-- 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 {} -- Temporary savings of the cabin formspec context. It is used for receiving an input info only after an event is triggered, then deleted. elevators.cab_fs_contexts = {} minetest.debug("Loading mod...") minetest.debug("elevators.elevators_nets: " .. dump(elevators.elevators_nets)) --minetest.debug("elevators.elevators_nets: " .. dump(elevators.elevators_nets)) -- '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. -- 'last_light_pos' is position of a light that the elevator cabin is emitting when it is switched on inside. -- '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', 'pending' and 'broken' -- '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) -- 'broken' - elevator is not callable, it doesn`t move to floors and doesn`t open/close doors. It happens when any inner door is absent. The only way to fix it is to reset the elevator and its whole net. -- Elevator state is saved in 'state' its metadata field -- Returns true if 'player' is online, otherwise false. elevators.is_player_online = function(player) if not player:is_player() then return end for i, obj in ipairs(minetest.get_connected_players()) do if obj == player then return true end end return false end -- Sets an only door object (left or right). It should be called when elevator cabin is instantiated and on activating the elevator. -- Params: -- *pos* is position of a node where the door will be placed. -- *z_shift* is shift number towards to the facedir of *pos*. -- *x_shift* is shift relatively *pos*. elevators.set_door = function(pos, dir, z_shift, x_shift, is_left) -- Set left door entity local sign = is_left and 1 or -1 local door_movedir = vector.rotate_around_axis(dir, {x=0, y=1, z=0}, sign*math.pi/2) local door_shift = vector.add(vector.multiply(door_movedir, x_shift), vector.multiply(dir, z_shift)) local door_pos = vector.add(pos, door_shift) local door = minetest.add_entity(door_pos, "real_elevators:elevator_door_moving") elevators.rotate_door(door, vector.multiply(dir, -1)) return door end -- Sets cabin object. It should be called when state is "active" to convert node to entity and also when it is falling down. -- Params: -- *pos* is position of cabin node. -- *dir* is face direction of that node. 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 --minetest.debug("move_doors (1)") local door_states = elevators.check_for_doors(net_name) --minetest.debug("door_states: " .. dump(door_states)) if door_states.inner == "absent" then net.cabin.state = "idle" return false elseif door_states.inner == "unloaded" then return false end --minetest.debug("move_doors (2)") if door_states.outer == "absent" then net.cabin.state = "idle" return false elseif door_states.outer == "unloaded" then return false end --minetest.debug("move_doors (3)") 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 sign = action == "open" and 1 or -1 local left_dir = vector.rotate_around_axis(cabin_dir, {x=0, y=1, z=0}, sign*math.pi/2) local 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) minetest.remove_node(doors_pos) local x_shift = action == "close" and 0.75 or 0.25 local outer_left_door = elevators.set_door(doors_pos, cabin_dir, 0.45, x_shift, true) local outer_right_door = elevators.set_door(doors_pos, cabin_dir, 0.45, x_shift, false) 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 = vector.new(left_dir) * elevators.settings.DOORS_VELOCITY 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 = vector.new(right_dir) * elevators.settings.DOORS_VELOCITY net.outer_doors.right:set_velocity(outer_rdoor_entity.vel) 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 doors_pos = elevators.get_doors_pos_from_trigger_pos(trigger_pos) local doors = minetest.get_node(doors_pos) local is_doors = minetest.get_item_group(doors.name, "doors") local is_off = minetest.get_item_group(doors.name, "state") if is_doors == 0 then return false else if is_off == 1 then return false end end local target_pos = vector.add(doors_pos, minetest.facedir_to_dir(doors.param2)) 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 -- Returns name of the net which the cabin with 'pos' position belongs to. -- Params: -- *pos* is cabin position 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 -- Returns the current position of the cabin of the net with 'net_name' name. -- Params: -- *net_name* is net name 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 if type(net.cabin.elevator_object) == "userdata" then pos = elevators.get_centre_y_pos_from_node_pos(net.cabin.elevator_object:get_pos()) elseif type(net.cabin.elevator_object) == "table" then pos = elevators.get_centre_y_pos_from_node_pos(net.cabin.elevator_object) end elseif net.cabin.position then pos = net.cabin.position end return {x=pos.x, y=pos.y, z=pos.z} end elevators.get_trigger_pos = function(cabin_pos, dir) local up = vector.new(0, 1, 0) local fwd = vector.multiply(dir, -1) local right = vector.rotate_around_axis(dir, vector.new(0, 1, 0), math.pi/2) local shift = vector.add(vector.add(right, up), fwd) return vector.add(cabin_pos, shift) end elevators.get_doors_pos_from_trigger_pos = function(trigger_pos) local dir = minetest.facedir_to_dir(minetest.get_node(trigger_pos).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) return right_closest_node_pos end elevators.get_doors_pos_from_cabin_pos = function(cabin_pos) local to_doors = vector.multiply(minetest.facedir_to_dir(minetest.get_node(cabin_pos).param2), -1) local outer_doors_pos = vector.add(cabin_pos, to_doors) return outer_doors_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 = 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 = elevators.get_cabin_pos_from_net_name(net_name) 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 is_ldoor_inner, is_rdoor_inner = net.cabin.inner_doors.left:get_luaentity(), net.cabin.inner_doors.right:get_luaentity() minetest.remove_node(pos) local cabin_obj = elevators.set_cabin(pos, dir) local self = cabin_obj:get_luaentity() self.elevator_net_name = net_name if is_ldoor_inner then local left_door = elevators.set_door(pos, {x=0, y=0, z=1}, -0.45, 0.25, true) left_door:set_attach(cabin_obj, "", vector.multiply(vector.subtract(left_door:get_pos(), pos), 10)) net.cabin.inner_doors.left = left_door end if is_rdoor_inner then local right_door = elevators.set_door(pos, {x=0, y=0, z=1}, -0.45, 0.25, false) right_door:set_attach(cabin_obj, "", vector.multiply(vector.subtract(right_door:get_pos(), pos), 10)) net.cabin.inner_doors.right = right_door end net.cabin.position = nil net.cabin.cur_elevator_position_index = nil self.end_pos = target_pos net.cabin.elevator_object = cabin_obj 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 obj:get_meta():set_string("attached_cabin_elevator_name", net_name) 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, "", vector.multiply(vector.subtract(obj:get_pos(), pos), 10)) if obj:is_player() then local eye_offset = obj:get_eye_offset() obj:set_eye_offset({x=eye_offset.x, y=eye_offset.y-0.5*10, z=eye_offset.z}) end 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, move_doors) local net = elevators.elevators_nets[net_name] if not net then return false end if not net.cabin.elevator_object then return false end local pos = elevators.get_centre_y_pos_from_node_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 local _, floor_i = elevators.get_net_name_and_floor_index_from_floor_pos(pos) local is_ldoor_inner, is_rdoor_inner = net.cabin.inner_doors.left:get_luaentity(), net.cabin.inner_doors.right:get_luaentity() net.cabin.elevator_object:remove() minetest.set_node(pos, {name = "real_elevators:elevator_cabin", param2 = minetest.dir_to_facedir(dir)}) --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 --net.cabin.attached_objs = {} --minetest.set_node(pos, {name = "real_elevators:elevator_cabin", param2 = minetest.dir_to_facedir(dir)}) if is_ldoor_inner then local left_door = elevators.set_door(pos, dir, -0.45, 0.25, true) net.cabin.inner_doors.left = left_door end if is_rdoor_inner then local right_door = elevators.set_door(pos, dir, -0.45, 0.25, false) net.cabin.inner_doors.right = right_door end table.remove(net.cabin.queue, 1) elevators.elevators_nets[net_name] = net local trigger_pos = elevators.get_trigger_pos(pos, dir) local trigger = minetest.get_node(trigger_pos) local is_trigger = minetest.get_item_group(trigger.name, "trigger") if is_trigger == 1 then minetest.set_node(trigger_pos, {name = "real_elevators:" .. elevators.trigger_states.off, param2 = trigger.param2}) end if move_doors then elevators.move_doors(net_name, "open") else net.cabin.state = "idle" end return true end elevators.get_centre_y_pos_from_node_pos = function(pos) local p = {x=pos.x, y=pos.y, z=pos.z} p.y = math.modf(p.y) return p 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.round(vector.normalize(vector.rotate_around_axis(shaft_rel_pos, right_dir, -vector.dir_to_rotation(shaft_rel_pos).x))) if not vector.equals(shaft_dir, 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 if playername then local up_node = minetest.get_node(vector.add(pos, vector.new(0, 1, 0))) if up_node.name ~= "air" then minetest.chat_send_player(playername, "There is no space for placing/moving the elevator cabin!") return false end 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) --minetest.debug("cabin position: " .. minetest.pos_to_string(pos)) --minetest.debug("cabin: " .. minetest.get_node(pos).name) if not pos then return false end 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) if node.name == "real_elevators:elevator_winch" or node.name == "ignore" then return true elseif node.name ~= "real_elevators:elevator_rope" then --minetest.debug("The interception is at " .. minetest.pos_to_string(rope_pos) .. " position") --minetest.debug("The node at the interception pos: " .. dump({name = node.name, dir = minetest.facedir_to_dir(node.param2)})) 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 -- Checks for doors availability of cabin with 'net_name' net name. -- It returns table with next fields: -- ["outer"] = ("success", "absent", "unloaded") -- ["inner"] = ("success", "absent", "unloaded") elevators.check_for_doors = function(net_name) local net = elevators.elevators_nets[net_name] --minetest.debug("check_for_doors()") if not net then return end local states = {outer="absent", inner="absent"} if type(net.cabin.inner_doors.left) == "userdata" and type(net.cabin.inner_doors.right) == "userdata" then --minetest.debug("check_for_doors(1)") local inner_left_door_self = net.cabin.inner_doors.left:get_luaentity() local inner_right_door_self = net.cabin.inner_doors.right:get_luaentity() if inner_left_door_self and inner_right_door_self then --minetest.debug("check_for_doors(2)") states.inner = "success" end elseif type(net.cabin.inner_doors.left) == "table" or type(net.cabin.inner_doors.right) == "table" then states.inner = "unloaded" end --minetest.debug("state: " .. net.cabin.state) if net.cabin.state == "opening" or net.cabin.state == "closing" then if net.outer_doors then if type(net.outer_doors.left) == "userdata" and type(net.outer_doors.right) == "userdata" then local outer_left_door_self = net.outer_doors.left:get_luaentity() local outer_right_door_self = net.outer_doors.right:get_luaentity() if outer_left_door_self and outer_right_door_self then states.outer = "success" end elseif type(net.outer_doors.left) == "table" or type(net.outer_doors.right) == "table" then states.outer = "unloaded" end end else local cabin_pos = elevators.get_cabin_pos_from_net_name(net_name) local outer_doors = minetest.get_node(elevators.get_doors_pos_from_cabin_pos(cabin_pos)) if minetest.get_item_group(outer_doors.name, "doors") == 1 then states.outer = "success" end end return states end elevators.check_for_owner = function(net_name, playername) local owner = elevators.elevators_nets[net_name].owner if owner ~= playername then minetest.chat_send_player(playername, "You can not edit the elevator net because you are not an owner of that!") return false end return true end -- Formspec -- ============================================================================ -- Shows the current formspec for the player with "playername" name. If the context is not set for him or no the context of the cabin, then create it. elevators.show_formspec = function(net_name, playername) local pl_context = elevators.cab_fs_contexts[playername] if not pl_context then elevators.cab_fs_contexts[playername] = {} pl_context = elevators.cab_fs_contexts[playername] end local fs local fs_name if not pl_context[net_name] then if #elevators.elevators_nets[net_name].floors == 0 then fs = elevators.get_add_floor_formspec() fs_name = "real_elevators:add_floor" else fs = elevators.get_floor_list_formspec(net_name) fs_name = "real_elevators:floors_list" end pl_context[net_name] = { cur_formspec_name = fs_name, cur_formspec_str = fs, sel_floors_ind = {} } else fs_name = pl_context[net_name].cur_formspec_name fs = pl_context[net_name].cur_formspec_str end -- Formspec of which elevator net is currently opened? pl_context.cur_opened_fs_el_net = net_name minetest.show_formspec(playername, fs_name, fs) end -- Switches the current formspec of the player to other with "fs_name" name. Also it is used to update the form of the current formspec. elevators.switch_formspec = function(net_name, playername, fs, fs_name) local net_context = elevators.cab_fs_contexts[playername][net_name] net_context.cur_formspec_name = "real_elevators:" .. fs_name net_context.cur_formspec_str = fs end -- Updates the same opened formspecs for each player. If "is_close" == true, it closes opened forms of each player. -- When necessary to update: adding/deleting floor in the floors list, probably in some other cases. elevators.update_formspec_to_all_viewers = function(net_name, fs, fs_name, is_close) for pl_name, context in pairs(elevators.cab_fs_contexts) do if context.cur_opened_fs_el_net == net_name then if is_close then minetest.show_formspec(pl_name, "", "") context.cur_opened_fs_el_net = "" else if context[net_name].cur_formspec_name == "real_elevators:floors_list" then elevators.switch_formspec(net_name, pl_name, fs, fs_name) elevators.show_formspec(net_name, pl_name) end end end end end -- 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 "" 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:;%s]"):format(tostring(number)), ("field[2.5,2;3,1;floor_description;Description:;%s]field[6.5,2;2.5,1;floor_pos;Position:;"):format(description) } if not position then if elevators.current_marked_pos then table.insert(form, minetest.pos_to_string(elevators.current_marked_pos) .. "]") else table.insert(form, "]") end else table.insert(form, position .. "]") end table.insert(form, "image_button[0.5,3;0.5,0.5;real_elevators_floor_plus.png;floor_add;]") table.insert(form, "image_button[1,3;0.5,0.5;real_elevators_floor_minus.png;floor_reduce;]") table.insert(form, "button[1.75,3.5;2.5,1;set_floor;Set]") table.insert(form, "button[5.25,3.5;2.5,1;cancel_floor;Cancel]") return table.concat(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)--, selected_floors) local form = { "formspec_version[4]", "size[5,9]", "style_type[label;font=normal,bond]", "label[1,0.5;Select a floor to lift to it:]", "style_type[box;bordercolors=dimgray]", "box[1.5,1;2,6;darkgray]" } if elevator_net_name == "" then return end local btns_space = 0.4 local y_space = btns_space local button_size = 1 local step_h = 0.1 local floors = elevators.elevators_nets[elevator_net_name].floors local sc_h if #floors <= 4 then sc_h = 6 else sc_h = btns_space * (#floors+1) + button_size * #floors end local steps_c = (sc_h - 6) / step_h table.insert(form, ("scrollbaroptions[min=0;max=%f;smallstep=%f;largestep=%f]"):format(steps_c, steps_c / 7, steps_c / 7)) table.insert(form, "scrollbar[3.5,1;0.2,6;vertical;floor_list_scrollbar;]") table.insert(form, "scroll_container[1.5,1;2,6;floor_list_scrollbar;vertical;]") for i, floor in ipairs(floors) do local but_name = "floor_" .. tostring(i) local cb_name = "mark_for_del_" .. tostring(i) table.insert(form, ("checkbox[0.3,%f;%s;;false]"):format(y_space+0.5, cb_name)) table.insert(form, ("button[0.7,%f;%f,%f;%s;%u]"):format(y_space, button_size, button_size, but_name, floor.number)) table.insert(form, ("tooltip[%s;Floor #%u:%q.\nLocates at: %s]"):format(but_name, floor.number, floor.description, minetest.pos_to_string(floor.position))) y_space = y_space + (button_size + btns_space) end table.insert(form, "scroll_container_end[]") table.insert(form, "image_button[0.5,7.5;1,1;real_elevators_floor_plus.png;add_floor;]tooltip[add_floor;Add still floors]") table.insert(form, "image_button[2,7.5;1,1;real_elevators_delete_floor.png;delete_floor;]tooltip[delete_floor;Delete selected floors]") table.insert(form, "image_button[3.5,7.5;1,1;real_elevators_lightup_cabin.png;lightup_cabin;]tooltip[lightup_cabin;Toggle to light up/down the cabin]") 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 local pos = elevators.get_cabin_pos_from_net_name(name) -- Update cabin light position if "is_light_on" == true local above_pos = {x=pos.x, y=pos.y+1, z=pos.z} local is_moving_or_light_on = data.cabin.last_light_pos and (not vector.equals(data.cabin.last_light_pos, above_pos) or not data.is_light_on) if is_moving_or_light_on and minetest.get_node(data.cabin.last_light_pos).name == "real_elevators:light" then minetest.remove_node(data.cabin.last_light_pos) data.cabin.last_light_pos = nil end if data.is_light_on then if minetest.get_node(above_pos).name == "air" then minetest.set_node(above_pos, {name="real_elevators:light"}) data.cabin.last_light_pos = above_pos end end if data.cabin.state == "active" then -- Update rope if minetest.get_node(above_pos).name == "real_elevators:elevator_rope" then minetest.remove_node(above_pos) end local up_pos = {x=pos.x, y=pos.y+2, z=pos.z} if minetest.get_node(up_pos).name ~= "real_elevators:elevator_winch" then minetest.set_node(up_pos, {name="real_elevators:elevator_rope"}) end local self = type(data.cabin.elevator_object) == "userdata" and data.cabin.elevator_object:get_luaentity() if self and not self.end_pos then -- The elevator has arrived! elevators.deactivate(name, self.status == "arrived") end elseif data.cabin.state == "opening" or data.cabin.state == "closing" then --minetest.debug("state: " .. data.cabin.state) local door_states = elevators.check_for_doors(name) if door_states.inner == "absent" or door_states.outer == "absent" then data.cabin.state = "idle" end if door_states.inner == "success" and door_states.outer == "success" then 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 not inner_left_door_self.end_pos and not inner_right_door_self.end_pos and not outer_left_door_self.end_pos 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(elevators.settings.PENDING_TIME) 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 end elseif data.cabin.state == "idle" then if #data.cabin.queue > 0 then elevators.activate(name, data.cabin.queue[1]) end end -- Check for the integrity of the rope 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 type(data.cabin.elevator_object) == "userdata" then --minetest.debug("data.cabin.elevator_object: " .. dump(data.cabin.elevator_object)) --minetest.debug("data.cabin.elevator_object:get_luaentity(): " .. dump(data.cabin.elevator_object:get_luaentity())) dir = data.cabin.elevator_object:get_luaentity().dir data.cabin.elevator_object:remove() elseif not data.cabin.elevator_object then 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().status = "fallen" elseif state == 2 then --minetest.debug("Rope is too long!") if type(data.cabin.elevator_object) == "userdata" then local self = data.cabin.elevator_object:get_luaentity() self.end_pos = nil self.status = "stopped" elevators.deactivate(name, false) end end end --[[local pos = elevators.get_cabin_pos_from_net_name(name) local above_pos = {x=pos.x, y=pos.y+1, z=pos.z} --minetest.debug("data.cabin.last_light_pos: " .. (data.cabin.last_light_pos and minetest.pos_to_string(data.cabin.last_light_pos) or "")) --minetest.debug("above_pos: " .. (above_pos and minetest.pos_to_string(above_pos) or "")) --minetest.debug("data.is_light_on: " .. tostring(data.is_light_on)) local is_moving_or_light_on = data.cabin.last_light_pos and (not vector.equals(data.cabin.last_light_pos, above_pos) or not data.is_light_on) --minetest.debug("last_light_pos: " .. minetest.pos_to_string(data.cabin.last_light_pos or {})) --minetest.debug("is_moving_or_light_on: " .. tostring(is_moving_or_light_on)) if is_moving_or_light_on and minetest.get_node(data.cabin.last_light_pos).name == "real_elevators:light" then minetest.remove_node(data.cabin.last_light_pos) data.cabin.last_light_pos = nil end if data.is_light_on then if minetest.get_node(above_pos).name == "air" then minetest.set_node(above_pos, {name="real_elevators:light"}) data.cabin.last_light_pos = above_pos end end if data.cabin.state == "active" then -- Update rope if minetest.get_node(above_pos).name == "real_elevators:elevator_rope" then minetest.remove_node(above_pos) end local up_pos = {x=pos.x, y=pos.y+2, z=pos.z} if minetest.get_node(up_pos).name ~= "real_elevators:elevator_winch" then minetest.set_node(up_pos, {name="real_elevators:elevator_rope"}) end end 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 type(data.cabin.elevator_object) == "userdata" then --minetest.debug("data.cabin.elevator_object: " .. dump(data.cabin.elevator_object)) --minetest.debug("data.cabin.elevator_object:get_luaentity(): " .. dump(data.cabin.elevator_object:get_luaentity())) dir = data.cabin.elevator_object:get_luaentity().dir data.cabin.elevator_object:remove() elseif not data.cabin.elevator_object then 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().status = "fallen" elseif state == 2 then --minetest.debug("Rope is too long!") if type(data.cabin.elevator_object) == "userdata" then local self = data.cabin.elevator_object:get_luaentity() self.end_pos = nil self.status = "stopped" elevators.deactivate(name, false) end end end]] end end -- Passed to 'minetest.register_on_shutdown()'. elevators.on_shutdown = function() for name, net in pairs(elevators.elevators_nets) do -- Detach all lua-entities from each elevator cabin for i, obj in ipairs(net.cabin.attached_objs) do if not obj:is_player() then elevators.detach_obj_from_cabin(obj, name, i) end end net.cabin.elevator_object = type(net.cabin.elevator_object) == "userdata" and net.cabin.elevator_object:get_pos() or net.cabin.elevator_object net.cabin.inner_doors.left = type(net.cabin.inner_doors.left) == "userdata" and net.cabin.inner_doors.left:get_pos() or net.cabin.inner_doors.left net.cabin.inner_doors.right = type(net.cabin.inner_doors.right) == "userdata" and net.cabin.inner_doors.right:get_pos() or net.cabin.inner_doors.right if net.outer_doors then net.outer_doors.left = type(net.outer_doors.left) == "userdata" and net.outer_doors.left:get_pos() or net.outer_doors.left net.outer_doors.right = type(net.outer_doors.right) == "userdata" and net.outer_doors.right:get_pos() or net.outer_doors.right end minetest.debug("Saving \'elevators.elevators_nets\' table...") local saved_elevators_nets = minetest.deserialize(elevators.mod_storage:get_string("elevators_nets")) or {} saved_elevators_nets[name] = net elevators.mod_storage:set_string("elevators_nets", minetest.serialize(saved_elevators_nets)) minetest.debug("elevators.elevators_nets: " .. dump(saved_elevators_nets)) elevators.elevators_nets[name] = nil net = nil end elevators.mod_storage:set_string("current_marked_pos", minetest.serialize(elevators.current_marked_pos)) end elevators.on_receive_fields = function(player, formname, fields) if formname ~= "real_elevators:add_floor" and formname ~= "real_elevators:floors_list" then return end local pl_name = player:get_player_name() local net_name = elevators.cab_fs_contexts[pl_name].cur_opened_fs_el_net local net = elevators.elevators_nets[net_name] if fields.quit then elevators.cab_fs_contexts[pl_name].cur_opened_fs_el_net = "" return end if fields.set_floor then if fields.floor_number == "" or not tonumber(fields.floor_number) then minetest.chat_send_player(pl_name, "The floor number must be set!") return end local floor_pos = minetest.string_to_pos(fields.floor_pos) if not floor_pos then minetest.chat_send_player(pl_name, "The floor position must be set!") return end for i, floor in ipairs(net.floors) do if floor.number == fields.floor_number then minetest.chat_send_player(pl_name, "There is already the floor with such number in this elevator net!") return end if vector.equals(floor.position, floor_pos) then minetest.chat_send_player(pl_name, "There is already the floor with such position in this elevator net!") return end end -- In future, probably horizontally moving elevators will be added, but for now only vertically local pos = elevators.get_cabin_pos_from_net_name(net_name) if pos.x ~= floor_pos.x or pos.z ~= floor_pos.z then minetest.chat_send_player(pl_name, "You can not add floor with position that is not aligned with the elevator cabin position along Y axis!") return end --elevators.elevators_nets[elevator_net_name].floors[#elevators.elevators_nets[elevator_net_name].floors+1] = {} table.insert(net.floors, {}) local new_floor = net.floors[#net.floors] new_floor.number = fields.floor_number new_floor.description = fields.floor_description new_floor.position = floor_pos local fs, fs_name = elevators.get_floor_list_formspec(net_name), "floors_list" elevators.switch_formspec(net_name, pl_name, fs, fs_name) elevators.show_formspec(net_name, pl_name) elevators.update_formspec_to_all_viewers(net_name, fs, fs_name, false) --meta:set_string("formspec", elevators.get_floor_list_formspec(net_name)) end if fields.cancel_floor then elevators.switch_formspec(net_name, pl_name, elevators.get_floor_list_formspec(net_name), "floors_list") elevators.show_formspec(net_name, pl_name) --meta:set_string("formspec", elevators.get_floor_list_formspec(net_name)) end if fields.add_floor then if elevators.check_for_owner(net_name, pl_name) then elevators.switch_formspec(net_name, pl_name, elevators.get_add_floor_formspec(), "add_floor") elevators.show_formspec(net_name, pl_name) end --meta:set_string("formspec", elevators.get_add_floor_formspec()) end if fields.floor_add and fields.floor_number ~= "" then elevators.switch_formspec(net_name, pl_name, elevators.get_add_floor_formspec(tonumber(fields.floor_number)+1, fields.floor_description, fields.floor_pos), "add_floor") elevators.show_formspec(net_name, pl_name) --meta:set_string("formspec", elevators.get_add_floor_formspec(tonumber(fields.floor_number)+1, fields.floor_description, fields.floor_pos)) end if fields.floor_reduce and fields.floor_number ~= "" then elevators.switch_formspec(net_name, pl_name, elevators.get_add_floor_formspec(tonumber(fields.floor_number)-1, fields.floor_description, fields.floor_pos), "add_floor") elevators.show_formspec(net_name, pl_name) --meta:set_string("formspec", elevators.get_add_floor_formspec(tonumber(fields.floor_number)-1, fields.floor_description, fields.floor_pos)) end if fields.delete_floor then if not elevators.check_for_owner(net_name, pl_name) then return end if #elevators.cab_fs_contexts[pl_name][net_name].sel_floors_ind > 0 then local new_floors = {} for i, floor in ipairs(net.floors) do if table.indexof(elevators.cab_fs_contexts[pl_name][net_name].sel_floors_ind, i) == -1 then table.insert(new_floors, floor) end end net.floors = new_floors elevators.cab_fs_contexts[pl_name][net_name].sel_floors_ind = {} end local fs, fs_name = elevators.get_floor_list_formspec(net_name), "floors_list" elevators.switch_formspec(net_name, pl_name, fs, fs_name) elevators.show_formspec(net_name, pl_name) elevators.update_formspec_to_all_viewers(net_name, fs, fs_name, false) --meta:set_string("formspec", elevators.get_floor_list_formspec(net_name)) end if fields.lightup_cabin then local is_owner = elevators.check_for_owner(net_name, pl_name) if is_owner then net.is_light_on = not net.is_light_on end end local state = net.cabin.state for i, floor in ipairs(net.floors) do if state == "pending" or state == "idle" then if fields["floor_" .. tostring(i)] then table.insert(net.cabin.queue, 1, floor.position) if state == "pending" then local timer = minetest.get_node_timer(elevators.get_cabin_pos_from_net_name(net_name)) timer:stop() elevators.move_doors(net_name, "close") return end end end local is_sel = fields["mark_for_del_" .. tostring(i)] if is_sel then local cabin_context = elevators.cab_fs_contexts[pl_name][net_name] if is_sel == "true" then table.insert(cabin_context.sel_floors_ind, i) else table.remove(cabin_context.sel_floors_ind, table.indexof(cabin_context.sel_floors_ind, i)) end end end end elevators.on_leaveplayer = function(player) local meta = player:get_meta() elevators.detach_obj_from_cabin(player, meta:get_string("attached_cabin_elevator_name")) meta:set_string("attached_cabin_elevator_name", "") end --[[elevators.on_join = function(player) for name, data in pairs(elevators.elevators_nets) do for i, pos in ipairs(data.cabin.attached_objs) do if vector.equals(player:get_pos(), pos) then local cabin_pos = elevators.get_cabin_pos_from_net_name(name) player:set_attach(data.cabin.elevator_object, "", vector.multiply(vector.subtract(player:get_pos(), cabin_pos), 10)) end end end end]] elevators.detach_obj_from_cabin = function(obj, net_name, attached_objs_i) if not net_name or net_name == "" then return false end local net = elevators.elevators_nets[net_name] if not net then return false end if obj:is_player() then local eye_offset = obj:get_eye_offset() obj:set_eye_offset({x=eye_offset.x, y=eye_offset.y+0.5*10, z=eye_offset.z}) end obj:set_detach() if attached_objs_i then table.remove(net.cabin.attached_objs, attached_objs_i) else for i, o in ipairs(net.cabin.attached_objs) do if o == obj then table.remove(net.cabin.attached_objs, i) break end end end minetest.debug("detach_obj_from_cabin(): net.cabin.attached_objs: " .. dump(net.cabin.attached_objs)) return true end elevators.create_net = function(net_name, creater_name, pos) if net_name == "" then minetest.chat_send_player(creater_name, "The elevator net name can not be empty!") return end if elevators.elevators_nets[net_name] then minetest.chat_send_player(creater_name, "This elevator net name already exists!") return end elevators.elevators_nets[net_name] = { floors = {}, cabin = { position = pos, inner_doors = {}, queue = {}, attached_objs = {} }, owner = creater_name, is_light_on = false } local left_door = elevators.set_door(pos, minetest.facedir_to_dir(minetest.get_node(pos).param2), -0.45, 0.25, true) local right_door = elevators.set_door(pos, minetest.facedir_to_dir(minetest.get_node(pos).param2), -0.45, 0.25, false) elevators.elevators_nets[net_name].cabin.inner_doors.left = left_door elevators.elevators_nets[net_name].cabin.inner_doors.right = right_door elevators.elevators_nets[net_name].cabin.state = "idle" --meta:set_string("elevator_net_name", fields.elevator_net_name) minetest.get_meta(pos):set_string("formspec", "") minetest.after(0.1, elevators.show_formspec, net_name, creater_name) return true end elevators.remove_net = function(net_name) local net = elevators.elevators_nets[net_name] if not net then return end net.cabin.inner_doors.left:remove() net.cabin.inner_doors.right:remove() if net.outer_doors then net.outer_doors.left:remove() net.outer_doors.right:remove() end minetest.debug("attached_objs: " .. dump(net.cabin.attached_objs)) for i, obj in ipairs(net.cabin.attached_objs) do elevators.detach_obj_from_cabin(obj, net_name, i) end for pl_name, context in pairs(elevators.cab_fs_contexts) do context[net_name] = nil end if net.is_light_on then local pos = elevators.get_cabin_pos_from_net_name(net_name) pos.y = pos.y + 1 if minetest.get_node(pos).name == "real_elevators:light" then minetest.remove_node(pos) end end net = nil elevators.elevators_nets[net_name] = nil return true end