570 lines
19 KiB
Lua
570 lines
19 KiB
Lua
-- returns an object to a door object or nil
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function doors.get(pos)
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local node_name = minetest.get_node(pos).name
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if doors.registered_doors[node_name] then
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-- A normal upright door
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return {
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pos = pos,
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open = function(self, player)
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if self:state() then
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return false
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end
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return doors.door_toggle(self.pos, nil, player)
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end,
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close = function(self, player)
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if not self:state() then
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return false
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end
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return doors.door_toggle(self.pos, nil, player)
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end,
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toggle = function(self, player)
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return doors.door_toggle(self.pos, nil, player)
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end,
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state = function(self)
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local state = minetest.get_meta(self.pos):get_int('state')
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return state %2 == 1
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end
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}
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elseif doors.registered_trapdoors[node_name] then
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-- A trapdoor
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return {
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pos = pos,
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open = function(self, player)
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if self:state() then
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return false
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end
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return doors.trapdoor_toggle(self.pos, nil, player)
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end,
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close = function(self, player)
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if not self:state() then
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return false
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end
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return doors.trapdoor_toggle(self.pos, nil, player)
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end,
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toggle = function(self, player)
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return doors.trapdoor_toggle(self.pos, nil, player)
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end,
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state = function(self)
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return minetest.get_node(self.pos).name:sub(-5) == '_open'
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end
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}
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else
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return nil
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end
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end
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-- this hidden node is placed on top of the bottom, and prevents
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-- nodes from being placed in the top half of the door.
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minetest.register_node('doors:hidden', {
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drawtype = 'airlike',
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paramtype = 'light',
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paramtype2 = 'facedir',
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sunlight_propagates = true,
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-- has to be walkable for falling nodes to stop falling.
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--walkable = true,
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pointable = false,
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diggable = false,
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buildable_to = false,
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floodable = false,
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drop = '',
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groups = {not_in_creative_inventory = 1},
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collision_box = {
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type = "fixed",
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fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32},
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},
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})
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-- table used to aid door opening/closing
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local transform = {
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{
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{v = '_a', param2 = 3},
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{v = '_a', param2 = 0},
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{v = '_a', param2 = 1},
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{v = '_a', param2 = 2},
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},
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{
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{v = '_c', param2 = 1},
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{v = '_c', param2 = 2},
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{v = '_c', param2 = 3},
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{v = '_c', param2 = 0},
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},
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{
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{v = '_b', param2 = 1},
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{v = '_b', param2 = 2},
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{v = '_b', param2 = 3},
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{v = '_b', param2 = 0},
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},
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{
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{v = '_d', param2 = 3},
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{v = '_d', param2 = 0},
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{v = '_d', param2 = 1},
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{v = '_d', param2 = 2},
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},
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}
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function doors.door_toggle(pos, node, clicker, close)
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local meta = minetest.get_meta(pos)
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node = node or minetest.get_node(pos)
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local def = minetest.registered_nodes[node.name]
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local name = def.door.name
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local player_name = clicker:get_player_name()
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local lock_status = meta:get_int('lock_s')
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if not close then
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local wield = clicker:get_wielded_item()
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local wield_name = wield:get_name()
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if not minetest.is_protected(pos, player_name) and minetest.check_player_privs(player_name, { creative = true }) then
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else
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local map_id = lobby.game[player_name]
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local sabotage_level = lobby.sabotage_level[map_id] or 5
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local level = meta:get_int('level') or 0
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if level <= sabotage_level then
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if lock_status == 1 and (minetest.is_protected(pos, player_name) or not minetest.check_player_privs(player_name, { creative = true })) then
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return
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elseif lock_status == 2 then
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local key = meta:get_string('key')
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if wield_name ~= key then
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local def = minetest.registered_items[key]
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local key_name = def.description
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minetest.chat_send_player(player_name, 'This door can be opened/closed with a '..key_name..'.')
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return
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else
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minetest.after(3, function()
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doors.door_toggle(pos, nil, clicker, true)
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end)
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end
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elseif lock_status >= 3 then
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minetest.chat_send_player(player_name, 'The lock looks cheap, you might be able to pick it.')
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return
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end
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else
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minetest.chat_send_player(player_name, 'This door can\'t be used right now.')
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return
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end
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end
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end
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local state = meta:get_string('state')
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if state == '' then
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-- fix up lvm-placed right-hinged doors, default closed
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if node.name:sub(-2) == '_b' then
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state = 2
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else
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state = 0
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end
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else
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state = tonumber(state)
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end
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-- until Lua-5.2 we have no bitwise operators :(
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if state % 2 == 1 then
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state = state - 1
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else
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state = state + 1
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end
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local dir = node.param2
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-- It's possible param2 is messed up, so, validate before using
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-- the input data. This indicates something may have rotated
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-- the door, even though that is not supported.
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if not transform[state + 1] or not transform[state + 1][dir + 1] then
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return false
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end
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if state % 2 == 0 then
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minetest.sound_play(def.door.sounds[1],
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{pos = pos, gain = 0.3, max_hear_distance = 10}, true)
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else
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minetest.sound_play(def.door.sounds[2],
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{pos = pos, gain = 0.3, max_hear_distance = 10}, true)
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end
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minetest.swap_node(pos, {
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name = 'doors:'..name .. transform[state + 1][dir+1].v,
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param2 = transform[state + 1][dir+1].param2
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})
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meta:set_int('state', state)
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return true
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end
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local function on_place_node(place_to, newnode,
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placer, oldnode, itemstack, pointed_thing)
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-- Run script hook
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for _, callback in ipairs(minetest.registered_on_placenodes) do
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-- Deepcopy pos, node and pointed_thing because callback can modify them
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local place_to_copy = {x = place_to.x, y = place_to.y, z = place_to.z}
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local newnode_copy =
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{name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
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local oldnode_copy =
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{name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
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local pointed_thing_copy = {
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type = pointed_thing.type,
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above = vector.new(pointed_thing.above),
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under = vector.new(pointed_thing.under),
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ref = pointed_thing.ref,
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}
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callback(place_to_copy, newnode_copy, placer,
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oldnode_copy, itemstack, pointed_thing_copy)
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end
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end
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function doors.register(name, def)
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minetest.register_craftitem('doors:' .. name, {
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description = def.description,
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inventory_image = 'doors_'..name..'_inv.png',
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groups = {breakable=1},
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on_place = function(itemstack, placer, pointed_thing)
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local pos
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if not pointed_thing.type == 'node' then
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return itemstack
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end
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local node = minetest.get_node(pointed_thing.under)
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local pdef = minetest.registered_nodes[node.name]
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if pdef and pdef.on_rightclick and
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not (placer and placer:is_player() and
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placer:get_player_control().sneak) then
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return pdef.on_rightclick(pointed_thing.under,
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node, placer, itemstack, pointed_thing)
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end
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if pdef and pdef.buildable_to then
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pos = pointed_thing.under
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else
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pos = pointed_thing.above
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node = minetest.get_node(pos)
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pdef = minetest.registered_nodes[node.name]
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if not pdef or not pdef.buildable_to then
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return itemstack
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end
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end
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local above = {x = pos.x, y = pos.y + 1, z = pos.z}
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local top_node = minetest.get_node_or_nil(above)
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local topdef = top_node and minetest.registered_nodes[top_node.name]
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if not topdef or not topdef.buildable_to then
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return itemstack
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end
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local pn = placer and placer:get_player_name() or ''
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if minetest.is_protected(pos, pn) or minetest.is_protected(above, pn) then
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return itemstack
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end
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local dir = placer and minetest.dir_to_facedir(placer:get_look_dir()) or 0
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local ref = {
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{x = -1, y = 0, z = 0},
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{x = 0, y = 0, z = 1},
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{x = 1, y = 0, z = 0},
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{x = 0, y = 0, z = -1},
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}
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local aside = {
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x = pos.x + ref[dir + 1].x,
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y = pos.y + ref[dir + 1].y,
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z = pos.z + ref[dir + 1].z,
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}
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local state = 0
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if minetest.get_item_group(minetest.get_node(aside).name, 'door') == 1 then
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state = state + 2
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minetest.set_node(pos, {name = 'doors:'..name .. '_b', param2 = dir})
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minetest.set_node(above, {name = 'doors:hidden', param2 = (dir + 3) % 4})
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else
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minetest.set_node(pos, {name = 'doors:'..name .. '_a', param2 = dir})
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minetest.set_node(above, {name = 'doors:hidden', param2 = dir})
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end
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local meta = minetest.get_meta(pos)
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meta:set_int('state', state)
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if not minetest.is_creative_enabled(pn) then
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itemstack:take_item()
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end
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on_place_node(pos, minetest.get_node(pos),
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placer, node, itemstack, pointed_thing)
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return itemstack
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end
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})
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def.inventory_image = nil
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def.tiles = {{name = 'doors_'..name..'.png', backface_culling=true}}
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def.groups = {breakable=1, door=1, not_in_creative_inventory=1}
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--if not def.sounds then
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-- def.sounds = default.node_sound_wood_defaults()
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--end
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if not def.sound_open then
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def.sound_open = 'doors_door_open'
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end
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if not def.sound_close then
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def.sound_close = 'doors_door_close'
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end
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def.drop = 'doors:'..name
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def.door = {
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name = name,
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sounds = { def.sound_close, def.sound_open },
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}
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if not def.on_rightclick then
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def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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doors.door_toggle(pos, node, clicker)
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return itemstack
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end
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end
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def.after_dig_node = function(pos, node, meta, digger)
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minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
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end
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def.on_rotate = function(pos, node, user, mode, new_param2)
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return false
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end
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def.on_destruct = function(pos)
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minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
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end
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def.drawtype = 'mesh'
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def.paramtype = 'light'
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def.paramtype2 = 'facedir'
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def.sunlight_propagates = true
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def.walkable = true
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def.is_ground_content = false
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def.buildable_to = false
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def.use_texture_alpha = 'clip'
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def.selection_box = {type = 'fixed', fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}
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def.collision_box = {type = 'fixed', fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}
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def.mesh = 'door_a.obj'
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minetest.register_node('doors:' .. name .. '_a', def)
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def.mesh = 'door_b.obj'
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minetest.register_node('doors:' .. name .. '_b', def)
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def.mesh = 'door_a2.obj'
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minetest.register_node('doors:' .. name .. '_c', def)
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def.mesh = 'door_b2.obj'
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minetest.register_node('doors:' .. name .. '_d', def)
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doors.registered_doors['doors:'..name .. '_a'] = true
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doors.registered_doors['doors:'..name .. '_b'] = true
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doors.registered_doors['doors:'..name .. '_c'] = true
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doors.registered_doors['doors:'..name .. '_d'] = true
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end
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----trapdoor----
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function doors.trapdoor_toggle(pos, node, clicker, close)
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node = node or minetest.get_node(pos)
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local meta = minetest.get_meta(pos)
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local def = minetest.registered_nodes[node.name]
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local player_name = clicker:get_player_name()
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local lock_status = meta:get_int('lock_s')
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if not close then
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local wield = clicker:get_wielded_item()
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local wield_name = wield:get_name()
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if not minetest.is_protected(pos, player_name) and minetest.check_player_privs(player_name, { creative = true }) then
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else
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local map_id = lobby.game[player_name]
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local sabotage_level = lobby.sabotage_level[map_id] or 5
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local level = meta:get_int('level') or 0
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if level <= sabotage_level then
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if lock_status == 1 and (minetest.is_protected(pos, player_name) or not minetest.check_player_privs(player_name, { creative = true })) then
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return
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elseif lock_status == 2 then
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local key = meta:get_string('key')
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if wield_name ~= key then
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local def = minetest.registered_items[key]
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local key_name = def.description
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minetest.chat_send_player(player_name, 'This door can be opened/closed with a '..key_name..'.')
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return
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else
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minetest.after(3, function()
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doors.trapdoor_toggle(pos, nil, clicker, true)
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end)
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end
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elseif lock_status >= 3 then
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minetest.chat_send_player(player_name, 'The lock looks cheap, you might be able to pick it.')
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return
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end
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else
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minetest.chat_send_player(player_name, 'This door can\'t be used right now.')
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return
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end
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end
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end
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if string.sub(node.name, -5) == '_open' then
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minetest.sound_play(def.sound_close,
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{pos = pos, gain = 0.3, max_hear_distance = 10}, true)
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minetest.swap_node(pos, {name = string.sub(node.name, 1,
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string.len(node.name) - 5), param1 = node.param1, param2 = node.param2})
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else
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minetest.sound_play(def.sound_open,
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{pos = pos, gain = 0.3, max_hear_distance = 10}, true)
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minetest.swap_node(pos, {name = node.name .. '_open',
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param1 = node.param1, param2 = node.param2})
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end
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end
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function doors.register_trapdoor(name, def)
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local name_closed = name
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local name_opened = name..'_open'
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def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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doors.trapdoor_toggle(pos, node, clicker)
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return itemstack
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end
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-- Common trapdoor configuration
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def.inventory_image = 'doors_'..name..'.png'
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def.drawtype = 'nodebox'
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def.paramtype = 'light'
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def.paramtype2 = 'facedir'
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def.is_ground_content = false
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def.use_texture_alpha = 'clip'
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def.groups = {breakable=1, door=2}
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--if not def.sounds then
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-- def.sounds = default.node_sound_wood_defaults()
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--end
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if not def.sound_open then
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def.sound_open = 'doors_door_open'
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end
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if not def.sound_close then
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def.sound_close = 'doors_door_close'
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end
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local def_opened = table.copy(def)
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local def_closed = table.copy(def)
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def_closed.node_box = {
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type = 'fixed',
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fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
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}
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def_closed.selection_box = {
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type = 'fixed',
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fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
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}
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def_closed.tiles = {
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'doors_'..name..'.png',
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'doors_'..name..'.png^[transformFY',
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'doors_'..name..'_side.png',
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'doors_'..name..'_side.png',
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'doors_'..name..'_side.png',
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'doors_'..name..'_side.png'
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}
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def_opened.groups.not_in_creative_inventory=1
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def_opened.node_box = {
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type = 'fixed',
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fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
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}
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def_opened.selection_box = {
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type = 'fixed',
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fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
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}
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def_opened.tiles = {
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def.tile_side,
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'doors_'..name..'_side.png^[transform2',
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'doors_'..name..'_side.png^[transform3',
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'doors_'..name..'_side.png^[transform1',
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'doors_'..name..'.png^[transform46',
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'doors_'..name..'.png^[transform6'
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}
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|
|
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)
|