'_bottom_') then
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||||
return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
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||||
else
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||||
return true
|
||||
end
|
||||
end
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||||
local x = (direction == 1) and 1 or -1
|
||||
if isSolid(pos,{x,0,-1}) and not isSolid(pos,{x,0,0}) and isSolid(pos,{x,0,1}) then
|
||||
if string.find(node.name,'_bottom_') then
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||||
return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
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||||
else
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||||
return true
|
||||
end
|
||||
end
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||||
return false
|
||||
else
|
||||
-- direction == 3 or 4
|
||||
if isSolid(pos,{-1,0,0}) and isSolid(pos,{1,0,0}) then
|
||||
if string.find(node.name,'_bottom_') then
|
||||
return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
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||||
else
|
||||
return true
|
||||
end
|
||||
end
|
||||
local z = (direction == 3) and 1 or -1
|
||||
if isSolid(pos,{-1,0,z}) and not isSolid(pos,{0,0,z}) and isSolid(pos,{1,0,z}) then
|
||||
if string.find(node.name,'_bottom_') then
|
||||
return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
|
||||
else
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- isClosed flag, is 0 or 1 0 = open, 1 = closed
|
||||
local function getClosed(pos)
|
||||
local isClosed = minetest.get_meta(pos):get_string('closed')
|
||||
if isClosed=='' then
|
||||
return calculateClosed(pos)
|
||||
else
|
||||
isClosed = tonumber(isClosed)
|
||||
-- may be closed or open (1 or 0)
|
||||
return isClosed == 1
|
||||
end
|
||||
end
|
||||
|
||||
local function addDoorNode(pos,def,isClosed)
|
||||
minetest.set_node(pos, def)
|
||||
minetest.get_meta(pos):set_int('closed', isClosed and 1 or 0)
|
||||
end
|
||||
|
||||
local door_model_list = {
|
||||
{ name = "closet_mahogany",
|
||||
description = N_("Mahogany Closet Door (@1 opening)"),
|
||||
mesh = "homedecor_door_closet.obj"
|
||||
},
|
||||
|
||||
{ name = "closet_oak",
|
||||
description = N_("Oak Closet Door (@1 opening)"),
|
||||
mesh = "homedecor_door_closet.obj"
|
||||
local door_list = {
|
||||
{ name = "wood_plain",
|
||||
description = "Plain Wooden Door",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = {
|
||||
main = default.node_sound_wood_defaults(),
|
||||
open = "homedecor_door_open",
|
||||
close = "homedecor_door_close",
|
||||
}
|
||||
},
|
||||
|
||||
{ name = "exterior_fancy",
|
||||
description = N_("Fancy Wood/Glass Door (@1 opening)"),
|
||||
mesh = "homedecor_door_fancy.obj",
|
||||
tiles = {
|
||||
"homedecor_door_exterior_fancy.png",
|
||||
"homedecor_door_exterior_fancy_insert.png"
|
||||
description = "Fancy Wood/Glass Door",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = {
|
||||
main = default.node_sound_wood_defaults(),
|
||||
open = "homedecor_door_open",
|
||||
close = "homedecor_door_close",
|
||||
},
|
||||
usealpha = true
|
||||
backface = true,
|
||||
alpha = true
|
||||
},
|
||||
|
||||
{ name = "wood_glass_oak",
|
||||
description = N_("Glass and Wood, Oak-colored (@1 opening)"),
|
||||
mesh = "homedecor_door_wood_glass.obj",
|
||||
tiles = {
|
||||
"homedecor_door_wood_glass_oak.png",
|
||||
"homedecor_door_wood_glass_insert.png",
|
||||
}
|
||||
description = "Glass and Wood, Oak-colored",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = {
|
||||
main = default.node_sound_glass_defaults(),
|
||||
},
|
||||
},
|
||||
|
||||
{ name = "wood_glass_mahogany",
|
||||
description = N_("Glass and Wood, Mahogany-colored (@1 opening)"),
|
||||
mesh = "homedecor_door_wood_glass.obj",
|
||||
tiles = {
|
||||
"homedecor_door_wood_glass_mahogany.png",
|
||||
"homedecor_door_wood_glass_insert.png",
|
||||
}
|
||||
description = "Glass and Wood, Mahogany-colored",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = {
|
||||
main = default.node_sound_glass_defaults(),
|
||||
},
|
||||
},
|
||||
|
||||
{ name = "wood_glass_white",
|
||||
description = N_("Glass and Wood, White (@1 opening)"),
|
||||
mesh = "homedecor_door_wood_glass.obj",
|
||||
tiles = {
|
||||
"homedecor_door_wood_glass_white.png",
|
||||
"homedecor_door_wood_glass_insert.png",
|
||||
}
|
||||
},
|
||||
|
||||
{ name = "wood_plain",
|
||||
description = N_("Plain Wooden Door (@1 opening)"),
|
||||
mesh = "homedecor_door_plain.obj"
|
||||
description = "Glass and Wood, White",
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||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = {
|
||||
main = default.node_sound_glass_defaults(),
|
||||
},
|
||||
},
|
||||
|
||||
{ name = "bedroom",
|
||||
description = N_("White Bedroom Door (@1 opening)"),
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||||
mesh = "homedecor_door_plain.obj"
|
||||
description = "White Bedroom Door",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = {
|
||||
main = default.node_sound_wood_defaults(),
|
||||
open = "homedecor_door_open",
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||||
close = "homedecor_door_close",
|
||||
}
|
||||
},
|
||||
|
||||
{ name = "wrought_iron",
|
||||
description = N_("Wrought Iron Gate/Door (@1 opening)"),
|
||||
mesh = "homedecor_door_wrought_iron.obj"
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||||
description = "Wrought Iron Gate/Door",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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||||
sounds = {
|
||||
main = default.node_sound_metal_defaults(),
|
||||
open = "doors_steel_door_open",
|
||||
close = "doors_steel_door_close",
|
||||
},
|
||||
backface = true,
|
||||
},
|
||||
|
||||
{ name = "woodglass",
|
||||
description = N_("Wooden door with glass insert (@1 opening)"),
|
||||
mesh = "homedecor_door_woodglass_typea.obj",
|
||||
tiles = {
|
||||
"homedecor_door_woodglass_typea.png",
|
||||
"homedecor_door_woodglass_typea_insert.png",
|
||||
description = "Wooden door with glass insert",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = {
|
||||
main = default.node_sound_wood_defaults(),
|
||||
open = "homedecor_door_open",
|
||||
close = "homedecor_door_close",
|
||||
},
|
||||
usealpha = true
|
||||
backface = true,
|
||||
alpha = true
|
||||
},
|
||||
|
||||
{ name = "woodglass2",
|
||||
description = N_("Wooden door with glass insert, type 2 (@1 opening)"),
|
||||
mesh = "homedecor_door_plain.obj",
|
||||
usealpha = true
|
||||
description = "Wooden door with glass insert, type 2",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = {
|
||||
main = default.node_sound_wood_defaults(),
|
||||
open = "homedecor_door_open",
|
||||
close = "homedecor_door_close",
|
||||
},
|
||||
backface = true,
|
||||
alpha = true
|
||||
},
|
||||
|
||||
{ name = "closet_mahogany",
|
||||
description = "Mahogany Closet Door",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = {
|
||||
main = default.node_sound_wood_defaults(),
|
||||
}
|
||||
},
|
||||
|
||||
{ name = "closet_oak",
|
||||
description = "Oak Closet Door",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = {
|
||||
main = default.node_sound_wood_defaults(),
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
local def_selbox = {
|
||||
type = "fixed",
|
||||
fixed = { -0.5, -0.5, 0.375, 0.5, 1.5, 0.5 }
|
||||
}
|
||||
local old_doors = {}
|
||||
|
||||
local sides = { N_("left"), N_("right") }
|
||||
|
||||
for i, side in ipairs(sides) do
|
||||
|
||||
for _, door_model in ipairs(door_model_list) do
|
||||
|
||||
local doorname = door_model.name
|
||||
|
||||
local selbox = door_model.selectbox or def_selbox
|
||||
local colbox = door_model.collisionbox or door_model.selectbox or def_selbox
|
||||
local mesh = door_model.mesh
|
||||
local groups = {snappy = 3}
|
||||
|
||||
if side == "right" then
|
||||
mesh = string.gsub(door_model.mesh, ".obj", "_right.obj")
|
||||
groups = {snappy = 3, not_in_creative_inventory = 1}
|
||||
end
|
||||
|
||||
minetest.register_node(":homedecor:door_"..doorname.."_"..side, {
|
||||
description = S(door_model.description, S(side)),
|
||||
drawtype = "mesh",
|
||||
mesh = mesh,
|
||||
tiles = door_model.tiles or { "homedecor_door_"..doorname..".png" },
|
||||
inventory_image = "homedecor_door_"..doorname.."_inv.png",
|
||||
wield_image = "homedecor_door_"..doorname.."_inv.png",
|
||||
paramtype = "light",
|
||||
paramtype2 = "facedir",
|
||||
groups = groups,
|
||||
sounds = default.node_sound_wood_defaults(),
|
||||
use_texture_alpha = door_model.usealpha,
|
||||
selection_box = selbox,
|
||||
collision_box = colbox,
|
||||
on_rotate = screwdriver.rotate_simple,
|
||||
on_place = function(itemstack, placer, pointed_thing)
|
||||
return homedecor.stack_wing(itemstack, placer, pointed_thing,
|
||||
"homedecor:door_"..doorname.."_left", "air",
|
||||
"homedecor:door_"..doorname.."_right", "air")
|
||||
end,
|
||||
on_construct = function(pos)
|
||||
minetest.get_meta(pos):set_int("closed", 1)
|
||||
end,
|
||||
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||
homedecor.flip_door(pos, node, clicker, doorname, side)
|
||||
return itemstack
|
||||
end,
|
||||
-- both left and right doors may be used for open or closed doors
|
||||
-- so they have to have both action_on and action_off and just
|
||||
-- check when that action is invoked if to continue
|
||||
|
||||
on_punch = function(pos, node, puncher)
|
||||
minetest.get_meta(pos):set_string('closed',nil)
|
||||
end,
|
||||
drop = "homedecor:door_"..doorname.."_left",
|
||||
mesecons = {
|
||||
effector = {
|
||||
rules = m_rules,
|
||||
action_on = function(pos,node)
|
||||
local isClosed = getClosed(pos)
|
||||
if isClosed then
|
||||
homedecor.flip_door(pos,node,nil,doorname,side,isClosed)
|
||||
end
|
||||
end,
|
||||
action_off = function(pos,node)
|
||||
local isClosed = getClosed(pos)
|
||||
if not isClosed then
|
||||
homedecor.flip_door(pos,node,nil,doorname,side,isClosed)
|
||||
end
|
||||
end
|
||||
}
|
||||
}
|
||||
for _, door in ipairs(door_list) do
|
||||
doors.register(door.name, {
|
||||
tiles = {{ name = "homedecor_door_"..door.name..".png", backface_culling = door.backface }},
|
||||
description = door.description,
|
||||
inventory_image = "homedecor_door_"..door.name.."_inv.png",
|
||||
groups = table.copy(door.groups),
|
||||
sounds = door.sounds.main,
|
||||
sound_open = door.sounds.open,
|
||||
sound_close = door.sounds.close
|
||||
})
|
||||
if door.alpha then
|
||||
minetest.override_item("doors:"..door.name.."_a", {
|
||||
use_texture_apha = true
|
||||
})
|
||||
|
||||
minetest.register_alias("homedecor:door_"..doorname.."_top_"..side, "air")
|
||||
minetest.register_alias("homedecor:door_"..doorname.."_bottom_"..side, "homedecor:door_"..doorname.."_"..side)
|
||||
|
||||
end
|
||||
|
||||
minetest.register_alias("homedecor:door_wood_glass_top_"..side, "air")
|
||||
minetest.register_alias("homedecor:door_wood_glass_bottom_"..side, "homedecor:door_wood_glass_oak_"..side)
|
||||
|
||||
minetest.override_item("doors:"..door.name.."_b", {
|
||||
use_texture_apha = true
|
||||
})
|
||||
end
|
||||
old_doors[#old_doors + 1] = "homedecor:door_"..door.name.."_left"
|
||||
old_doors[#old_doors + 1] = "homedecor:door_"..door.name.."_right"
|
||||
end
|
||||
|
||||
-- Gates
|
||||
@ -451,56 +297,11 @@ minetest.register_alias("homedecor:fence_picket_gate_closed", "homedecor:g
|
||||
minetest.register_alias("homedecor:fence_picket_gate_white_open", "homedecor:gate_picket_white_open")
|
||||
minetest.register_alias("homedecor:fence_picket_gate_white_closed", "homedecor:gate_picket_white_closed")
|
||||
|
||||
-- to open a door, you switch left for right and subtract from param2, or vice versa right for left
|
||||
-- that is to say open "right" doors become left door nodes, and open left doors right door nodes.
|
||||
-- also adjusting param2 so the node is at 90 degrees.
|
||||
|
||||
function homedecor.flip_door(pos, node, player, name, side, isClosed)
|
||||
if isClosed == nil then
|
||||
isClosed = getClosed(pos)
|
||||
end
|
||||
-- this is where we swap the isClosed status!
|
||||
-- i.e. if isClosed, we're adding an open door
|
||||
-- and if not isClosed, a closed door
|
||||
isClosed = not isClosed
|
||||
|
||||
local rside
|
||||
local nfdir
|
||||
local ofdir = node.param2 or 0
|
||||
if side == "left" then
|
||||
rside = "right"
|
||||
nfdir=ofdir - 1
|
||||
if nfdir < 0 then nfdir = 3 end
|
||||
else
|
||||
rside = "left"
|
||||
nfdir=ofdir + 1
|
||||
if nfdir > 3 then nfdir = 0 end
|
||||
end
|
||||
local sound = isClosed and 'close' or 'open'
|
||||
minetest.sound_play("homedecor_door_"..sound, {
|
||||
pos=pos,
|
||||
max_hear_distance = 5,
|
||||
gain = 2,
|
||||
})
|
||||
-- XXX: does the top half have to remember open/closed too?
|
||||
minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, { name = "homedecor:door_"..name.."_top_"..rside, param2=nfdir})
|
||||
|
||||
addDoorNode(pos,{ name = "homedecor:door_"..name.."_bottom_"..rside, param2=nfdir },isClosed)
|
||||
end
|
||||
|
||||
function homedecor.flip_gate(pos, node, player, gate, oc)
|
||||
local isClosed = getClosed(pos);
|
||||
minetest.sound_play("homedecor_gate_open_close", {
|
||||
pos=pos,
|
||||
max_hear_distance = 5,
|
||||
gain = 2,
|
||||
})
|
||||
|
||||
|
||||
local fdir = node.param2 or 0
|
||||
|
||||
-- since right facing gates use "open" nodes for closed, we need an
|
||||
-- isClosed flag to tell if it's "really" closed.
|
||||
|
||||
local gateresult
|
||||
if oc == "closed" then
|
||||
gateresult = "homedecor:gate_"..gate.."_open"
|
||||
@ -508,12 +309,14 @@ function homedecor.flip_gate(pos, node, player, gate, oc)
|
||||
gateresult = "homedecor:gate_"..gate.."_closed"
|
||||
end
|
||||
|
||||
local def = {name=gateresult, param2=fdir}
|
||||
|
||||
addDoorNode(pos, def, isClosed)
|
||||
minetest.set_node(pos, {name = gateresult, param2 = fdir})
|
||||
minetest.sound_play("homedecor_gate_open_close", {
|
||||
pos=pos,
|
||||
max_hear_distance = 5,
|
||||
gain = 2,
|
||||
})
|
||||
|
||||
-- the following opens and closes gates below and above in sync with this one
|
||||
-- (without three gate open/close sounds)
|
||||
|
||||
local above = {x=pos.x, y=pos.y+1, z=pos.z}
|
||||
local below = {x=pos.x, y=pos.y-1, z=pos.z}
|
||||
@ -521,11 +324,11 @@ function homedecor.flip_gate(pos, node, player, gate, oc)
|
||||
local nodebelow = minetest.get_node(below)
|
||||
|
||||
if string.find(nodeabove.name, "homedecor:gate_"..gate) then
|
||||
addDoorNode(above, def, isClosed)
|
||||
minetest.set_node(above, {name = gateresult, param2 = fdir})
|
||||
end
|
||||
|
||||
if string.find(nodebelow.name, "homedecor:gate_"..gate) then
|
||||
addDoorNode(below, def, isClosed)
|
||||
minetest.set_node(below, {name = gateresult, param2 = fdir})
|
||||
end
|
||||
end
|
||||
|
||||
@ -866,3 +669,25 @@ minetest.register_alias("homedecor:jpn_door_bottom_open", "homedecor:door_japane
|
||||
|
||||
minetest.register_alias("homedecor:door_glass_right", "doors:door_glass_b")
|
||||
minetest.register_alias("homedecor:door_glass_left", "doors:door_glass_a")
|
||||
|
||||
-- flip old homedecor doors around, since they use minetest_game doors API now
|
||||
|
||||
minetest.register_lbm({
|
||||
name = ":homedecor:convert_doors",
|
||||
label = "Convert Homedecor doors to mtg doors API",
|
||||
nodenames = old_doors,
|
||||
run_at_every_load = false,
|
||||
action = function(pos, node)
|
||||
-- old doors param2: N=0, E=1, S=2, W=3
|
||||
local newparam2 = (node.param2 + 2) % 4
|
||||
local e = string.find(node.name, "_", -7)
|
||||
local dir = string.sub(node.name, e+1)
|
||||
local newname = "doors:"..string.sub(node.name, 16, e-1)
|
||||
if dir == "right" then
|
||||
minetest.set_node(pos, {name = newname.."_a", param2 = newparam2 })
|
||||
else
|
||||
minetest.set_node(pos, {name = newname.."_b", param2 = newparam2 })
|
||||
end
|
||||
minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, {name = "doors:hidden"})
|
||||
end
|
||||
})
|
||||
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BIN
homedecor_doors_and_gates/textures/homedecor_door_woodglass.png
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