[mesecons_doors] Improve code quality and fix Voxelgarden support (#671)

now trapdoors are also overridden using their own function, and both
`meseconify_door` and `meseconify_trapdoor` are now ran inside loops
In the future, this could help refactor this mod entirely to not list doors
manually but parse through the `doors.registered_*` variables,
ensuring that every door works.

As a nice bonus, Voxelgarden support is fixed, and potentially so is
support for other games with exotic implementations of the doors mod. No
longer are we assuming that the existence of doors.get means that all
the trapdoors exist too; now, if the meseconify function doesn't find
their definition, it just returns without crashing.
This commit is contained in:
Mikita Wiśniewski 2024-05-21 01:21:52 +07:00 committed by GitHub
parent cffbc33e6d
commit a82bac7b5b
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@ -73,68 +73,67 @@ local function meseconify_door(name)
end
end
meseconify_door("doors:door_wood")
meseconify_door("doors:door_steel")
meseconify_door("doors:door_glass")
meseconify_door("doors:door_obsidian_glass")
meseconify_door("xpanes:door_steel_bar")
local doors_list = {
"doors:door_wood",
"doors:door_steel",
"doors:door_glass",
"doors:door_obsidian_glass",
"xpanes:door_steel_bar",
}
for i=1,#doors_list do meseconify_door(doors_list[i]) end
-- Trapdoor
local function trapdoor_switch(pos, node)
local state = minetest.get_meta(pos):get_int("state")
local function trapdoor_switch(name)
return function(pos, node)
local state = minetest.get_meta(pos):get_int("state")
if state == 1 then
minetest.sound_play("doors_door_close", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
minetest.set_node(pos, {name=name, param2 = node.param2})
else
minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
minetest.set_node(pos, {name=name.."_open", param2 = node.param2})
end
minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1)
end
end
if state == 1 then
minetest.sound_play("doors_door_close", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
minetest.set_node(pos, {name="doors:trapdoor", param2 = node.param2})
local function meseconify_trapdoor(name)
local override
if doors and doors.get then
override = {
mesecons = {effector = {
action_on = function(pos)
local door = doors.get(pos)
if door then
door:open()
end
end,
action_off = function(pos)
local door = doors.get(pos)
if door then
door:close()
end
end,
}},
}
else
minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
minetest.set_node(pos, {name="doors:trapdoor_open", param2 = node.param2})
override = {
mesecons = {effector = {
action_on = trapdoor_switch(name),
action_off = trapdoor_switch(name)
}},
}
end
minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1)
if minetest.registered_items[name] then
minetest.override_item(name, override)
minetest.override_item(name.."_open", override)
end
end
if doors and doors.get then
local override = {
mesecons = {effector = {
action_on = function(pos)
local door = doors.get(pos)
if door then
door:open()
end
end,
action_off = function(pos)
local door = doors.get(pos)
if door then
door:close()
end
end,
}},
}
minetest.override_item("doors:trapdoor", override)
minetest.override_item("doors:trapdoor_open", override)
minetest.override_item("doors:trapdoor_steel", override)
minetest.override_item("doors:trapdoor_steel_open", override)
if minetest.registered_items["xpanes:trapdoor_steel_bar"] then
minetest.override_item("xpanes:trapdoor_steel_bar", override)
minetest.override_item("xpanes:trapdoor_steel_bar_open", override)
end
else
if minetest.registered_nodes["doors:trapdoor"] then
minetest.override_item("doors:trapdoor", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
minetest.override_item("doors:trapdoor_open", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
end
end
local trapdoors_list = {
"doors:trapdoor",
"doors:trapdoor_steel",
"xpanes:trapdoor_steel_bar"
}
for i=1,#trapdoors_list do meseconify_trapdoor(trapdoors_list[i]) end