From 51e88d5d2d200efea787e8f9e17353cd8d1919d4 Mon Sep 17 00:00:00 2001 From: Cy Date: Sun, 27 Oct 2013 15:55:01 -0700 Subject: [PATCH] Detecting whether existing doors are closed Got calculate closed working Fixed isSolid, figured out when closed has not been set, added a way to reset closed by punching for debugging --- doors_and_gates.lua | 199 +++++++++++++++++++++++++++++++++++++------- 1 file changed, 169 insertions(+), 30 deletions(-) diff --git a/doors_and_gates.lua b/doors_and_gates.lua index 5d95b18d..bbecfce2 100644 --- a/doors_and_gates.lua +++ b/doors_and_gates.lua @@ -11,19 +11,145 @@ end -- doors +function isSolid(pos,adj) + adj = vector.new(adj[1],adj[2],adj[3]) + local node = minetest.get_node(vector.add(pos,adj)) + if node then + local idef = minetest.registered_nodes[minetest.get_node(vector.add(pos,adj)).name] + print('doop') + if idef then + return idef.walkable + end + end + return false +end + +function countSolids(pos,node,level) + local solids = 0 + for x = -1, 1 do + for z = -1, 1 do + local y = 0 + if node.param2 == 5 then + y = -level + else + y = level + end + -- special cases when x == z == 0 + if x == 0 and z == 0 then + if level == 1 then + -- when looking past the trap door, cannot be solid in center + if isSolid(pos,{x,y,z}) then + return false + end + -- no else. it doesn't matter if x == y == z is solid, that's us. + end + elseif isSolid(pos,{x,y,z}) then + solids = solids + 1 + end + end + end + return solids +end + +function calculateClosed(pos) + local node = minetest.get_node(pos) + -- the door is considered closed if it is closing off something. + + local solids = 0 + local direction = node.param2 % 6 + local isTrap = direction == 0 or direction == 5 + if isTrap then + -- the trap door is considered closed when all nodes on its sides are solid + -- or all nodes in the 3x3 above/below it are solid except the center + for levels = 0, 1 do + local fail = false + local solids = countSolids(pos,node,level) + if solids == 8 then + return true + end + end + return false + else + -- the door is considered closed when the nodes on its sides are solid + -- or the 3 nodes in its facing direction are solid nonsolid solid + -- if the door has two levels (i.e. not a gate) then this must + -- be true for the top node as well. + + -- sorry I dunno the math to figure whether to x or z + if direction == 1 or direction == 2 then + if isSolid(pos,{0,0,-1}) and isSolid(pos,{0,0,1}) 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 + local x + if direction == 1 then + x = 1 + else + x = -1 + end + 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 + return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z}) + else + return true + end + end + 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}) + else + return true + end + end + local z + if direction == 3 then + z = 1 + else + z = -1 + end + 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 + error("What direction is this???",direction) + end +end + -- 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 + local isClosed = minetest.get_meta(pos):get_string('closed') + print('closed!'..isClosed) + assert(pos) + if isClosed=='' then + if calculateClosed(pos) then + return true + else + return false + end else - -- may be closed or open (0 or 1) - return isClosed + isClosed = tonumber(isClosed) + -- may be closed or open (1 or 0) + return isClosed == 1 end end function addDoorNode(pos,def,isClosed) + if isClosed then + isClosed = 1 + else + isClosed = 0 + end minetest.add_node(pos, def) minetest.get_meta(pos):set_int('closed',isClosed) end @@ -112,28 +238,8 @@ 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, { @@ -163,7 +269,32 @@ for i in ipairs(sides) do end, on_rightclick = function(pos, node, clicker) homedecor_flip_door(pos, 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 + + on_punch = function(pos, node, puncher) + print('erasing closed status') + minetest.get_meta(pos):set_string('closed',nil) + end, + mesecons = { + effector = { + action_on = function(pos,node) + local isClosed = getClosed(pos) + if isClosed then + print('closing') + 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 + } + } }) end end @@ -319,7 +450,7 @@ function homedecor_place_door(itemstack, placer, pointed_thing, name, side) else local fdir = minetest.dir_to_facedir(placer:get_look_dir()) local def = { name = "homedecor:door_"..name.."_bottom_"..side, param2=fdir} - addDoorNode(pos1, def, 1) + addDoorNode(pos1, def, true) minetest.add_node(pos2, { name = "homedecor:door_"..name.."_top_"..side, param2=fdir}) if not homedecor_expect_infinite_stacks then itemstack:take_item() @@ -337,6 +468,14 @@ end -- 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 = nil local nfdir = nil if side == "left" then @@ -354,7 +493,7 @@ function homedecor_flip_door(pos, node, player, name, side, isClosed) else sound = 'open' end - minetest.sound_play("homedecor_door_"+sound, { + minetest.sound_play("homedecor_door_"..sound, { pos=pos, max_hear_distance = 5, gain = 2,