forked from minetest-mods/mesecons
fb4c440265
I've implemented a new door API in minetest_game that performs all the needed things to assure doors are properly openend and closed, without mods needing to know the inner details of what needs to be done. Mesecons can just fetch a reference to the door object and call the appropriate open or close method, which simplifies this code a lot. For compatibility, this code retains the old code path and tests whether the new API is available, so this code remains functional if the new API is not available. Since the metal trapdoor was only recently added, I added it to the new API codepath only, it's unlikely to be present on older versions of minetest_game anyway. As a benefit from the new door API, there is now absolutely no more accidental switching closed trapdoors to open on power off, which could happen with the old method - since that was just a simple toggle.
130 lines
3.5 KiB
Lua
130 lines
3.5 KiB
Lua
-- Modified, from minetest_game/mods/doors/init.lua
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local function on_rightclick(pos, dir, check_name, replace, replace_dir, params)
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pos.y = pos.y + dir
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if not minetest.get_node(pos).name == check_name then
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return
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end
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local p2 = minetest.get_node(pos).param2
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p2 = params[p2 + 1]
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minetest.swap_node(pos, {name = replace_dir, param2 = p2})
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pos.y = pos.y - dir
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minetest.swap_node(pos, {name = replace, param2 = p2})
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if (minetest.get_meta(pos):get_int("right") ~= 0) == (params[1] ~= 3) then
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minetest.sound_play("doors_door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
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else
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minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
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end
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end
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local function meseconify_door(name)
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if minetest.registered_items[name .. "_b_1"] then
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-- old style double-node doors
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local function toggle_state1 (pos, node)
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on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
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end
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local function toggle_state2 (pos, node)
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on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
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end
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minetest.override_item(name.."_b_1", {
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mesecons = {effector = {
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action_on = toggle_state1,
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action_off = toggle_state1,
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rules = mesecon.rules.pplate
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}}
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})
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minetest.override_item(name.."_b_2", {
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mesecons = {effector = {
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action_on = toggle_state2,
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action_off = toggle_state2,
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rules = mesecon.rules.pplate
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}}
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})
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elseif minetest.registered_items[name .. "_a"] then
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-- new style mesh node based doors
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local override = {
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mesecons = {effector = {
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action_on = function(pos, node)
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local door = doors.get(pos)
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if door then
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door:open()
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end
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end,
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action_off = function(pos, node)
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local door = doors.get(pos)
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if door then
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door:close()
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end
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end,
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rules = mesecon.rules.pplate
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}}
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}
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minetest.override_item(name .. "_a", override)
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minetest.override_item(name .. "_b", override)
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end
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end
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meseconify_door("doors:door_wood")
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meseconify_door("doors:door_steel")
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meseconify_door("doors:door_glass")
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meseconify_door("doors:door_obsidian_glass")
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-- Trapdoor
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local function trapdoor_switch(pos, node)
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local state = minetest.get_meta(pos):get_int("state")
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if state == 1 then
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minetest.sound_play("doors_door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
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minetest.set_node(pos, {name="doors:trapdoor", param2 = node.param2})
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else
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minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
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minetest.set_node(pos, {name="doors:trapdoor_open", param2 = node.param2})
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end
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minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1)
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end
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if doors and doors.get then
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local override = {
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mesecons = {effector = {
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action_on = function(pos, node)
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local door = doors.get(pos)
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if door then
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door:open()
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end
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end,
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action_off = function(pos, node)
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local door = doors.get(pos)
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if door then
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door:close()
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end
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end,
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}},
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}
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minetest.override_item("doors:trapdoor", override)
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minetest.override_item("doors:trapdoor_open", override)
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minetest.override_item("doors:trapdoor_steel", override)
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minetest.override_item("doors:trapdoor_steel_open", override)
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else
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if minetest.registered_nodes["doors:trapdoor"] then
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minetest.override_item("doors:trapdoor", {
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mesecons = {effector = {
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action_on = trapdoor_switch,
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action_off = trapdoor_switch
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}},
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})
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minetest.override_item("doors:trapdoor_open", {
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mesecons = {effector = {
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action_on = trapdoor_switch,
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action_off = trapdoor_switch
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}},
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})
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end
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end
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