-- Modified, from minetest_game/mods/doors/init.lua local function on_rightclick(pos, dir, check_name, replace, replace_dir, params) pos.y = pos.y + dir if minetest.get_node(pos).name ~= check_name then return end local p2 = minetest.get_node(pos).param2 p2 = params[p2 + 1] minetest.swap_node(pos, {name = replace_dir, param2 = p2}) pos.y = pos.y - dir minetest.swap_node(pos, {name = replace, param2 = p2}) if (minetest.get_meta(pos):get_int("right") ~= 0) == (params[1] ~= 3) then minetest.sound_play("doors_door_close", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true) else minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true) end end local function meseconify_door(name) if minetest.registered_items[name .. "_b_1"] then -- old style double-node doors local function toggle_state1 (pos) on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0}) end local function toggle_state2 (pos) on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2}) end minetest.override_item(name.."_b_1", { mesecons = {effector = { action_on = toggle_state1, action_off = toggle_state1, rules = mesecon.rules.pplate }} }) minetest.override_item(name.."_b_2", { mesecons = {effector = { action_on = toggle_state2, action_off = toggle_state2, rules = mesecon.rules.pplate }} }) elseif minetest.registered_items[name .. "_a"] then -- new style mesh node based doors local override = { mesecons = {effector = { action_on = function(pos) local door = doors.get(pos) if door then door:open() end end, action_off = function(pos) local door = doors.get(pos) if door then door:close() end end, rules = mesecon.rules.pplate }} } minetest.override_item(name .. "_a", override) minetest.override_item(name .. "_b", override) if minetest.registered_items[name .. "_c"] then minetest.override_item(name .. "_c", override) minetest.override_item(name .. "_d", override) end end end local doors_list = { "doors:door_wood", "doors:door_steel", "doors:door_glass", "doors:door_obsidian_glass", "xpanes:door_steel_bar", } for i=1,#doors_list do meseconify_door(doors_list[i]) end -- Trapdoor local function trapdoor_switch(name) return function(pos, node) local state = minetest.get_meta(pos):get_int("state") if state == 1 then minetest.sound_play("doors_door_close", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true) minetest.set_node(pos, {name=name, param2 = node.param2}) else minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true) minetest.set_node(pos, {name=name.."_open", param2 = node.param2}) end minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1) end end local function meseconify_trapdoor(name) local override if doors and doors.get then override = { mesecons = {effector = { action_on = function(pos) local door = doors.get(pos) if door then door:open() end end, action_off = function(pos) local door = doors.get(pos) if door then door:close() end end, }}, } else override = { mesecons = {effector = { action_on = trapdoor_switch(name), action_off = trapdoor_switch(name) }}, } end if minetest.registered_items[name] then minetest.override_item(name, override) minetest.override_item(name.."_open", override) end end local trapdoors_list = { "doors:trapdoor", "doors:trapdoor_steel", "xpanes:trapdoor_steel_bar" } for i=1,#trapdoors_list do meseconify_trapdoor(trapdoors_list[i]) end