initial commit: auto-closing doors
forked from Home Decor's doors code
1
depends.txt
Normal file
@ -0,0 +1 @@
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default
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18
door_models.lua
Normal file
@ -0,0 +1,18 @@
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local S = autoclose_doors.gettext
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autoclose_doors.door_models = {
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{
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"plain",
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S("Auto-closing door, plain"),
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{{ -8/16, -8/16, 6/16, 8/16, 8/16, 8/16 }},
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{{ -8/16, -8/16, 6/16, 8/16, 8/16, 8/16 }},
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{{ -8/16, -8/16, 6/16, 8/16, 8/16, 8/16 }},
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{{ -8/16, -8/16, 6/16, 8/16, 8/16, 8/16 }}
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},
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}
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433
init.lua
Normal file
@ -0,0 +1,433 @@
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-- Auto-closing doors
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-- forked from homedecor's door code
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autoclose_doors = {}
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-- Boilerplate to support localized strings if intllib mod is installed.
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local S
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if autoclose_doors.intllib_modpath then
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dofile(autoclose_doors.intllib_modpath.."/intllib.lua")
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S = intllib.Getter(minetest.get_current_modname())
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else
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S = function ( s ) return s end
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end
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autoclose_doors.gettext = S
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--
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function autoclose_doors.get_nodedef_field(nodename, fieldname)
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if not minetest.registered_nodes[nodename] then
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return nil
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end
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return minetest.registered_nodes[nodename][fieldname]
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end
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-- the model file
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local modpath = minetest.get_modpath("autoclose_doors")
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dofile(modpath.."/door_models.lua")
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-- the good stuff!
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local function isSolid(pos,adj)
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local adj = {x=adj[1],y=adj[2],z=adj[3]}
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local node = minetest.get_node(vector.add(pos,adj))
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if node then
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local idef = minetest.registered_nodes[minetest.get_node(vector.add(pos,adj)).name]
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if idef then
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return idef.walkable
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end
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end
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return false
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end
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local function countSolids(pos,node,level)
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local solids = 0
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for x = -1, 1 do
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for z = -1, 1 do
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local y = 0
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if node.param2 == 5 then
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y = -level
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else
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y = level
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end
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-- special cases when x == z == 0
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if x == 0 and z == 0 then
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if level == 1 then
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-- when looking past the trap door, cannot be solid in center
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if isSolid(pos,{x,y,z}) then
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return false
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end
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-- no else. it doesn't matter if x == y == z is solid, that's us.
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end
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elseif isSolid(pos,{x,y,z}) then
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solids = solids + 1
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end
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end
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end
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return solids
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end
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local function calculateClosed(pos)
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local node = minetest.get_node(pos)
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-- the door is considered closed if it is closing off something.
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local solids = 0
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local direction = node.param2 % 6
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local isTrap = direction == 0 or direction == 5
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if isTrap then
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-- the trap door is considered closed when all nodes on its sides are solid
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-- or all nodes in the 3x3 above/below it are solid except the center
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for level = 0, 1 do
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local fail = false
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local solids = countSolids(pos,node,level)
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if solids == 8 then
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return true
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end
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end
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return false
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else
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-- the door is considered closed when the nodes on its sides are solid
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-- or the 3 nodes in its facing direction are solid nonsolid solid
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-- sorry I dunno the math to figure whether to x or z
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if direction == 1 or direction == 2 then
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if isSolid(pos,{0,0,-1}) and isSolid(pos,{0,0,1}) then
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if string.find(node.name,'_bottom_') then
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return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
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else
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return true
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end
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end
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local x
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if direction == 1 then
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x = 1
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else
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x = -1
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end
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if isSolid(pos,{x,0,-1}) and not isSolid(pos,{x,0,0}) and isSolid(pos,{x,0,1}) then
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if string.find(node.name,'_bottom_') then
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return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
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else
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return true
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end
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end
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return false
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else
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-- direction == 3 or 4
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if isSolid(pos,{-1,0,0}) and isSolid(pos,{1,0,0}) then
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if string.find(node.name,'_bottom_') then
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return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
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else
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return true
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end
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end
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local z
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if direction == 3 then
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z = 1
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else
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z = -1
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end
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if isSolid(pos,{-1,0,z}) and not isSolid(pos,{0,0,z}) and isSolid(pos,{1,0,z}) then
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if string.find(node.name,'_bottom_') then
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return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z})
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else
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return true
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end
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end
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return false
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end
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error("What direction is this???",direction)
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end
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end
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-- isClosed flag, is 0 or 1 0 = open, 1 = closed
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local function getClosed(pos)
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local isClosed = minetest.get_meta(pos):get_string('closed')
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if isClosed=='' then
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if calculateClosed(pos) then
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return true
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else
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return false
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end
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else
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isClosed = tonumber(isClosed)
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-- may be closed or open (1 or 0)
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return isClosed == 1
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end
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end
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local function addDoorNode(pos,def,isClosed)
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if isClosed then
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isClosed = 1
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else
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isClosed = 0
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end
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minetest.add_node(pos, def)
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minetest.get_meta(pos):set_int('closed',isClosed)
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end
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local sides = {"left", "right"}
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local rsides = {"right", "left"}
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for i in ipairs(sides) do
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local side = sides[i]
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local rside = rsides[i]
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for j in ipairs(autoclose_doors.door_models) do
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local doorname = autoclose_doors.door_models[j][1]
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local doordesc = autoclose_doors.door_models[j][2]
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local nodeboxes_top = autoclose_doors.door_models[j][5]
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local nodeboxes_bottom = autoclose_doors.door_models[j][6]
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local texalpha = false
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if side == "left" then
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nodeboxes_top = autoclose_doors.door_models[j][3]
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nodeboxes_bottom = autoclose_doors.door_models[j][4]
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end
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local lower_top_side = "autoclose_doors_"..doorname.."_tb.png"
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local upper_bottom_side = "autoclose_doors_"..doorname.."_tb.png"
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local tiles_upper = {
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"autoclose_doors_"..doorname.."_tb.png",
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upper_bottom_side,
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"autoclose_doors_"..doorname.."_lrt.png",
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"autoclose_doors_"..doorname.."_lrt.png",
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"autoclose_doors_"..doorname.."_"..rside.."_top.png",
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"autoclose_doors_"..doorname.."_"..side.."_top.png",
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}
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local tiles_lower = {
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lower_top_side,
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"autoclose_doors_"..doorname.."_tb.png",
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"autoclose_doors_"..doorname.."_lrb.png",
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"autoclose_doors_"..doorname.."_lrb.png",
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"autoclose_doors_"..doorname.."_"..rside.."_bottom.png",
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"autoclose_doors_"..doorname.."_"..side.."_bottom.png",
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}
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local selectboxes_top = {
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type = "fixed",
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fixed = { -0.5, -1.5, 6/16, 0.5, 0.5, 8/16}
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}
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local selectboxes_bottom = {
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type = "fixed",
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fixed = { -0.5, -0.5, 6/16, 0.5, 1.5, 8/16}
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}
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minetest.register_node("autoclose_doors:"..doorname.."_top_"..side, {
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description = doordesc.." "..S("(Top Half, %s-opening)"):format(side),
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drawtype = "nodebox",
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tiles = tiles_upper,
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paramtype = "light",
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paramtype2 = "facedir",
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groups = {snappy=3, not_in_creative_inventory=1},
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sounds = default.node_sound_wood_defaults(),
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walkable = true,
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use_texture_alpha = texalpha,
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selection_box = selectboxes_top,
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node_box = {
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type = "fixed",
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fixed = nodeboxes_top
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},
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drop = "autoclose_doors:"..doorname.."_bottom_"..side,
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "autoclose_doors:"..doorname.."_bottom_"..side then
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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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end,
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on_rightclick = function(pos, node, clicker)
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autoclose_doors.flip_door({x=pos.x, y=pos.y-1, z=pos.z}, node, clicker, doorname, side)
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end
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})
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local dgroups = {snappy=3, not_in_creative_inventory=1}
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if side == "left" then
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dgroups = {snappy=3}
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end
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minetest.register_node("autoclose_doors:"..doorname.."_bottom_"..side, {
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description = doordesc.." "..S("(%s-opening)"):format(side),
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drawtype = "nodebox",
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tiles = tiles_lower,
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inventory_image = "autoclose_doors_"..doorname.."_left_inv.png",
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wield_image = "autoclose_doors_"..doorname.."_left_inv.png",
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paramtype = "light",
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paramtype2 = "facedir",
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groups = dgroups,
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sounds = default.node_sound_wood_defaults(),
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walkable = true,
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use_texture_alpha = texalpha,
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selection_box = selectboxes_bottom,
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node_box = {
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type = "fixed",
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fixed = nodeboxes_bottom
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},
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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if minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "autoclose_doors:"..doorname.."_top_"..side then
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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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end,
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on_place = function(itemstack, placer, pointed_thing)
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local keys=placer:get_player_control()
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autoclose_doors.place_door(itemstack, placer, pointed_thing, doorname, keys["sneak"])
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return itemstack
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end,
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on_rightclick = function(pos, node, clicker)
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autoclose_doors.flip_door(pos, node, clicker, doorname, side)
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end,
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-- both left and right doors may be used for open or closed doors
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-- so they have to have both action_on and action_off and just
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-- check when that action is invoked if to continue
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on_punch = function(pos, node, puncher)
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minetest.get_meta(pos):set_string('closed',nil)
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end,
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drop = "autoclose_doors:"..doorname.."_bottom_left",
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mesecons = {
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effector = {
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action_on = function(pos,node)
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local isClosed = getClosed(pos)
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if isClosed then
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autoclose_doors.flip_door(pos,node,nil,doorname,side,isClosed)
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end
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end,
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action_off = function(pos,node)
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local isClosed = getClosed(pos)
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if not isClosed then
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autoclose_doors.flip_door(pos,node,nil,doorname,side,isClosed)
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end
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end
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}
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}
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})
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minetest.register_abm({
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nodenames = {"autoclose_doors:"..doorname.."_bottom_"..side},
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chance = 1,
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interval = 10,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if not getClosed(pos) then
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autoclose_doors.flip_door(pos, node, nil, doorname, side, false)
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end
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end
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})
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end
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end
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----- helper functions
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function autoclose_doors.place_door(itemstack, placer, pointed_thing, name, forceright)
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local pointed = pointed_thing.under
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local pnode = minetest.get_node(pointed)
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local pname = pnode.name
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local rnodedef = minetest.registered_nodes[pname]
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if rnodedef then
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if rnodedef.on_rightclick then
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rnodedef.on_rightclick(pointed_thing.under, pnode, placer, itemstack)
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return
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end
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local pos1 = nil
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local pos2 = nil
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if rnodedef["buildable_to"] then
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pos1 = pointed
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pos2 = {x=pointed.x, y=pointed.y+1, z=pointed.z}
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else
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pos1 = pointed_thing.above
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pos2 = {x=pointed_thing.above.x, y=pointed_thing.above.y+1, z=pointed_thing.above.z}
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end
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local node_bottom = minetest.get_node(pos1)
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local node_top = minetest.get_node(pos2)
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if minetest.is_protected(pos1, placer:get_player_name()) then
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minetest.record_protection_violation(pos1,
|
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placer:get_player_name())
|
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return
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end
|
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if minetest.is_protected(pos2, placer:get_player_name()) then
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minetest.record_protection_violation(pos2,
|
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placer:get_player_name())
|
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return
|
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end
|
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if not autoclose_doors.get_nodedef_field(node_bottom.name, "buildable_to")
|
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or not autoclose_doors.get_nodedef_field(node_top.name, "buildable_to") then
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minetest.chat_send_player( placer:get_player_name(), S('Not enough space above that spot to place a door!') )
|
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else
|
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local fdir = minetest.dir_to_facedir(placer:get_look_dir())
|
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local p_tests = {
|
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{x=pos1.x-1, y=pos1.y, z=pos1.z},
|
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{x=pos1.x, y=pos1.y, z=pos1.z+1},
|
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{x=pos1.x+1, y=pos1.y, z=pos1.z},
|
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{x=pos1.x, y=pos1.y, z=pos1.z-1},
|
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}
|
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print("fdir="..fdir)
|
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local testnode = minetest.get_node(p_tests[fdir+1])
|
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local side = "left"
|
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|
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if string.find(testnode.name, "autoclose_doors:"..name.."_bottom_left") or forceright then
|
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side = "right"
|
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end
|
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|
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local def = { name = "autoclose_doors:"..name.."_bottom_"..side, param2=fdir}
|
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addDoorNode(pos1, def, true)
|
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minetest.add_node(pos2, { name = "autoclose_doors:"..name.."_top_"..side, param2=fdir})
|
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if not autoclose_doors.expect_infinite_stacks then
|
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itemstack:take_item()
|
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return itemstack
|
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end
|
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end
|
||||
end
|
||||
end
|
||||
|
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-- to open a door, you switch left for right and subtract from param2, or vice versa right for left
|
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-- that is to say open "right" doors become left door nodes, and open left doors right door nodes.
|
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-- also adjusting param2 so the node is at 90 degrees.
|
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|
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function autoclose_doors.flip_door(pos, node, player, name, side, isClosed)
|
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if isClosed == nil then
|
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isClosed = getClosed(pos)
|
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end
|
||||
-- this is where we swap the isClosed status!
|
||||
-- i.e. if isClosed, we're adding an open door
|
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-- and if not isClosed, a closed door
|
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isClosed = not isClosed
|
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|
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local rside = nil
|
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local nfdir = nil
|
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local ofdir = node.param2 or 0
|
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if side == "left" then
|
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rside = "right"
|
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nfdir=ofdir - 1
|
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if nfdir < 0 then nfdir = 3 end
|
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else
|
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rside = "left"
|
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nfdir=ofdir + 1
|
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if nfdir > 3 then nfdir = 0 end
|
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end
|
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local sound;
|
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if isClosed then
|
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sound = 'close'
|
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else
|
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sound = 'open'
|
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end
|
||||
minetest.sound_play("autoclose_doors_"..sound, {
|
||||
pos=pos,
|
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max_hear_distance = 5,
|
||||
gain = 2,
|
||||
})
|
||||
-- XXX: does the top half have to remember open/closed too?
|
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minetest.add_node({x=pos.x, y=pos.y+1, z=pos.z}, { name = "autoclose_doors:"..name.."_top_"..rside, param2=nfdir})
|
||||
|
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addDoorNode(pos,{ name = "autoclose_doors:"..name.."_bottom_"..rside, param2=nfdir },isClosed)
|
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end
|
||||
|
BIN
textures/autoclose_doors_plain_left_bottom.png
Normal file
After Width: | Height: | Size: 539 B |
BIN
textures/autoclose_doors_plain_left_inv.png
Normal file
After Width: | Height: | Size: 475 B |
BIN
textures/autoclose_doors_plain_left_top.png
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textures/autoclose_doors_plain_lrb.png
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textures/autoclose_doors_plain_lrt.png
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After Width: | Height: | Size: 185 B |
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textures/autoclose_doors_plain_right_bottom.png
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After Width: | Height: | Size: 537 B |
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textures/autoclose_doors_plain_right_top.png
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After Width: | Height: | Size: 554 B |
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textures/autoclose_doors_plain_tb.png
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After Width: | Height: | Size: 165 B |