added xdoors2l.lua which uses the locks-mod
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11
README.md
11
README.md
@ -3,3 +3,14 @@ Only the player who placed the door may open, close and dig it up.
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In theory. Hasn't been tested on multiplayer so far.
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Take the textures from the xdoor2-mod.
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--
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xdoors2l.lua is a version that works with the new locks-Mod and
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allows more complex locking (i.e. allowing specivied players to use
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the door as well). How to use:
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- download and install the locks-mod
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- move xdoors2l.lua to init.lua
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- create a file depends.txt with the content "locks"
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All this has not been tested much so far! Use at your own risk.
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187
xdoors2l.lua
Normal file
187
xdoors2l.lua
Normal file
@ -0,0 +1,187 @@
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-- xDoors² mod by xyz
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-- modified by Sokomine to allow locked doors that can only be opened/closed/dig up by the player who placed them
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-- a little bit modified by addi to allow someone with the priv "opendoors" to open/close/dig all locked doors.
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-- Sokomine: modified again so that it uses the new locks-mod
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local door_bottom = {-0.5, -0.5, -0.5, 0.5, 0.5, -0.4}
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local door_top = {
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{-0.5, -0.5, -0.5, -0.3, 0.5, -0.4},
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{0.3, -0.5, -0.5, 0.5, 0.5, -0.4},
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{-0.3, 0.3, -0.5, 0.3, 0.5, -0.4},
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{-0.3, -0.5, -0.5, 0.3, -0.4, -0.4},
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{-0.05, -0.4, -0.5, 0.05, 0.3, -0.4},
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{-0.3, -0.1, -0.5, -0.05, 0, -0.4},
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{0.05, -0.1, -0.5, 0.3, 0, -0.4}
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}
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local is_top = function(name)
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return name:sub(20, 20) == "t"
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end
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local xdoors2_transform = function(pos, node, puncher)
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if( not( locks:lock_allow_dig( pos, puncher ))) then
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minetest.chat_send_player( puncher:get_player_name(), "This door is locked. It can only be opened by its owner or people with a key that fits.");
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return;
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end
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if is_top(node.name) then
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pos = {x = pos.x, y = pos.y - 1, z = pos.z}
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end
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local t = 3 - node.name:sub(-1)
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local p2 = 0
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if t == 2 then
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p2 = (node.param2 + 1) % 4
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else
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p2 = (node.param2 + 3) % 4
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end
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local meta = minetest.env:get_meta( pos );
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local owner = meta:get_string("owner");
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minetest.env:add_node(pos, {name = "xdoors2locked:door_bottom_"..t, param2 = p2})
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minetest.env:add_node({x = pos.x, y = pos.y + 1, z = pos.z}, {name = "xdoors2locked:door_top_"..t, param2 = p2})
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owner_name = owner;
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-- remember who owns the door
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locks:lock_set_owner( pos, owner_name);
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locks:lock_set_owner( {x = pos.x, y = pos.y + 1, z = pos.z}, owner_name);
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end
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local xdoors2_destruct = function(pos, oldnode)
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if is_top(oldnode.name) then
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pos = {x = pos.x, y = pos.y - 1, z = pos.z}
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end
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minetest.env:remove_node(pos)
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minetest.env:remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
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end
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for i = 1, 2 do
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minetest.register_node("xdoors2locked:door_top_"..i, {
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tile_images = {"xdoors2_side.png", "xdoors2_side.png", "xdoors2_top.png", "xdoors2_bottom.png", "xdoors2_top_"..(3 - i)..".png", "xdoors2_top_"..i..".png"},
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paramtype = "light",
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paramtype2 = "facedir",
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drawtype = "nodebox",
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drop = "xdoors2locked:door",
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groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
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node_box = {
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type = "fixed",
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fixed = door_top
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},
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selection_box = {
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type = "fixed",
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fixed = door_bottom
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},
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on_punch = xdoors2_transform,
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after_dig_node = xdoors2_destruct,
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on_construct = function(pos)
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locks:lock_init( pos,
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"size[8,2]"..
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"field[0.3,0.6;6,0.7;locks_sent_lock_command;Locked door. Type /help for help:;]"..
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"button_exit[6.3,3.2;1.7,0.7;locks_sent_input;Proceed]" );
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end,
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on_receive_fields = function(pos, formname, fields, sender)
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locks:lock_handle_input( pos, formname, fields, sender );
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end,
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can_dig = function(pos,player)
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return locks:lock_allow_dig( pos, player );
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end
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})
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minetest.register_node("xdoors2locked:door_bottom_"..i, {
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tile_images = {"xdoors2_side.png", "xdoors2_side.png", "xdoors2_top.png", "xdoors2_bottom.png", "xdoors2locked_bottom_"..(3 - i)..".png", "xdoors2locked_bottom_"..i..".png"},
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paramtype = "light",
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paramtype2 = "facedir",
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drawtype = "nodebox",
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drop = "xdoors2locked:door",
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groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
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node_box = {
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type = "fixed",
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fixed = door_bottom
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},
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selection_box = {
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type = "fixed",
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fixed = door_bottom
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},
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on_punch = xdoors2_transform,
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after_dig_node = xdoors2_destruct,
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on_construct = function(pos)
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locks:lock_init( pos,
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"size[8,2]"..
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"field[0.3,0.6;6,0.7;locks_sent_lock_command;Locked door. Type /help for help:;]"..
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"button_exit[6.3,3.2;1.7,0.7;locks_sent_input;Proceed]" );
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end,
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on_receive_fields = function(pos, formname, fields, sender)
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locks:lock_handle_input( pos, formname, fields, sender );
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end,
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can_dig = function(pos,player)
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return locks:lock_allow_dig( pos, player );
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end
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})
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end
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local delta = {
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{x = -1, z = 0},
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{x = 0, z = 1},
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{x = 1, z = 0},
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{x = 0, z = -1}
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}
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minetest.register_node("xdoors2locked:door", {
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description = "Locked Wooden Door",
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node_placement_prediction = "",
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inventory_image = 'xdoors2locked_door.png',
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wield_image = 'xdoors2_door.png',
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stack_max = 1,
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on_place = function(itemstack, placer, pointed_thing)
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local above = pointed_thing.above
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-- there should be 2 empty nodes
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if minetest.env:get_node({x = above.x, y = above.y + 1, z = above.z}).name ~= "air" then
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return itemstack
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end
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local fdir = 0
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local placer_pos = placer:getpos()
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if placer_pos then
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dir = {
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x = above.x - placer_pos.x,
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y = above.y - placer_pos.y,
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z = above.z - placer_pos.z
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}
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fdir = minetest.dir_to_facedir(dir)
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end
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local t = 1
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local another_door = minetest.env:get_node({x = above.x + delta[fdir + 1].x, y = above.y, z = above.z + delta[fdir + 1].z})
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if (another_door.name:sub(-1) == "1" and another_door.param2 == fdir)
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or (another_door.name:sub(-1) == "2" and another_door.param2 == (fdir + 1) % 4) then
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t = 2
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end
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minetest.env:add_node(above, {name = "xdoors2locked:door_bottom_"..t, param2 = fdir})
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minetest.env:add_node({x = above.x, y = above.y + 1, z = above.z}, {name = "xdoors2locked:door_top_"..t, param2 = fdir})
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-- store who owns the door
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locks:lock_set_owner( above, placer:get_player_name() or "");
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locks:lock_set_owner( {x = above.x, y = above.y + 1, z = above.z}, placer:get_player_name() or "");
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return ItemStack("")
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end
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})
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minetest.register_craft({
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output = 'xdoors2locked:door',
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recipe = {
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{ 'default:wood', 'default:wood', '' },
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{ 'default:wood', 'default:wood', 'default:steel_ingot' },
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{ 'default:wood', 'default:wood', '' },
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},
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})
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