2a51c9af9b
Items placed on top of a spinning horizontal door are supposed to be flung outward preferentially and only stay near the hub if held back by a wall. Rewriting the door conveyance logic apparently switched this.
163 lines
3.9 KiB
Lua
163 lines
3.9 KiB
Lua
-- LUALOCALS < ---------------------------------------------------------
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local minetest, nodecore, pairs, vector
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= minetest, nodecore, pairs, vector
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-- LUALOCALS > ---------------------------------------------------------
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local hashpos = minetest.pos_to_string
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local function hingeaxis(pos, node)
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local fd = node and node.param2 or 0
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fd = nodecore.facedirs[fd]
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fd = vector.multiply(vector.add(fd.f, fd.r), 0.5)
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return {
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x = fd.x == 0 and 0 or pos.x + fd.x,
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y = fd.y == 0 and 0 or pos.y + fd.y,
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z = fd.z == 0 and 0 or pos.z + fd.z
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}
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end
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local function set_node(pos, node)
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local exists = minetest.get_node(pos)
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if exists.name ~= node.name
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or exists.param ~= node.param
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or exists.param2 ~= node.param2 then
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return minetest.set_node(pos, node)
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end
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end
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local squelch = {}
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nodecore.register_globalstep("door squelch", function(dtime)
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for k, v in pairs(squelch) do
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squelch[k] = (v > dtime) and (v - dtime) or nil
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end
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end)
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local is_door = {groups = {door = true}}
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function nodecore.operate_door(pos, node, dir)
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local key = hashpos(pos)
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if squelch[key] then return end
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node = node or minetest.get_node_or_nil(pos)
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if (not node) or (not nodecore.match(node, is_door)) then return end
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local fd = nodecore.facedirs[node.param2 or 0]
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local rotdir
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if vector.equals(dir, fd.k) or vector.equals(dir, fd.r) then
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rotdir = "r"
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elseif vector.equals(dir, fd.l) or vector.equals(dir, fd.f) then
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rotdir = "f"
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else return end
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local found = {}
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local hinge = hingeaxis(pos, node)
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if nodecore.scan_flood(pos, 128, function(p)
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local n = minetest.get_node_or_nil(p)
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if not n then return true end
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if (not nodecore.match(n, is_door))
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or (not vector.equals(hingeaxis(p, n), hinge)) then return false end
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found[hashpos(p)] = {pos = p, node = n}
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end
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) then return end
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local press
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local toop = {}
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for k, v in pairs(found) do
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local ffd = nodecore.facedirs[v.node.param2 or 0]
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v.dir = ffd[rotdir]
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v.dir2 = rotdir == "r" and ffd.k or ffd.l
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local to = vector.add(v.pos, v.dir)
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if (not found[hashpos(to)])
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and (not nodecore.buildable_to(to))
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then
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if press then return end
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press = {
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pos = to,
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dir = v.dir,
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from = v
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}
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end
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if nodecore.obstructed(to) then return end
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local str = hashpos(to)
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if squelch[str] then return end
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v.str = str
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v.to = to
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v.fd = ffd
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toop[k .. "l"] = {
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pos = vector.add(v.pos, ffd.l),
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dir = rotdir == "r" and ffd.k or ffd.f,
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from = v
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}
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toop[k .. "k"] = {
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pos = vector.add(v.pos, ffd.k),
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dir = rotdir == "r" and ffd.r or ffd.l,
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from = v
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}
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end
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if press then
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local data = {
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action = "press",
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pointed = {
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["type"] = "node",
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above = vector.subtract(press.pos, press.dir),
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under = press.pos
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},
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axis = hinge
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}
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if nodecore.craft_check(press.pos, minetest.get_node(press.pos), data) then
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nodecore.sound_play("nc_doors_operate",
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{pos = press.pos, gain = 0.5})
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return true
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end
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return
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end
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local toset = {}
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for k, v in pairs(found) do
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toset[k] = {pos = v.pos, name = "air", param2 = 0}
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squelch[k] = 0.5
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squelch[v.str] = 0.5
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end
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for _, v in pairs(found) do
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for i, xfd in pairs(nodecore.facedirs) do
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if vector.equals(xfd.t, v.fd.t)
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and vector.equals(xfd.r, rotdir == "r" and v.fd.f or v.fd.k) then
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toset[hashpos(v.to)] = {
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pos = v.to,
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name = v.node.name,
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param2 = i
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}
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break
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end
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end
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end
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for _, v in pairs(toset) do
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set_node(v.pos, v)
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if v.name ~= "air" then
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local p = vector.round(vector.multiply(v.pos, 0.25))
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local k = "sfx" .. hashpos(p)
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if not squelch[k] then
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squelch[k] = 0
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nodecore.sound_play("nc_doors_operate",
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{pos = v.pos, gain = 0.5})
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end
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else
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nodecore.fallcheck({x = pos.x, y = pos.y + 1, z = pos.z})
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end
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end
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for _, v in pairs(found) do
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nodecore.door_push({x = v.pos.x, y = v.pos.y + 1, z = v.pos.z}, v.dir2, v.dir)
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end
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for _, v in pairs(toop) do
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nodecore.operate_door(v.pos, nil, v.dir)
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nodecore.door_push(v.pos, v.dir)
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end
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return true
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end
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