real_elevators/api.lua

1240 lines
47 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 {}
-- 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