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10 Commits

Author SHA1 Message Date
Wuzzy
71b1b193f6 Mechanisms can't affect doors you don't own 2024-12-26 16:56:09 +01:00
Wuzzy
fc6b2c8165 Fix pressure plate disabling too fast 2024-12-26 16:39:42 +01:00
Wuzzy
2038dd181c Add LBM to restart node timer of active actuators 2024-12-26 16:13:53 +01:00
Wuzzy
62ef5b8c83 Switch to using node timers for mechanisms 2024-12-26 16:08:52 +01:00
Wuzzy
5c2194763c Doors check active actuators before closing again 2024-12-26 15:21:19 +01:00
Wuzzy
204d289992 Refactor mechanisms code 2024-12-26 15:04:47 +01:00
Wuzzy
318ed48456 Disallow placing nodes on "on" lever by default 2024-12-26 14:46:53 +01:00
Wuzzy
51c1d9b239 Fix wrong string construction in cut node error 2024-12-02 19:54:32 +01:00
Wuzzy
1923b6acde Fix bad loading of enchanting 2024-12-02 18:34:23 +01:00
Wuzzy
d6942aa43b Fix typos in Chess readme 2024-12-02 17:27:32 +01:00
4 changed files with 228 additions and 60 deletions

View File

@ -29,9 +29,9 @@ You need a chessboard to play. Craft yourself a chessboard like this:
BWB
sss
B = Black Dye
W = White Dye
s = Wooden Slab (from apple tree)
* B = Black Dye
* W = White Dye
* s = Wooden Slab (from apple tree)
Place the chessboard and examine it. You will see a close-up of the chessboard.
@ -298,7 +298,7 @@ Just click the corresponding button. These buttons only work for the
current player. Promotion is mandatory and no other moves are possible
until it is completed.
Once a piece was selected, the pawn will be replaced replaced, which
Once a piece was selected, the pawn will be replaced, which
immediately activates its powers. This ends the move.
### The end of the game
@ -501,11 +501,11 @@ If the game came to an end, the game result is written in a final separate line
#### Example
1. d2—d4 e7—e6
1. d2d4 e7e6
2. ♔e1d2 ♛d8h4
3. d4d5 e6×d5
...
8. d8×d8♖ ♞b8-c6
8. d8×d8♖ ♞b8c6
9. e2e4 d4×e3 e.p.
Explanation of the moves:
@ -513,7 +513,7 @@ Explanation of the moves:
* 1.: First fullmove: White moves pawn from d2 to d4, Black moves pawn from e7 to e6
* 2.: Second fullmove: White moves king from e1 to d2, Black moves queen from d8 to h4
* 3.: Third fullmove: White moves pawn from d4 to d5, Black moves pawn from d6 to d5 and captures
* 8.: Eight fullmove: White moves pawn from d7 to d8, captures a piece and promotes it to rook, Black moves knight from b8 to c6
* 8.: Eighth fullmove: White moves pawn from d7 to d8, captures a piece and promotes it to rook, Black moves knight from b8 to c6
* 9.: Ninth fullmove: White moves pawn from e2 to e4, black moves pawn from d4 to e3 and captures en passant
#### Other symbols

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@ -12,6 +12,7 @@ dofile(modpath .. "/handlers/registration.lua")
dofile(modpath .. "/src/nodes.lua")
dofile(modpath .. "/src/recipes.lua")
-- Load modules that can be enabled and disabled by settings
local subpart = {
"chess",
"cooking",
@ -24,16 +25,20 @@ local subpart = {
-- Workbench MUST be loaded after all other subparts that register nodes
-- last for the default 'cut node' registrations to work
"workbench",
-- Enchanted tools registered last because they depend on previous
-- subparts
"enchanted_tools",
}
for _, name in ipairs(subpart) do
local enable = minetest.settings:get_bool("enable_xdecor_" .. name)
if enable or enable == nil then
local enable = minetest.settings:get_bool("enable_xdecor_" .. name, true)
if enable then
dofile(modpath .. "/src/" .. name .. ".lua")
end
end
--print(string.format("[xdecor] loaded in %.2f ms", (os.clock()-t)*1000))
-- Special case: enchanted tools. This code is split from enchanting to
-- deal with loading order.
-- Enchanted tools registered last because they depend on previous
-- subparts
local enable_enchanting = minetest.settings:get_bool("enable_xdecor_enchanting", true)
if enable_enchanting then
dofile(modpath .. "/src/enchanted_tools.lua")
end

View File

@ -6,55 +6,174 @@ screwdriver = screwdriver or {}
local S = minetest.get_translator("xdecor")
local ALPHA_OPAQUE = minetest.features.use_texture_alpha_string_modes and "opaque" or false
local function door_toggle(pos_actuator, pos_door, player)
local player_name = player:get_player_name()
local actuator = minetest.get_node(pos_actuator)
local door = doors.get(pos_door)
if not door then return end
-- Number of seconds an actuator (pressure plate, lever) stays active.
-- After this time, it will return to the disabled state again.
local DISABLE_ACTUATOR_AFTER = 2.0
if actuator.name:sub(-4) == "_off" then
minetest.set_node(pos_actuator,
{name = actuator.name:gsub("_off", "_on"), param2 = actuator.param2})
-- Effect area of pressure plates and levers. Doors within this area
-- can be affected.
local PRESSURE_PLATE_AREA_MIN = {x = -2, y = 0, z = -2}
local PRESSURE_PLATE_AREA_MAX = {x = 2, y = 0, z = 2}
local LEVER_AREA_MIN = {x = -2, y = -1, z = -2}
local LEVER_AREA_MAX = {x = 2, y = 1, z = 2}
-- Pressure plates check for players within this radius
local PRESSURE_PLATE_PLAYER_RADIUS = 0.8
-- Interval in seconds that pressure plates check for players
local PRESSURE_PLATE_CHECK_TIMER = 0.1
local function door_open(pos_door, player)
local door = doors.get(pos_door)
if not door then
return
end
door:open(player)
minetest.after(2, function()
if minetest.get_node(pos_actuator).name:sub(-3) == "_on" then
minetest.set_node(pos_actuator,
{name = actuator.name, param2 = actuator.param2})
end
-- Re-get player object (or nil) because 'player' could
-- be an invalid object at this time (player left)
door:close(minetest.get_player_by_name(player_name))
end)
local function door_close(pos_door, player)
local door = doors.get(pos_door)
if not door then
return
end
door:close(player)
end
-- Returns true if the door node at pos is currently next to any
-- active actuator node (lever, pressure plate)
local function door_is_actuatored(pos_door)
local minp = vector.add(LEVER_AREA_MIN, pos_door)
local maxp = vector.add(LEVER_AREA_MAX, pos_door)
local levers = minetest.find_nodes_in_area(minp, maxp, "group:lever")
for l=1, #levers do
local lnode = minetest.get_node(levers[l])
if minetest.get_item_group(lnode.name, "xdecor_actuator") == 2 then
return true
end
end
minp = vector.add(PRESSURE_PLATE_AREA_MIN, pos_door)
maxp = vector.add(PRESSURE_PLATE_AREA_MAX, pos_door)
local pressure_plates = minetest.find_nodes_in_area(minp, maxp, "group:pressure_plate")
for p=1, #pressure_plates do
local pnode = minetest.get_node(pressure_plates[p])
if minetest.get_item_group(pnode.name, "xdecor_actuator") == 2 then
return true
end
end
return false
end
local function actuator_timeout(pos_actuator, actuator_area_min, actuator_area_max)
local actuator = minetest.get_node(pos_actuator)
-- Get name of last player that triggered the actuator
local meta = minetest.get_meta(pos_actuator)
local last_triggerer_str = meta:get_string("last_triggerer")
local last_triggerer_obj = minetest.get_player_by_name(last_triggerer_str)
-- Turn off actuator
if minetest.get_item_group(actuator.name, "xdecor_actuator") == 2 then
local def = minetest.registered_nodes[actuator.name]
if def._xdecor_actuator_off then
minetest.set_node(pos_actuator, { name = def._xdecor_actuator_off, param2 = actuator.param2 })
end
end
-- Close neighboring doors that are no longer next to any active actuator
local minp = vector.add(actuator_area_min, pos_actuator)
local maxp = vector.add(actuator_area_max, pos_actuator)
local doors = minetest.find_nodes_in_area(minp, maxp, "group:door")
for d=1, #doors do
if not door_is_actuatored(doors[d]) then
local dnode = minetest.get_node(doors[d])
local ddef = minetest.registered_nodes[dnode.name]
if (ddef.protected and last_triggerer_obj) or (not ddef.protected) then
door_close(doors[d], last_triggerer_obj)
end
end
end
end
local function actuator_activate(pos_actuator, actuator_area_min, actuator_area_max, player)
local player_name = player:get_player_name()
local actuator = minetest.get_node(pos_actuator)
local ga = minetest.get_item_group(actuator.name, "xdecor_actuator")
if ga == 2 then
-- No-op if actuator is already active
return
elseif ga == 1 then
local def = minetest.registered_nodes[actuator.name]
-- Turn actuator on
if def._xdecor_actuator_on then
minetest.set_node(pos_actuator, { name = def._xdecor_actuator_on, param2 = actuator.param2 })
-- Store name of last player that triggered the actuator
local meta = minetest.get_meta(pos_actuator)
meta:set_string("last_triggerer", player_name)
end
end
-- Turn on neighboring doors
local minp = vector.add(actuator_area_min, pos_actuator)
local maxp = vector.add(actuator_area_max, pos_actuator)
local doors = minetest.find_nodes_in_area(minp, maxp, "group:door")
for i = 1, #doors do
door_open(doors[i], player)
end
end
function plate.construct(pos)
local timer = minetest.get_node_timer(pos)
timer:start(0.1)
timer:start(PRESSURE_PLATE_CHECK_TIMER)
end
function plate.has_player_standing_on(pos)
local objs = minetest.get_objects_inside_radius(pos, PRESSURE_PLATE_PLAYER_RADIUS)
for _, player in pairs(objs) do
if player:is_player() then
return true, player
end
end
return false
end
function plate.timer(pos)
local objs = minetest.get_objects_inside_radius(pos, 0.8)
if not next(objs) or not doors.get then return true end
local minp = {x = pos.x - 2, y = pos.y, z = pos.z - 2}
local maxp = {x = pos.x + 2, y = pos.y, z = pos.z + 2}
local doors = minetest.find_nodes_in_area(minp, maxp, "group:door")
for _, player in pairs(objs) do
if player:is_player() then
for i = 1, #doors do
door_toggle(pos, doors[i], player)
end
break
if not doors.get then
return true
end
local ok, player = plate.has_player_standing_on(pos)
if ok then
actuator_activate(pos, PRESSURE_PLATE_AREA_MIN, PRESSURE_PLATE_AREA_MAX, player)
return false
end
return true
end
function plate.construct_on(pos)
local timer = minetest.get_node_timer(pos)
timer:start(DISABLE_ACTUATOR_AFTER)
end
function plate.timer_on(pos)
if plate.has_player_standing_on(pos) then
-- If player is still standing on active pressure plate, restart timer
local timer = minetest.get_node_timer(pos)
timer:start(DISABLE_ACTUATOR_AFTER)
return
end
actuator_timeout(pos, PRESSURE_PLATE_AREA_MIN, PRESSURE_PLATE_AREA_MAX)
end
function plate.register(material, desc, def)
local groups
if def.groups then
groups = table.copy(def.groups)
else
groups = {}
end
groups.pressure_plate = 1
groups.xdecor_actuator = 1
xdecor.register("pressure_" .. material .. "_off", {
description = def.description or (desc .. " Pressure Plate"),
--~ Pressure plate tooltip
@ -63,25 +182,34 @@ function plate.register(material, desc, def)
use_texture_alpha = ALPHA_OPAQUE,
drawtype = "nodebox",
node_box = xdecor.pixelbox(16, {{1, 0, 1, 14, 1, 14}}),
groups = def.groups,
groups = groups,
is_ground_content = false,
sounds = def.sounds,
sunlight_propagates = true,
on_rotate = screwdriver.rotate_simple,
on_construct = plate.construct,
on_timer = plate.timer
on_timer = plate.timer,
_xdecor_actuator_off = "xdecor:pressure_"..material.."_off",
_xdecor_actuator_on = "xdecor:pressure_"..material.."_on",
})
local groups_on = table.copy(groups)
groups_on.xdecor_actuator = 2
groups_on.pressure_plate = 2
xdecor.register("pressure_" .. material .. "_on", {
tiles = {"xdecor_pressure_" .. material .. ".png"},
use_texture_alpha = ALPHA_OPAQUE,
drawtype = "nodebox",
node_box = xdecor.pixelbox(16, {{1, 0, 1, 14, 0.4, 14}}),
groups = def.groups,
groups = groups_on,
is_ground_content = false,
sounds = def.sounds,
drop = "xdecor:pressure_" .. material .. "_off",
sunlight_propagates = true,
on_rotate = screwdriver.rotate_simple
on_rotate = screwdriver.rotate_simple,
on_construct = plate.construct_on,
on_timer = plate.timer_on,
_xdecor_actuator_off = "xdecor:pressure_"..material.."_off",
_xdecor_actuator_on = "xdecor:pressure_"..material.."_on",
})
end
@ -105,25 +233,22 @@ xdecor.register("lever_off", {
use_texture_alpha = ALPHA_OPAQUE,
drawtype = "nodebox",
node_box = xdecor.pixelbox(16, {{2, 1, 15, 12, 14, 1}}),
groups = {cracky = 3, oddly_breakable_by_hand = 2},
groups = {cracky = 3, oddly_breakable_by_hand = 2, lever = 1, xdecor_actuator = 1},
is_ground_content = false,
sounds = default.node_sound_stone_defaults(),
sunlight_propagates = true,
on_rotate = screwdriver.rotate_simple,
on_rightclick = function(pos, node, clicker, itemstack)
if not doors.get then return itemstack end
local minp = {x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}
local maxp = {x = pos.x + 2, y = pos.y + 1, z = pos.z + 2}
local doors = minetest.find_nodes_in_area(minp, maxp, "group:door")
for i = 1, #doors do
door_toggle(pos, doors[i], clicker)
if not doors.get then
return itemstack
end
actuator_activate(pos, LEVER_AREA_MIN, LEVER_AREA_MAX, clicker)
return itemstack
end,
_xdecor_itemframe_offset = -3.5,
_xdecor_actuator_off = "xdecor:lever_off",
_xdecor_actuator_on = "xdecor:lever_on",
})
xdecor.register("lever_on", {
@ -131,12 +256,50 @@ xdecor.register("lever_on", {
use_texture_alpha = ALPHA_OPAQUE,
drawtype = "nodebox",
node_box = xdecor.pixelbox(16, {{2, 1, 15, 12, 14, 1}}),
groups = {cracky = 3, oddly_breakable_by_hand = 2, not_in_creative_inventory = 1},
groups = {cracky = 3, oddly_breakable_by_hand = 2, lever = 2, xdecor_actuator = 2, not_in_creative_inventory = 1},
is_ground_content = false,
sounds = default.node_sound_stone_defaults(),
sunlight_propagates = true,
on_rotate = screwdriver.rotate_simple,
drop = "xdecor:lever_off"
on_rightclick = function(pos, node, clicker, itemstack)
-- Prevent placing nodes on activated lever with the place key
-- for consistent behavior with the lever in "off" state.
-- The player may still place nodes using [Sneak].
return itemstack
end,
on_construct = function(pos)
local timer = minetest.get_node_timer(pos)
timer:start(DISABLE_ACTUATOR_AFTER)
end,
on_timer = function(pos)
local node = minetest.get_node(pos)
actuator_timeout(pos, LEVER_AREA_MIN, LEVER_AREA_MAX)
end,
drop = "xdecor:lever_off",
_xdecor_itemframe_offset = -3.5,
_xdecor_actuator_off = "xdecor:lever_off",
_xdecor_actuator_on = "xdecor:lever_on",
})
-- Make sure the node timers of active actuators are still
-- active when these nodes load again. If not, start them
-- again to trigger their timer action, which is expected
-- to turn off the actuator soon.
minetest.register_lbm({
label = "Restart actuator timers (X-Decor-libre)",
name = "xdecor:restart_actuator_timers",
nodenames = { "group:xdecor_actuator" },
run_at_every_load = true,
action = function(pos, node)
local g = minetest.get_item_group(node.name, "xdecor_actuator")
if g ~= 2 then
return
end
local timer = minetest.get_node_timer(pos)
if not timer:is_started() then
timer:start(DISABLE_ACTUATOR_AFTER)
end
end,
})
-- Recipes

View File

@ -450,7 +450,7 @@ end
function workbench:register_cut(nodename, cutlist)
if registered_cuttable_nodes[nodename] then
minetest.log("error", "[xdecor] Workbench: Tried to register cut for node "..node..", but it was already registered!")
minetest.log("error", "[xdecor] Workbench: Tried to register cut for node "..nodename..", but it was already registered!")
return false
end
local ok = true