2021-08-31 00:37:58 +03:00

707 lines
27 KiB
Lua

-- REAL ELEVATORS API
-- ============================================================================
elevators.trigger_states = {
off = "elevator_outer_wall_with_trigger_off",
on = "elevator_outer_wall_with_trigger_on"
}
elevators.doors_states = {
closed = "elevator_doors_closed",
open = "elevator_doors_opened"
}
elevators.current_marked_pos = minetest.deserialize(elevators.mod_storage:get_string("current_marked_pos"))
elevators.elevators_nets = minetest.deserialize(elevators.mod_storage:get_string("elevators_nets")) or {}
-- 'elevators' global table contains:
-- 'current_marked_pos' saves current selected position by 'floor_mark_tool' that can be used to create a new floor destination for an elevator net
-- 'elevators_nets' is table with data about each elevator net, it contains:
-- 'floors' is table containing data about each floor (number of floor, description, position)
-- 'cabin' is table containing data about the cabin in this net:
-- 'position' is temporary position table, it is initialized when a cabin is just set, not a node and doesn't locate on any floor'
-- 'cur_elevator_position_index' contains index of floor inside 'floors' table where the elevator cabin is locating currently (in state of a node)
-- 'elevator_object' is object of elevator cabin (present when its state is 'active')
-- 'inner_doors' is table containing inner left and right door objects.
-- 'queue' is table with positions in 'floors' table, where the elevator was called. It must arrive them in certain order (from position with index 1 to #queue)
-- 'attached_objs' is table containing attached objects (including players) that want to transmit themselves to target floor.
-- 'outer_doors' is table containing outer left and right door objects (present when cabin state is 'opening'/'closing'). As per each elevator net, the only outer doors on some floor can be currently open, it is pointless to save it in 'floors' inside the floor.
-- the table is indexed with elevator net name strings
-- net name is saved in 'elevator_net_name' metadata field
-- Elevator cabin can have 5 states: 'idle', 'active', 'opening', 'closing' and 'pending'
-- 'idle' - doors are closed and cabin is static
-- 'active' - doors are closed and cabin is moving (upwards or downwards)
-- 'opening' - doors are opening
-- 'closing' - doors are closing
-- 'pending' - doors are open and the elevator is waiting for coming objects for 10 seconds (can be configured in settings)
-- Elevator state is saved in 'state' its metadata field
-- Sets both door objects. It should be called when elevator cabin is instantiated and on activating the elevator.
-- Params:
-- *pos* is position of a node where doors will be placed.
-- *z_shift* is shift number towards to the facedir of *pos*.
-- *x_shift* is shift relatively *pos*.
elevators.set_doors = function(pos, dir, z_shift, x_shift)
-- Set left door entity
local left_door_movedir = vector.rotate_around_axis(dir, {x=0, y=1, z=0}, math.pi/2)
local left_door_shift = vector.add(vector.multiply(left_door_movedir, x_shift), vector.multiply(dir, z_shift))
local left_door_pos = vector.add(pos, left_door_shift)
local left_door = minetest.add_entity(left_door_pos, "real_elevators:elevator_door_moving")
elevators.rotate_door(left_door, vector.multiply(dir, -1))
-- Set right door entity
local right_door_movedir = vector.rotate_around_axis(dir, {x=0, y=1, z=0}, -math.pi/2)
local right_door_shift = vector.add(vector.multiply(right_door_movedir, x_shift), vector.multiply(dir, z_shift))
local right_door_pos = vector.add(pos, right_door_shift)
local right_door = minetest.add_entity(right_door_pos, "real_elevators:elevator_door_moving")
elevators.rotate_door(right_door, vector.multiply(dir, -1))
return left_door, right_door
end
elevators.set_cabin = function(pos, dir)
local cabin = minetest.add_entity(pos, "real_elevators:elevator_cabin_activated")
cabin:set_rotation({x=0, y=vector.dir_to_rotation(dir).y, z=0})
return cabin
end
-- Rotates door object around Y axis by angle enclosed between '{x=0, y=0, z=1}' and 'dir' vectors. Those vectors must be mutually-perpendicular! Except mesh, it rotates also its collision & selection boxes.
-- Params:
-- *door* is ObjectRef of door.
-- *dir* is target direction.
elevators.rotate_door = function(door, dir)
local yaw = vector.dir_to_rotation(dir).y
door:set_rotation({x=0, y=yaw, z=0})
local collbox = door:get_properties().collisionbox
local box = {
[1] = {x=collbox[1], y=collbox[2], z=collbox[3]},
[2] = {x=collbox[4], y=collbox[5], z=collbox[6]}
}
box[1] = vector.rotate_around_axis(box[1], {x=0, y=1, z=0}, yaw)
box[2] = vector.rotate_around_axis(box[2], {x=0, y=1, z=0}, yaw)
door:set_properties({
collisionbox = {box[1].x, box[1].y, box[1].z, box[2].x, box[2].y, box[2].z},
selectionbox = {box[1].x, box[1].y, box[1].z, box[2].x, box[2].y, box[2].z}
})
end
-- Opens/closes both door objects.
-- Params:
-- *net_name* is name of elevator net whose elevator cabin should open/close its doors.
-- *action* is action: "open"/"close"
elevators.move_doors = function(net_name, action)
local net = elevators.elevators_nets[net_name]
if not net then
return false
end
local cabin_pos = net.floors[net.cabin.cur_elevator_position_index].position
local cabin = minetest.get_node(cabin_pos)
local cabin_dir = minetest.facedir_to_dir(cabin.param2)
local doors_pos = vector.add(cabin_pos, vector.multiply(cabin_dir, -1))
local doors = minetest.get_node(doors_pos)
local is_doors = minetest.get_item_group(doors.name, "doors")
local left_dir
local right_dir
if action == "open" then
left_dir = vector.rotate_around_axis(cabin_dir, {x=0, y=1, z=0}, math.pi/2)
elseif action == "close" then
left_dir = vector.rotate_around_axis(cabin_dir, {x=0, y=1, z=0}, -math.pi/2)
else
return false
end
right_dir = vector.multiply(left_dir, -1)
local left_door_entity = net.cabin.inner_doors.left:get_luaentity()
left_door_entity.end_pos = vector.add(net.cabin.inner_doors.left:get_pos(), vector.multiply(left_dir, 0.5))
left_door_entity.vel = vector.new(left_dir) * elevators.settings.DOORS_VELOCITY
net.cabin.inner_doors.left:set_velocity(left_door_entity.vel)
local right_door_entity = net.cabin.inner_doors.right:get_luaentity()
right_door_entity.end_pos = vector.add(net.cabin.inner_doors.right:get_pos(), vector.multiply(right_dir, 0.5))
right_door_entity.vel = vector.new(right_dir) * elevators.settings.DOORS_VELOCITY
net.cabin.inner_doors.right:set_velocity(right_door_entity.vel)
if is_doors == 1 then
minetest.remove_node(doors_pos)
local x_shift = action == "close" and 0.75 or 0.25
local outer_left_door, outer_right_door = elevators.set_doors(doors_pos, cabin_dir, 0.45, x_shift)
net.outer_doors = {left = outer_left_door, right = outer_right_door}
local outer_ldoor_entity = net.outer_doors.left:get_luaentity()
outer_ldoor_entity.end_pos = vector.add(net.outer_doors.left:get_pos(), vector.multiply(left_dir, 0.5))
outer_ldoor_entity.vel = left_door_entity.vel
net.outer_doors.left:set_velocity(outer_ldoor_entity.vel)
local outer_rdoor_entity = net.outer_doors.right:get_luaentity()
outer_rdoor_entity.end_pos = vector.add(net.outer_doors.right:get_pos(), vector.multiply(right_dir, 0.5))
outer_rdoor_entity.vel = right_door_entity.vel
net.outer_doors.right:set_velocity(outer_rdoor_entity.vel)
end
net.cabin.state = action == "open" and "opening" or "closing"
return true
end
-- Cause to call the elevator. It just adds to the queue of calls.
-- In order to call, it checks if the elevator is not called yet and outer doors locate to the left of the trigger and they are closed, otherwise returns false. Returns true on success.
-- Params:
-- *trigger_pos* is positon of trigger.
elevators.call = function(trigger_pos)
local node = minetest.get_node(trigger_pos)
local is_trigger = minetest.get_item_group(node.name, "trigger")
local is_on = minetest.get_item_group(node.name, "state")
if is_trigger == 0 then
return false
else
if is_on == 1 then
return false
end
end
local dir = minetest.facedir_to_dir(node.param2)
local right_down_shift = vector.add(vector.rotate_around_axis(dir, {x=0, y=1, z=0}, -math.pi/2), {x=0, y=-1, z=0})
local right_closest_node_pos = vector.add(trigger_pos, right_down_shift)
local right_closest_node = minetest.get_node(right_closest_node_pos)
local is_doors = minetest.get_item_group(right_closest_node.name, "doors")
is_off = minetest.get_item_group(right_closest_node.name, "state")
if is_doors == 0 then
return false
else
if is_off == 1 then
return false
end
end
local target_pos = vector.add(trigger_pos, vector.add(right_down_shift, dir))
local net_name, floor_i = elevators.get_net_name_and_floor_index_from_floor_pos(target_pos)
if not net_name or not floor_i then
return false
end
minetest.set_node(trigger_pos, {name="real_elevators:" .. elevators.trigger_states.on, param2 = node.param2})
-- Add to the end of the queue the floor destination position
elevators.elevators_nets[net_name].cabin.queue[#elevators.elevators_nets[net_name].cabin.queue+1] = target_pos
return true
end
-- Returns net name and index of floor in 'elevators.elevators_nets[floor_i].floors' table with position 'pos'.
-- Params:
-- *pos* is position of floor.
elevators.get_net_name_and_floor_index_from_floor_pos = function(pos)
for name, data in pairs(elevators.elevators_nets) do
for i, floor in ipairs(data.floors) do
if vector.equals(pos, floor.position) then
return name, i
end
end
end
return
end
elevators.get_net_name_from_cabin_pos = function(pos)
for name, data in pairs(elevators.elevators_nets) do
local cabin_pos = elevators.get_cabin_pos_from_net_name(name)
if cabin_pos and vector.equals(pos, cabin_pos) then
return name
end
end
return
end
elevators.get_cabin_pos_from_net_name = function(net_name)
local net = elevators.elevators_nets[net_name]
local pos
if net.cabin.cur_elevator_position_index then
pos = net.floors[net.cabin.cur_elevator_position_index].position
elseif net.cabin.elevator_object then
pos = net.cabin.elevator_object:get_pos()
else
pos = net.cabin.position
end
return pos
end
-- Converts the elevator cabin from node state to entity doing it 'active' and makes to move smoothly to the destination floor position.
-- Params:
-- *net_name* is name of net.
-- *target_pos* is target position of arrival.
elevators.activate = function(net_name, target_pos)
local net = table.copy(elevators.elevators_nets[net_name])
if not net then
return false
end
if net.cabin.elevator_object then
-- The elevator is already activated, so just pending for arrival
return false
end
local pos
if net.cabin.position then
pos = net.cabin.position
elseif net.cabin.cur_elevator_position_index then
pos = net.floors[net.cabin.cur_elevator_position_index].position
end
if not pos then
return false
end
if net.cabin.state ~= "idle" then
-- It means, whether the elevator is currently opening/closing or pending for objects and so can`t move
return false
end
local dir = minetest.facedir_to_dir(minetest.get_node(pos).param2)
local meta = minetest.get_meta(pos)
local formspec = meta:get_string("formspec")
minetest.remove_node(pos)
local cabin_obj = elevators.set_cabin(pos, dir)
local self = cabin_obj:get_luaentity()
self.elevator_net_name = net_name
local pos = cabin_obj:get_pos()
local left_door, right_door = elevators.set_doors(pos, dir, -0.45, 0.25)
left_door:set_attach(cabin_obj, "")
left_door:set_pos(vector.subtract(left_door:get_pos(), pos))
right_door:set_attach(cabin_obj, "")
right_door:set_pos(vector.subtract(right_door:get_pos(), pos))
net.cabin.inner_doors.left = left_door
net.cabin.inner_doors.right = right_door
net.cabin.position = nil
net.cabin.cur_elevator_position_index = nil
self.end_pos = target_pos
net.cabin.elevator_object = cabin_obj
net.cabin.formspec = formspec
net.cabin.state = "active"
self.dir = dir
net.cabin.attached_objs = {}
local objs = minetest.get_objects_in_area(vector.add(pos, vector.new(-0.5, -0.5, -0.5)), vector.add(pos, vector.new(0.5, 1.5, 0.5)))
for i, obj in ipairs(objs) do
local allow_attach = false
if obj:is_player() then
allow_attach = true
else
local self = obj:get_luaentity()
if self.name ~= "real_elevators:elevator_cabin_activated" and self.name ~= "real_elevators:elevator_door_moving" then
allow_attach = true
end
end
if allow_attach then
obj:set_attach(cabin_obj, "")
obj:set_pos(vector.subtract(obj:get_pos(), pos))
net.cabin.attached_objs[#net.cabin.attached_objs+1] = obj
end
end
cabin_obj:set_velocity(vector.direction(pos, self.end_pos) * elevators.settings.CABIN_VELOCITY)
elevators.elevators_nets[net_name] = net
return true
end
-- Converts the elevator cabin from entity state to node doing it "opening" (not "idle" !) and makes to open doors
-- Params:
-- *net_name* is name of net.
elevators.deactivate = function(net_name)
local net = table.copy(elevators.elevators_nets[net_name])
if not net then
return false
end
if not net.cabin.elevator_object then
return false
end
local pos = net.cabin.elevator_object:get_pos()
local dir = net.cabin.elevator_object:get_luaentity().dir
local net_name = net.cabin.elevator_object:get_luaentity().elevator_net_name
net.cabin.elevator_object:remove()
elevators.elevators_nets[net_name] = net
local _, floor_i = elevators.get_net_name_and_floor_index_from_floor_pos(pos)
if floor_i then
net.cabin.cur_elevator_position_index = floor_i
else
net.cabin.position = pos
end
net.cabin.elevator_object = nil
minetest.set_node(pos, {name = "real_elevators:elevator_cabin", param2 = minetest.dir_to_facedir(dir)})
local left_door, right_door = elevators.set_doors(pos, dir, -0.45, 0.25)
net.cabin.inner_doors.left = left_door
net.cabin.inner_doors.right = right_door
minetest.debug("net.cabin.queue(1): " .. dump(net.cabin.queue))
table.remove(net.cabin.queue, 1)
minetest.debug("net.cabin.queue(2): " .. dump(net.cabin.queue))
local trigger_pos = vector.add(pos, vector.add(vector.add(vector.multiply(dir, -1), vector.new(0, 1, 0)), vector.rotate_around_axis(dir, vector.new(0, 1, 0), math.pi/2)))
local trigger = minetest.get_node(trigger_pos)
local is_trigger = minetest.get_item_group(trigger.name, "trigger")
if is_trigger then
minetest.set_node(trigger_pos, {name = "real_elevators:" .. elevators.trigger_states.off, param2 = trigger.param2})
end
minetest.get_meta(pos):set_string("elevator_net_name", net_name)
if floor_i then
elevators.move_doors(net_name, "open")
end
return true
end
elevators.update_cabins_formspecs = function()
for name, data in pairs(elevators.elevators_nets) do
if data.cabin.state == "active" then
data.cabin.formspec = elevators.get_floor_list_formspec(name)
else
local meta = minetest.get_meta(data.cabin.position or data.floors[data.cabin.cur_elevator_position_index].position)
if #data.floors == 0 then
meta:set_string("formspec", elevators.get_add_floor_formspec())
else
meta:set_string("formspec", elevators.get_floor_list_formspec(name))
end
end
end
end
-- Checks for availability of surrounding shaft nodes (having 'shaft=1' group) and also checks for their proper orientation (should face towards to the cabin). Returns true if success, otherwise false.
-- Params:
-- *pos* is position of cabin.
-- *surrounded_node_dir* is cabin node direction.
-- *placer* is PlayerRef. If not nil, send chat messages to that player about failure reasons.
elevators.check_for_surrounding_shaft_nodes = function(pos, surrounded_node_dir, playername)
local left_dir = vector.rotate_around_axis(surrounded_node_dir, {x=0, y=1, z=0}, math.pi/2)
local right_dir = vector.rotate_around_axis(surrounded_node_dir, {x=0, y=1, z=0}, -math.pi/2)
local surround_nodes_positions = {
vector.add(pos, left_dir), -- Left pos
vector.add(pos, right_dir), -- Right pos
vector.add(pos, surrounded_node_dir), -- Back pos
vector.add(pos, vector.add(left_dir, vector.new(0, 1, 0))), -- Left upper pos
vector.add(pos, vector.add(right_dir, vector.new(0, 1, 0))), -- Right upper pos
vector.add(pos, vector.add(surrounded_node_dir, vector.new(0, 1, 0))) -- Back upper pos
}
for i, p in ipairs(surround_nodes_positions) do
local shaft = minetest.get_node(p)
local is_shaft = minetest.get_item_group(shaft.name, "shaft")
if is_shaft == 0 then
if playername then
minetest.chat_send_player(playername, "The elevator cabin can not be outside of the shaft!")
end
return false
end
local shaft_dir = minetest.facedir_to_dir(shaft.param2)
local shaft_rel_pos = vector.subtract(p, pos)
local right_dir = vector.cross(vector.new(0, 1, 0), vector.normalize(shaft_rel_pos))
local horiz_shaft_rel_pos = vector.rotate_around_axis(shaft_rel_pos, right_dir, -vector.dir_to_rotation(shaft_rel_pos).x)
if not vector.equals(shaft_dir, vector.round(vector.normalize(horiz_shaft_rel_pos))) then
if playername then
minetest.chat_send_player(playername, "The elevator cabin can not be outside of the shaft!")
end
return false
end
end
local up_node = minetest.get_node(vector.add(pos, vector.new(0, 1, 0)))
if up_node.name ~= "air" and up_node.name ~= "real_elevators:elevator_rope" then
if playername then
minetest.chat_send_player(playername, "There is no space for placing/moving the elevator cabin!")
end
return false
end
return true
end
-- Checks for rope continuity and winch availability. Returns true if success, otherwise false and reason: '1' is rope is intercepted, '2' is rope is too long. In both cases sends message to player with 'playername'
-- Params:
-- *pos* is position of cabin.
-- *playername* is name of player to send message about failure.
elevators.check_for_rope = function(pos, playername)
local rope_pos = {x=pos.x, y=pos.y+2, z=pos.z}
for n = 1, elevators.settings.MAX_ROPE_LENGTH do
local node = minetest.get_node(rope_pos)
minetest.debug("check_for_rope() node.name: " .. node.name)
if node.name == "real_elevators:elevator_winch" then
return true
elseif node.name ~= "real_elevators:elevator_rope" then
if playername then
minetest.chat_send_player(playername, "The rope is intercepted!")
end
--minetest.chat_send_player(playername, "The rope is intercepted!")
return false, 1, rope_pos
end
rope_pos = {x=rope_pos.x, y=rope_pos.y+1, z=rope_pos.z}
end
if playername then
minetest.chat_send_player(playername, "The rope is too long!")
end
--minetest.chat_send_player(playername, "The rope is too long!")
return false, 2
end
-- Formspec
-- ============================================================================
-- Returns form of when player is needed to create new elevator net.
elevators.get_enter_elevator_net_name_formspec = function()
local form = "formspec_version[4]size[6,3]style_type[label;font=normal,bold]label[0.5,0.5;Enter name for new elevator net to create:]" ..
"field[2,1;2,0.5;elevator_net_name;;]button[2,2;2,0.5;elevator_net_name_enter;Enter]"
return form
end
-- Returns form of when player wants to create new floor with defining number/description/position of that destination.
elevators.get_add_floor_formspec = function(number, description, position)
number = number or 0
description = description or ""
position = ""
local form = "formspec_version[4]size[10,5]style_type[label;font=normal,bold;font_size=*1.5]label[1.5,0.5;Add new floor for the elevator net:]" ..
"style_type[label;font_size=]field[0.5,2;1,1;floor_number;Number:;" .. tostring(number)
.. "]field[2.5,2;3,1;floor_description;Description:;" .. description .. "]field[6.5,2;2.5,1;floor_pos;Position:;"
if position ~= "" then
form = form .. position .. "]"
elseif elevators.current_marked_pos then
form = form .. minetest.pos_to_string(elevators.current_marked_pos) .. "]"
else
form = form .. "]"
end
form = form .. "image_button[0.5,3;0.5,0.5;real_elevators_floor_plus.png;floor_add;]image_button[1,3;0.5,0.5;real_elevators_floor_minus.png;floor_reduce;]button[3.5,3.5;2.5,1;set_floor;Set]"
return form
end
-- Returns form of list with all created floors. Allows to be teleported to anything of them on clicking the corresponding floor button.
elevators.get_floor_list_formspec = function(elevator_net_name)
local form = {
"formspec_version[4]",
"size[4,9]",
"style_type[label;font=normal,bond]",
"label[0.5,0.5;Select a floor to lift to it:]",
"style_type[box;bordercolors=dimgray]",
"box[1,1;2,6;darkgray]",
"scrollbar[3,1;0.2,6;vertical;floor_list_scrollbar;]",
"scroll_container[1,1;2,6;floor_list_scrollbar;vertical;1]"
}
if elevator_net_name == "" then
return
end
local btns_space = 0.25
local y_space = 0.25
local button_size = 1
for i, floor in ipairs(elevators.elevators_nets[elevator_net_name].floors) do
local but_name = "floor_" .. tostring(i)
form[#form+1] = "button[0.5," .. tostring(y_space) .. ";" .. button_size .. "," .. button_size .. ";" .. but_name .. ";" .. floor.number .. "]"
form[#form+1] = "tooltip[" .. but_name .. ";Floor #" .. floor.number .. ": \"" .. floor.description .. "\".\nLocates at: " .. minetest.pos_to_string(floor.position) .. "]"
y_space = y_space + (button_size + btns_space)
end
form[#form+1] = "scroll_container_end[]"
form[#form+1] = "image_button[1.5,7.5;1,1;real_elevators_floor_plus.png;add_floor;]tooltip[add_floor;Add still floors]"
return table.concat(form, "")
end
-- Callbacks
-- ============================================================================
-- Global step. Passed in 'minetest.register_globalstep()'.
elevators.global_step = function(dtime)
for name, data in pairs(elevators.elevators_nets) do
if data.cabin.state == "active" then
local self = data.cabin.elevator_object:get_luaentity()
if self and not self.end_pos and not self.is_falling then
-- The elevator has arrived!
minetest.debug("The elevator has arrived!")
elevators.deactivate(name)
end
elseif data.cabin.state == "opening" or data.cabin.state == "closing" then
minetest.debug("Doors are opening/closing")
local inner_left_door_self = data.cabin.inner_doors.left:get_luaentity()
local inner_right_door_self = data.cabin.inner_doors.right:get_luaentity()
local outer_left_door_self = data.outer_doors.left:get_luaentity()
local outer_right_door_self = data.outer_doors.right:get_luaentity()
if (inner_left_door_self and not inner_left_door_self.end_pos) and
(inner_right_door_self and not inner_right_door_self.end_pos) and
(outer_left_door_self and not outer_left_door_self.end_pos) and
(outer_right_door_self and not outer_right_door_self.end_pos) then
local pos = data.floors[data.cabin.cur_elevator_position_index].position
minetest.debug("Doors are open/closed")
local doors_pos = vector.add(pos, vector.multiply(minetest.facedir_to_dir(minetest.get_node(pos).param2), -1))
if data.cabin.state == "opening" then
minetest.debug("Pending for objects")
data.cabin.state = "pending"
minetest.set_node(doors_pos, {name = "real_elevators:" .. elevators.doors_states.open, param2 = minetest.get_node(pos).param2})
local timer = minetest.get_node_timer(pos)
timer:start(10)
else
minetest.debug("Setting inactive")
data.cabin.state = "idle"
minetest.set_node(doors_pos, {name = "real_elevators:" .. elevators.doors_states.closed, param2 = minetest.get_node(pos).param2})
end
data.outer_doors.left:remove()
data.outer_doors.right:remove()
data.outer_doors = nil
end
elseif data.cabin.state == "idle" then
if #data.cabin.queue > 0 then
elevators.activate(name, data.cabin.queue[1])
end
end
local pos = elevators.get_cabin_pos_from_net_name(name)
local is_rope, state = elevators.check_for_rope(pos)
if not is_rope then
if state == 1 then
minetest.debug("Cabin is falling down!")
local dir
-- The rope is intercepted, it can not move anymore, so remove its data from 'elevators.elevators_nets' and makes to fall down.
if data.cabin.elevator_object then
dir = data.cabin.elevator_object:get_luaentity().dir
data.cabin.elevator_object:remove()
else
dir = minetest.facedir_to_dir(minetest.get_node(pos).param2)
minetest.remove_node(pos)
end
local falling_cabin = elevators.set_cabin(pos, dir)
falling_cabin:set_acceleration({x=0, y=-elevators.settings.GRAVITY, z=0})
falling_cabin:get_luaentity().is_falling = true
elseif state == 2 then
minetest.debug("Rope is too long!")
if data.cabin.elevator_object then
elevators.deactivate(name)
end
end
end
end
end
-- Passed to 'minetest.register_on_shutdown()'.
elevators.on_shutdown = function()
for name, data in pairs(elevators.elevators_nets) do
if data.cabin.elevator_object then
data.cabin.elevator_object = data.cabin.elevator_object:get_pos()
end
if data.outer_doors then
local outer_left_door_self = data.outer_doors.left:get_luaentity()
local outer_right_door_self = data.outer_doors.right:get_luaentity()
if outer_left_door_self then
data.outer_doors.left:set_pos(outer_left_door_self.end_pos)
data.outer_doors.left = outer_left_door_self.end_pos
end
if outer_right_door_self then
data.outer_doors.right:set_pos(outer_right_door_self.end_pos)
data.outer_doors.right = outer_right_door_self.end_pos
end
end
minetest.debug("on_shutdown(): 1")
local inner_left_door_self = data.cabin.inner_doors.left:get_luaentity()
local inner_right_door_self = data.cabin.inner_doors.right:get_luaentity()
if inner_left_door_self then
if inner_left_door_self.end_pos then
data.cabin.inner_doors.left:set_pos(inner_left_door_self.end_pos)
data.cabin.inner_doors.left = inner_left_door_self.end_pos
else
data.cabin.inner_doors.left = data.cabin.inner_doors.left:get_pos()
end
end
minetest.debug("on_shutdown(): 2")
if inner_right_door_self then
if inner_right_door_self.end_pos then
data.cabin.inner_doors.right:set_pos(inner_right_door_self.end_pos)
data.cabin.inner_doors.right = inner_right_door_self.end_pos
else
data.cabin.inner_doors.right = data.cabin.inner_doors.right:get_pos()
end
end
minetest.debug("on_shutdown(): 3")
for i, obj in ipairs(data.cabin.attached_objs) do
if obj:get_luaentity() ~= nil then
data.cabin.attached_objs[i] = obj:get_pos()
else
table.remove(data.cabin.attached_objs, i)
end
end
minetest.debug("on_shutdown(): 4")
end
minetest.debug("on_shutdown() elevators.elevators_nets: " .. dump(elevators.elevators_nets))
-- Save all necessary data before shutdown
elevators.mod_storage:set_string("elevators_nets", minetest.serialize(elevators.elevators_nets))
minetest.debug("on_shutdown(): 5")
--elevators.mod_storage:set_string("elevator_doors", minetest.serialize(elevators.elevator_doors))
elevators.mod_storage:set_string("current_marked_pos", minetest.serialize(elevators.current_marked_pos))
end
elevators.on_join = function(player, last_login)
for name, data in pairs(elevators.elevators_nets) do
for i, pos in ipairs(data.cabin.attached_objs) do
if vector.equal(player:get_pos(), pos) then
player:set_attach(data.cabin.elevator_object, "", vector.subtract(player:get_pos(), data.cabin.elevator_object:get_pos()))
end
end
end
end