Traitor/mods/doors/functions.lua

570 lines
19 KiB
Lua

-- returns an object to a door object or nil
function doors.get(pos)
local node_name = minetest.get_node(pos).name
if doors.registered_doors[node_name] then
-- A normal upright door
return {
pos = pos,
open = function(self, player)
if self:state() then
return false
end
return doors.door_toggle(self.pos, nil, player)
end,
close = function(self, player)
if not self:state() then
return false
end
return doors.door_toggle(self.pos, nil, player)
end,
toggle = function(self, player)
return doors.door_toggle(self.pos, nil, player)
end,
state = function(self)
local state = minetest.get_meta(self.pos):get_int('state')
return state %2 == 1
end
}
elseif doors.registered_trapdoors[node_name] then
-- A trapdoor
return {
pos = pos,
open = function(self, player)
if self:state() then
return false
end
return doors.trapdoor_toggle(self.pos, nil, player)
end,
close = function(self, player)
if not self:state() then
return false
end
return doors.trapdoor_toggle(self.pos, nil, player)
end,
toggle = function(self, player)
return doors.trapdoor_toggle(self.pos, nil, player)
end,
state = function(self)
return minetest.get_node(self.pos).name:sub(-5) == '_open'
end
}
else
return nil
end
end
-- this hidden node is placed on top of the bottom, and prevents
-- nodes from being placed in the top half of the door.
minetest.register_node('doors:hidden', {
drawtype = 'airlike',
paramtype = 'light',
paramtype2 = 'facedir',
sunlight_propagates = true,
-- has to be walkable for falling nodes to stop falling.
--walkable = true,
pointable = false,
diggable = false,
buildable_to = false,
floodable = false,
drop = '',
groups = {not_in_creative_inventory = 1},
collision_box = {
type = "fixed",
fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32},
},
})
-- table used to aid door opening/closing
local transform = {
{
{v = '_a', param2 = 3},
{v = '_a', param2 = 0},
{v = '_a', param2 = 1},
{v = '_a', param2 = 2},
},
{
{v = '_c', param2 = 1},
{v = '_c', param2 = 2},
{v = '_c', param2 = 3},
{v = '_c', param2 = 0},
},
{
{v = '_b', param2 = 1},
{v = '_b', param2 = 2},
{v = '_b', param2 = 3},
{v = '_b', param2 = 0},
},
{
{v = '_d', param2 = 3},
{v = '_d', param2 = 0},
{v = '_d', param2 = 1},
{v = '_d', param2 = 2},
},
}
function doors.door_toggle(pos, node, clicker, close)
local meta = minetest.get_meta(pos)
node = node or minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
local name = def.door.name
local player_name = clicker:get_player_name()
local lock_status = meta:get_int('lock_s')
if not close then
local wield = clicker:get_wielded_item()
local wield_name = wield:get_name()
if not minetest.is_protected(pos, player_name) and minetest.check_player_privs(player_name, { creative = true }) then
else
local map_id = lobby.game[player_name]
local sabotage_level = lobby.sabotage_level[map_id] or 5
local level = meta:get_int('level') or 0
if level <= sabotage_level then
if lock_status == 1 and (minetest.is_protected(pos, player_name) or not minetest.check_player_privs(player_name, { creative = true })) then
return
elseif lock_status == 2 then
local key = meta:get_string('key')
if wield_name ~= key then
local def = minetest.registered_items[key]
local key_name = def.description
minetest.chat_send_player(player_name, 'This door can be opened/closed with a '..key_name..'.')
return
else
minetest.after(3, function()
doors.door_toggle(pos, nil, clicker, true)
end)
end
elseif lock_status >= 3 then
minetest.chat_send_player(player_name, 'The lock looks cheap, you might be able to pick it.')
return
end
else
minetest.chat_send_player(player_name, 'This door can\'t be used right now.')
return
end
end
end
local state = meta:get_string('state')
if state == '' then
-- fix up lvm-placed right-hinged doors, default closed
if node.name:sub(-2) == '_b' then
state = 2
else
state = 0
end
else
state = tonumber(state)
end
-- until Lua-5.2 we have no bitwise operators :(
if state % 2 == 1 then
state = state - 1
else
state = state + 1
end
local dir = node.param2
-- It's possible param2 is messed up, so, validate before using
-- the input data. This indicates something may have rotated
-- the door, even though that is not supported.
if not transform[state + 1] or not transform[state + 1][dir + 1] then
return false
end
if state % 2 == 0 then
minetest.sound_play(def.door.sounds[1],
{pos = pos, gain = 0.3, max_hear_distance = 10}, true)
else
minetest.sound_play(def.door.sounds[2],
{pos = pos, gain = 0.3, max_hear_distance = 10}, true)
end
minetest.swap_node(pos, {
name = 'doors:'..name .. transform[state + 1][dir+1].v,
param2 = transform[state + 1][dir+1].param2
})
meta:set_int('state', state)
return true
end
local function on_place_node(place_to, newnode,
placer, oldnode, itemstack, pointed_thing)
-- Run script hook
for _, callback in ipairs(minetest.registered_on_placenodes) do
-- Deepcopy pos, node and pointed_thing because callback can modify them
local place_to_copy = {x = place_to.x, y = place_to.y, z = place_to.z}
local newnode_copy =
{name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
local oldnode_copy =
{name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
local pointed_thing_copy = {
type = pointed_thing.type,
above = vector.new(pointed_thing.above),
under = vector.new(pointed_thing.under),
ref = pointed_thing.ref,
}
callback(place_to_copy, newnode_copy, placer,
oldnode_copy, itemstack, pointed_thing_copy)
end
end
function doors.register(name, def)
minetest.register_craftitem('doors:' .. name, {
description = def.description,
inventory_image = 'doors_'..name..'_inv.png',
groups = {breakable=1},
on_place = function(itemstack, placer, pointed_thing)
local pos
if not pointed_thing.type == 'node' then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pdef = minetest.registered_nodes[node.name]
if pdef and pdef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return pdef.on_rightclick(pointed_thing.under,
node, placer, itemstack, pointed_thing)
end
if pdef and pdef.buildable_to then
pos = pointed_thing.under
else
pos = pointed_thing.above
node = minetest.get_node(pos)
pdef = minetest.registered_nodes[node.name]
if not pdef or not pdef.buildable_to then
return itemstack
end
end
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local top_node = minetest.get_node_or_nil(above)
local topdef = top_node and minetest.registered_nodes[top_node.name]
if not topdef or not topdef.buildable_to then
return itemstack
end
local pn = placer and placer:get_player_name() or ''
if minetest.is_protected(pos, pn) or minetest.is_protected(above, pn) then
return itemstack
end
local dir = placer and minetest.dir_to_facedir(placer:get_look_dir()) or 0
local ref = {
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 1, y = 0, z = 0},
{x = 0, y = 0, z = -1},
}
local aside = {
x = pos.x + ref[dir + 1].x,
y = pos.y + ref[dir + 1].y,
z = pos.z + ref[dir + 1].z,
}
local state = 0
if minetest.get_item_group(minetest.get_node(aside).name, 'door') == 1 then
state = state + 2
minetest.set_node(pos, {name = 'doors:'..name .. '_b', param2 = dir})
minetest.set_node(above, {name = 'doors:hidden', param2 = (dir + 3) % 4})
else
minetest.set_node(pos, {name = 'doors:'..name .. '_a', param2 = dir})
minetest.set_node(above, {name = 'doors:hidden', param2 = dir})
end
local meta = minetest.get_meta(pos)
meta:set_int('state', state)
if not minetest.is_creative_enabled(pn) then
itemstack:take_item()
end
on_place_node(pos, minetest.get_node(pos),
placer, node, itemstack, pointed_thing)
return itemstack
end
})
def.inventory_image = nil
def.tiles = {{name = 'doors_'..name..'.png', backface_culling=true}}
def.groups = {breakable=1, door=1, not_in_creative_inventory=1}
--if not def.sounds then
-- def.sounds = default.node_sound_wood_defaults()
--end
if not def.sound_open then
def.sound_open = 'doors_door_open'
end
if not def.sound_close then
def.sound_close = 'doors_door_close'
end
def.drop = 'doors:'..name
def.door = {
name = name,
sounds = { def.sound_close, def.sound_open },
}
if not def.on_rightclick then
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
doors.door_toggle(pos, node, clicker)
return itemstack
end
end
def.after_dig_node = function(pos, node, meta, digger)
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
end
def.on_rotate = function(pos, node, user, mode, new_param2)
return false
end
def.on_destruct = function(pos)
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
end
def.drawtype = 'mesh'
def.paramtype = 'light'
def.paramtype2 = 'facedir'
def.sunlight_propagates = true
def.walkable = true
def.is_ground_content = false
def.buildable_to = false
def.use_texture_alpha = 'clip'
def.selection_box = {type = 'fixed', fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}
def.collision_box = {type = 'fixed', fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}
def.mesh = 'door_a.obj'
minetest.register_node('doors:' .. name .. '_a', def)
def.mesh = 'door_b.obj'
minetest.register_node('doors:' .. name .. '_b', def)
def.mesh = 'door_a2.obj'
minetest.register_node('doors:' .. name .. '_c', def)
def.mesh = 'door_b2.obj'
minetest.register_node('doors:' .. name .. '_d', def)
doors.registered_doors['doors:'..name .. '_a'] = true
doors.registered_doors['doors:'..name .. '_b'] = true
doors.registered_doors['doors:'..name .. '_c'] = true
doors.registered_doors['doors:'..name .. '_d'] = true
end
----trapdoor----
function doors.trapdoor_toggle(pos, node, clicker, close)
node = node or minetest.get_node(pos)
local meta = minetest.get_meta(pos)
local def = minetest.registered_nodes[node.name]
local player_name = clicker:get_player_name()
local lock_status = meta:get_int('lock_s')
if not close then
local wield = clicker:get_wielded_item()
local wield_name = wield:get_name()
if not minetest.is_protected(pos, player_name) and minetest.check_player_privs(player_name, { creative = true }) then
else
local map_id = lobby.game[player_name]
local sabotage_level = lobby.sabotage_level[map_id] or 5
local level = meta:get_int('level') or 0
if level <= sabotage_level then
if lock_status == 1 and (minetest.is_protected(pos, player_name) or not minetest.check_player_privs(player_name, { creative = true })) then
return
elseif lock_status == 2 then
local key = meta:get_string('key')
if wield_name ~= key then
local def = minetest.registered_items[key]
local key_name = def.description
minetest.chat_send_player(player_name, 'This door can be opened/closed with a '..key_name..'.')
return
else
minetest.after(3, function()
doors.trapdoor_toggle(pos, nil, clicker, true)
end)
end
elseif lock_status >= 3 then
minetest.chat_send_player(player_name, 'The lock looks cheap, you might be able to pick it.')
return
end
else
minetest.chat_send_player(player_name, 'This door can\'t be used right now.')
return
end
end
end
if string.sub(node.name, -5) == '_open' then
minetest.sound_play(def.sound_close,
{pos = pos, gain = 0.3, max_hear_distance = 10}, true)
minetest.swap_node(pos, {name = string.sub(node.name, 1,
string.len(node.name) - 5), param1 = node.param1, param2 = node.param2})
else
minetest.sound_play(def.sound_open,
{pos = pos, gain = 0.3, max_hear_distance = 10}, true)
minetest.swap_node(pos, {name = node.name .. '_open',
param1 = node.param1, param2 = node.param2})
end
end
function doors.register_trapdoor(name, def)
local name_closed = name
local name_opened = name..'_open'
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
doors.trapdoor_toggle(pos, node, clicker)
return itemstack
end
-- Common trapdoor configuration
def.inventory_image = 'doors_'..name..'.png'
def.drawtype = 'nodebox'
def.paramtype = 'light'
def.paramtype2 = 'facedir'
def.is_ground_content = false
def.use_texture_alpha = 'clip'
def.groups = {breakable=1, door=2}
--if not def.sounds then
-- def.sounds = default.node_sound_wood_defaults()
--end
if not def.sound_open then
def.sound_open = 'doors_door_open'
end
if not def.sound_close then
def.sound_close = 'doors_door_close'
end
local def_opened = table.copy(def)
local def_closed = table.copy(def)
def_closed.node_box = {
type = 'fixed',
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
}
def_closed.selection_box = {
type = 'fixed',
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
}
def_closed.tiles = {
'doors_'..name..'.png',
'doors_'..name..'.png^[transformFY',
'doors_'..name..'_side.png',
'doors_'..name..'_side.png',
'doors_'..name..'_side.png',
'doors_'..name..'_side.png'
}
def_opened.groups.not_in_creative_inventory=1
def_opened.node_box = {
type = 'fixed',
fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
}
def_opened.selection_box = {
type = 'fixed',
fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
}
def_opened.tiles = {
def.tile_side,
'doors_'..name..'_side.png^[transform2',
'doors_'..name..'_side.png^[transform3',
'doors_'..name..'_side.png^[transform1',
'doors_'..name..'.png^[transform46',
'doors_'..name..'.png^[transform6'
}
def_opened.drop = name_closed
minetest.register_node('doors:'..name_opened, def_opened)
minetest.register_node('doors:'..name_closed, def_closed)
doors.registered_trapdoors['doors:'..name_opened] = true
doors.registered_trapdoors['doors:'..name_closed] = true
end
function doors.lock(pos, name)
local meta = minetest.get_meta(pos)
local status = meta:get_int('lock_s')
local key_i = meta:get_int('key_i')
local level = meta:get_int('level')
local infotext = meta:get_string('infotext')
minetest.show_formspec(name, 'doors:configuration', doors.lock_formspec(status, key_i, level, infotext))
end
local keys = {
'doors:key_skeleton', 'doors:key_modern', 'doors:keycard_red', 'doors:keycard_green', 'doors:keycard_blue'
}
function doors.lock_formspec(status, key_i, level, infotext)
local formspec =
'formspec_version[3]'..
'size[8,8]'..
'textarea[.5,.5;7,4.25;;;Set the lock status here, different numbers mean different things, the following breakdown should be helpful.\n'..
'\n0: Standard door, anybody can open it.\n'..
'1: Locked door, only people within the area protection can open. Not pickable.\n'..
'2: Locked door, uses Key to open.\n'..
'3-13: locked door, can be picked, higher values are harder to pick. Limited time is offered to pick a door. '..
'Formula is (20-lock Status)+Luck.\n'..
'\nYou can ignore the level input if you aren\'t adding a node you can sabotage.]'..
'field[1,5;6,.5;infotext;Infotext;'..infotext..']'..
'field[1,6;2,.5;status;Lock Status;'..status..']'..
'dropdown[4,6;3,.5;key;'..table.concat(keys, ',')..';'..key_i..']'..
'field[1,7;2,.5;level;Level;'..level..']'..
'button_exit[5,7;2,.5;save;Submit]'
return formspec
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if formname == 'doors:configuration' then
if fields.save then
local state = tonumber(fields.status) or 0
if state >= 0 and state <= 13 then
local pos = tasks.player_config[name]
local meta = minetest.get_meta(pos)
local info = fields.infotext
local lower = string.lower(info)
meta:set_int('lock_s', state)
meta:set_int('level', math.min(fields.level, 4))
if state == 0 then
meta:set_string('infotext', info)
elseif state == 2 then
if string.find(lower, 'lock') then
meta:set_string('infotext', info)
else
meta:set_string('infotext', info..' (locked)')
end
for i, index in ipairs(keys) do
if index == fields.key then
meta:set_string('key', fields.key)
meta:set_int('key_i', i)
end
end
else
if string.find(lower, 'lock') then
meta:set_string('infotext', info)
else
meta:set_string('infotext', info..' (locked)')
end
end
else
minetest.chat_send_player(name, 'Faulty input, try again.')
end
end
end
end)