Mesecons support, fix sounds

Fix sounds so right closing doors sound like they're closing, also add
support for mesecons to both doors and gates.

TODO: handle already placed doors better
This commit is contained in:
Cy 2013-10-26 23:16:20 -07:00
parent 27280bc699
commit 47d98410b5
1 changed files with 105 additions and 56 deletions

View File

@ -11,6 +11,23 @@ end
-- doors
-- isClosed flag, is 0 or 1 0 = open, 1 = closed
function getClosed(pos)
local isClosed = minetest.get_meta(pos):get_int('closed')
if isClosed == nil then
-- doors when unknown, are closed.
return 1
else
-- may be closed or open (0 or 1)
return isClosed
end
end
function addDoorNode(pos,def,isClosed)
minetest.add_node(pos, def)
minetest.get_meta(pos):set_int('closed',isClosed)
end
local sides = {"left", "right"}
local rsides = {"right", "left"}
@ -95,7 +112,28 @@ for i in ipairs(sides) do
end,
on_rightclick = function(pos, node, clicker)
homedecor_flip_door({x=pos.x, y=pos.y-1, z=pos.z}, node, clicker, doorname, side)
end
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
mesecons = {
effector = {
action_on = function(pos,node)
local isClosed = getClosed(pos)
if isClosed==1 then
homedecor_flip_door(pos,node,nil,doorname,side,isClosed)
end
end,
action_off = function(pos,node)
local isClosed = getClosed(pos)
if isClosed==0 then
homedecor_flip_door(pos,node,nil,doorname,side,isClosed)
end
end
}
}
})
minetest.register_node("homedecor:door_"..doorname.."_bottom_"..side, {
@ -177,7 +215,7 @@ for i in ipairs(gates_list) do
local gate=gates_list[i]
minetest.register_node("homedecor:gate_"..gate.."_closed", {
local def = {
drawtype = "nodebox",
description = S(gate_names[i].." Fence Gate"),
tiles = {
@ -204,40 +242,31 @@ for i in ipairs(gates_list) do
},
on_rightclick = function(pos, node, clicker)
homedecor_flip_gate(pos, node, clicker, gate, "closed")
end
})
end,
mesecons = {
effector = {
action_on = function(pos,node) homedecor_flip_gate(pos,node,player,gate, "closed") end
}
}
}
minetest.register_node("homedecor:gate_"..gate.."_open", {
drawtype = "nodebox",
description = S(gate_names[i].." Fence Gate"),
tiles = {
"homedecor_gate_"..gate.."_top.png",
"homedecor_gate_"..gate.."_bottom.png",
"homedecor_gate_"..gate.."_front.png",
"homedecor_gate_"..gate.."_back.png",
"homedecor_gate_"..gate.."_left.png",
"homedecor_gate_"..gate.."_right.png"
},
paramtype = "light",
is_ground_content = true,
groups = {snappy=3, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
walkable = true,
paramtype2 = "facedir",
selection_box = {
type = "fixed",
fixed ={ 0.4, -0.5, -0.5, 0.5, 0.5, 0.5 }
},
node_box = {
type = "fixed",
fixed = gate_models_open[i]
},
drop = "homedecor:gate_"..gate.."_closed",
on_rightclick = function(pos, node, clicker)
homedecor_flip_gate(pos, node, clicker, gate, "open")
end
})
-- gates when placed default to closed, closed.
minetest.register_node("homedecor:gate_"..gate.."_closed", def)
-- this is either a terrible idea or a great one
def.groups.not_in_creative_inventory = 1
def.selection_box.fixed = { 0.4, -0.5, -0.5, 0.5, 0.5, 0.5 }
def.node_box.fixed = gate_models_open[i]
def.drop = "homedecor:gate_"..gate.."_closed"
def.on_rightclick = function(pos, node, clicker)
homedecor_flip_gate(pos, node, clicker, gate, "open")
end
def.mesecons.effector = {
action_off = function(pos,node) homedecor_flip_gate(pos,node,player,gate, "open") end
}
minetest.register_node("homedecor:gate_"..gate.."_open", def)
end
minetest.register_alias("homedecor:fence_barbed_wire_gate_open", "homedecor:gate_barbed_wire_open")
@ -281,15 +310,16 @@ function homedecor_place_door(itemstack, placer, pointed_thing, name, side)
local node_bottom = minetest.get_node(pos1)
local node_top = minetest.get_node(pos2)
if not homedecor_node_is_owned(pos1, placer)
if not homedecor_node_is_owned(pos1, placer)
and not homedecor_node_is_owned(pos2, placer) then
if not get_nodedef_field(node_bottom.name, "buildable_to")
if not get_nodedef_field(node_bottom.name, "buildable_to")
or not get_nodedef_field(node_top.name, "buildable_to") then
minetest.chat_send_player( placer:get_player_name(), S('Not enough space above that spot to place a door!') )
else
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
minetest.add_node(pos1, { name = "homedecor:door_"..name.."_bottom_"..side, param2=fdir})
local def = { name = "homedecor:door_"..name.."_bottom_"..side, param2=fdir}
addDoorNode(pos1, def, 1)
minetest.add_node(pos2, { name = "homedecor:door_"..name.."_top_"..side, param2=fdir})
if not homedecor_expect_infinite_stacks then
itemstack:take_item()
@ -297,39 +327,47 @@ function homedecor_place_door(itemstack, placer, pointed_thing, name, side)
end
end
end
else
else
minetest.registered_nodes[pname].on_rightclick(pointed_thing.under, pnode, placer, itemstack)
end
end
function homedecor_flip_door(pos, node, player, name, side)
-- 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)
local rside = nil
local nfdir = nil
if side == "left" then
rside = "right"
nfdir=node.param2 - 1
if nfdir < 0 then nfdir = 3 end
minetest.sound_play("homedecor_door_open", {
pos=pos,
max_hear_distance = 5,
gain = 2,
})
else
rside = "left"
nfdir=node.param2 + 1
if nfdir > 3 then nfdir = 0 end
minetest.sound_play("homedecor_door_close", {
pos=pos,
max_hear_distance = 5,
gain = 2,
})
end
local sound;
if isClosed then
sound = 'close'
else
sound = 'open'
end
minetest.sound_play("homedecor_door_"+sound, {
pos=pos,
max_hear_distance = 5,
gain = 2,
})
-- XXX: does the top half have to remember open/closed too?
minetest.add_node({x=pos.x, y=pos.y+1, z=pos.z}, { name = "homedecor:door_"..name.."_top_"..rside, param2=nfdir})
minetest.add_node(pos, { name = "homedecor:door_"..name.."_bottom_"..rside, param2=nfdir})
addDoorNode(pos,{ name = "homedecor:door_"..name.."_bottom_"..rside, param2=nfdir },isClosed)
end
function homedecor_flip_gate(pos, node, player, gate, oc)
minetest.sound_play("homedecor_gate_open_close", {
local isClosed = getClosed(pos);
minetest.sound_play("homedecor_gate_open_close", {
pos=pos,
max_hear_distance = 5,
gain = 2,
@ -337,22 +375,33 @@ function homedecor_flip_gate(pos, node, player, gate, oc)
local fdir = node.param2
-- since right facing gates use "open" nodes for closed, we need an
-- isClosed flag to tell if it's "really" closed.
if oc == "closed" then
gateresult = "homedecor:gate_"..gate.."_open"
else
gateresult = "homedecor:gate_"..gate.."_closed"
end
minetest.add_node(pos, { name = gateresult, param2=fdir})
nodeabove = minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z})
nodebelow = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
local def = {name=gateresult, param2=fdir}
addDoorNode(pos, def, isClosed)
-- the following opens and closes gates below and above in sync with this one
-- (without three gate open/close sounds)
local above = {x=pos.x, y=pos.y+1, z=pos.z}
local below = {x=pos.x, y=pos.y-1, z=pos.z}
local nodeabove = minetest.get_node(above)
local nodebelow = minetest.get_node(below)
if string.find(nodeabove.name, "homedecor:gate_"..gate) then
minetest.add_node({x=pos.x, y=pos.y+1, z=pos.z}, {name=gateresult, param2=fdir} )
addDoorNode(above, def, isClosed)
end
if string.find(nodebelow.name, "homedecor:gate_"..gate) then
minetest.add_node({x=pos.x, y=pos.y-1, z=pos.z}, {name=gateresult, param2=fdir} )
addDoorNode(below, def, isClosed)
end
end