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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-10 20:40:17 +01:00
server-nalc/minetestforfun_game/mods/doors/doors3.lua
2016-11-10 00:01:34 +01:00

360 lines
9.5 KiB
Lua

local _doors = {}
_doors.registered_doors3 = {} --MFF doors3
-- door 3 nodes
function doors.register3(name, def)
if not name:find(":") then
name = "doors:" .. name
end
-- replace old doors of this type automatically
minetest.register_lbm({
name = ":doors:replace_" .. name:gsub(":", "_"),
nodenames = {name.."_b_1", name.."_b_2"},
action = function(pos, node)
local l = tonumber(node.name:sub(-1))
local meta = minetest.get_meta(pos)
local h = meta:get_int("right") + 1
local p2 = node.param2
local replace = {
{ { type = "a", state = 0 }, { type = "a", state = 3 } },
{ { type = "b", state = 1 }, { type = "b", state = 2 } }
}
local new = replace[l][h]
-- retain infotext and doors_owner fields
minetest.swap_node(pos, {name = name .. "_" .. new.type, param2 = p2})
meta:set_int("state", new.state)
-- properly place doors:hidden at the right spot
local p3 = p2
if new.state >= 2 then
p3 = (p3 + 3) % 4
end
if new.state % 2 == 1 then
if new.state >= 2 then
p3 = (p3 + 1) % 4
else
p3 = (p3 + 3) % 4
end
end
-- wipe meta on top node as it's unused
minetest.set_node({x = pos.x, y = pos.y + 1, z = pos.z},
{name = "doors:hidden", param2 = p3})
minetest.set_node({x = pos.x, y = pos.y + 2, z = pos.z},
{name = "doors:hidden", param2 = p3})
end
})
minetest.register_craftitem(":" .. name, {
description = def.description,
inventory_image = def.inventory_image,
on_place = function(itemstack, placer, pointed_thing)
local pos = nil
if not pointed_thing.type == "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pdef = minetest.registered_nodes[node.name]
if pdef and pdef.on_rightclick then
return pdef.on_rightclick(pointed_thing.under,
node, placer, itemstack, pointed_thing)
end
if pdef and pdef.buildable_to then
pos = pointed_thing.under
else
pos = pointed_thing.above
node = minetest.get_node(pos)
pdef = minetest.registered_nodes[node.name]
if not pdef or not pdef.buildable_to then
return itemstack
end
end
local above = { x = pos.x, y = pos.y + 1, z = pos.z }
if not minetest.registered_nodes[minetest.get_node(above).name].buildable_to then
return itemstack
end
local above2 = { x = pos.x, y = pos.y + 2, z = pos.z }
if not minetest.registered_nodes[minetest.get_node(above2).name].buildable_to then
return itemstack
end
local pn = placer:get_player_name()
if minetest.is_protected(pos, pn) or minetest.is_protected(above, pn) or minetest.is_protected(above2, pn) then
return itemstack
end
local dir = minetest.dir_to_facedir(placer:get_look_dir())
local ref = {
{ x = -1, y = 0, z = 0 },
{ x = 0, y = 0, z = 1 },
{ x = 1, y = 0, z = 0 },
{ x = 0, y = 0, z = -1 },
}
local aside = {
x = pos.x + ref[dir + 1].x,
y = pos.y + ref[dir + 1].y,
z = pos.z + ref[dir + 1].z,
}
local state = 0
if minetest.get_item_group(minetest.get_node(aside).name, "door") == 1 then
state = state + 2
minetest.set_node(pos, {name = name .. "_b", param2 = dir})
else
minetest.set_node(pos, {name = name .. "_a", param2 = dir})
end
minetest.set_node(above, { name = "doors:hidden" })
minetest.set_node(above2, { name = "doors:hidden" })
local meta = minetest.get_meta(pos)
meta:set_int("state", state)
if def.protected then
local pn = placer:get_player_name()
meta:set_string("doors_owner", pn)
meta:set_string("infotext", "Owned by " .. pn)
end
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
on_place_node(pos, minetest.get_node(pos), placer, node, itemstack, pointed_thing)
return itemstack
end
})
local can_dig = function(pos, digger)
if not def.protected then
return true
end
if minetest.check_player_privs(digger:get_player_name(), {protection_bypass = true}) then
return true
end
local meta = minetest.get_meta(pos)
local name = ""
if digger then
name = digger:get_player_name()
end
return meta:get_string("doors_owner") == name
end
if not def.sounds then
def.sounds = default.node_sound_wood_defaults()
end
if not def.sound_open then
def.sound_open = "doors_door_open"
end
if not def.sound_close then
def.sound_close = "doors_door_close"
end
def.groups.not_in_creative_inventory = 1
def.groups.door = 1
def.drop = name
def.door = {
name = name,
sounds = { def.sound_close, def.sound_open },
}
def.on_rightclick = function(pos, node, clicker)
_doors.door_toggle(pos, clicker)
end
def.after_dig_node = function(pos, node, meta, digger)
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
minetest.remove_node({x = pos.x, y = pos.y + 2, z = pos.z})
nodeupdate({x = pos.x, y = pos.y + 2, z = pos.z})
end
def.can_dig = function(pos, player)
return can_dig(pos, player)
end
def.on_rotate = function(pos, node, user, mode, new_param2)
return false
end
if def.protected then
def.on_blast = function() end
else
def.on_blast = function(pos, intensity)
minetest.remove_node(pos)
-- hidden node doesn't get blasted away.
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
minetest.remove_node({x = pos.x, y = pos.y + 2, z = pos.z})
return {name}
end
end
def.on_destruct = function(pos)
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
minetest.remove_node({x = pos.x, y = pos.y + 2, z = pos.z})
end
minetest.register_node(":" .. name .. "_a", {
description = def.description,
visual = "mesh",
mesh = "door3_a.obj",
tiles = def.tiles,
drawtype = "mesh",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
walkable = true,
is_ground_content = false,
buildable_to = false,
drop = def.drop,
groups = def.groups,
sounds = def.sounds,
door = def.door,
on_rightclick = def.on_rightclick,
after_dig_node = def.after_dig_node,
can_dig = def.can_dig,
on_rotate = def.on_rotate,
on_blast = def.on_blast,
on_destruct = def.on_destruct,
selection_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,2.5,-6/16}
},
collision_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,2.5,-6/16}
},
})
minetest.register_node(":" .. name .. "_b", {
description = def.description,
visual = "mesh",
mesh = "door3_b.obj",
tiles = def.tiles,
drawtype = "mesh",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
walkable = true,
is_ground_content = false,
buildable_to = false,
drop = def.drop,
groups = def.groups,
sounds = def.sounds,
door = def.door,
on_rightclick = def.on_rightclick,
after_dig_node = def.after_dig_node,
can_dig = def.can_dig,
on_rotate = def.on_rotate,
on_blast = def.on_blast,
on_destruct = def.on_destruct,
selection_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,2.5,-6/16}
},
collision_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,2.5,-6/16}
},
})
if def.recipe then
minetest.register_craft({
output = name,
recipe = def.recipe,
})
end
_doors.registered_doors3[name .. "_a"] = true
_doors.registered_doors3[name .. "_b"] = true
end
doors.register3("door3_wood", {
tiles = {{ name = "doors_door3_wood.png", backface_culling = true }},
description = "Wooden Door 3 Nodes",
inventory_image = "doors3_item_wood.png",
groups = { snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 2 },
recipe = {
{"", "", ""},
{"", "doors:door_wood", ""},
{"", "doors:door_wood", ""},
}
})
doors.register3("door3_steel", {
tiles = {{ name = "doors_door3_steel.png", backface_culling = true }},
description = "Steel Door 3 Nodes",
inventory_image = "doors3_item_steel.png",
protected = true,
groups = { snappy = 1, bendy = 2, cracky = 1, melty = 2, level = 2 },
sound_open = "doors_steel_door_open",
sound_close = "doors_steel_door_close",
recipe = {
{"", "", ""},
{"", "doors:door_steel", ""},
{"", "doors:door_steel", ""},
}
})
doors.register3("door3_glass", {
tiles = { "doors_door3_glass.png"},
description = "Glass Door 3 Nodes",
inventory_image = "doors3_item_glass.png",
groups = { snappy=1, cracky=1, oddly_breakable_by_hand=3 },
sounds = default.node_sound_glass_defaults(),
recipe = {
{"", "", ""},
{"", "doors:door_glass", ""},
{"", "doors:door_glass", ""},
}
})
doors.register3("door3_obsidian_glass", {
tiles = { "doors_door3_obsidian_glass.png" },
description = "Obsidian Glass Door 3 Nodes",
inventory_image = "doors3_item_obsidian_glass.png",
groups = { snappy=1, cracky=1, oddly_breakable_by_hand=3 },
sounds = default.node_sound_glass_defaults(),
recipe = {
{"", "", ""},
{"", "doors:door_obsidian_glass", ""},
{"", "doors:door_obsidian_glass", ""},
},
})
-- From BFD: Cherry planks doors
doors.register3("door3_cherry", {
tiles = { "doors_door3_cherry.png" },
description = "Cherry Door 3 Nodes",
inventory_image = "doors3_item_cherry.png",
groups = {choppy=2, oddly_breakable_by_hand=2, flammable=2, door=1},
sounds = default.node_sound_wood_defaults(),
recipe = {
{"", "", ""},
{"", "doors:door_cherry", ""},
{"", "doors:door_cherry", ""},
},
})
-- doors prison MFF
doors.register3("door3_prison", {
tiles = { "doors_door3_prison.png" },
description = "Prison Door 3 Nodes",
inventory_image = "doors3_item_prison.png",
groups = {snappy=1,bendy=2,cracky=1,melty=2,level=2,door=1},
protected = true,
sounds = default.node_sound_stone_defaults(),
recipe = {
{"", "", ""},
{"", "doors:door_prison", ""},
{"", "doors:door_prison", ""},
}
})