From 9de43cdf7d7391a929ec8e89ba615c01355926b3 Mon Sep 17 00:00:00 2001 From: Auke Kok Date: Mon, 14 Mar 2016 21:27:32 -0700 Subject: [PATCH] Doors: Allow falling nodes to fall onto doors. We were cleverly attempting to use an airlike node as the top half of the doors, but as airlike nodes are not walkable, falling nodes would not stop falling and thus remain an entity stuck on top of a door. After inspecting the builtin/game/falling.lua code, I considered the remaining options: (a) revert doors such that the top part is actually the door, (b) play with nodedef fields and see if other flags may work, or (c) modify the hidden door part to another drawtype that properly prevents this issue. (a) seemed way over the top for now, although it would solve the issue, it would cause a rewrite of most of the code including the old-door-conversion. (b) turned up nothing. (c) turned out to be relatively simple. So, here's the implementation where I turn the hidden door top into a tiny, non-targetable but walkable nodebox that is entirely inside the door hinge. It's entirely transparent, so you still can't see it, can't hit it, nor can you place anything in it or make liquids flow through it. The top part is placed in the right position on placement and not touched further. Falling nodes will properly stop on top of these doors. I've adjusted the door conversion code to properly account for the issue as well, so the only thing remaining is people who have been running a git branch - those can upgrade by re-placing the door. --- mods/doors/init.lua | 44 +++++++++++++++++++++++----- mods/doors/textures/doors_blank.png | Bin 0 -> 95 bytes 2 files changed, 37 insertions(+), 7 deletions(-) create mode 100644 mods/doors/textures/doors_blank.png diff --git a/mods/doors/init.lua b/mods/doors/init.lua index 6e624e9e..bd3e6998 100644 --- a/mods/doors/init.lua +++ b/mods/doors/init.lua @@ -74,17 +74,32 @@ end -- nodes from being placed in the top half of the door. minetest.register_node("doors:hidden", { description = "Hidden Door Segment", - drawtype = "airlike", + -- can't use airlike otherwise falling nodes will turn to entities + -- and will be forever stuck until door is removed. + drawtype = "nodebox", paramtype = "light", + paramtype2 = "facedir", sunlight_propagates = true, - walkable = false, + -- has to be walkable for falling nodes to stop falling. + walkable = true, pointable = false, diggable = false, buildable_to = false, floodable = false, drop = "", - groups = { not_in_creative_inventory = 1 }, - on_blast = function() end + groups = {not_in_creative_inventory = 1}, + on_blast = function() end, + tiles = {"doors_blank.png"}, + -- 1px transparent block inside door hinge near node top. + nodebox = { + type = "fixed", + fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32}, + }, + -- collision_box needed otherise selection box would be full node size + collision_box = { + type = "fixed", + fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32}, + }, }) -- table used to aid door opening/closing @@ -196,8 +211,21 @@ function doors.register(name, def) -- retain infotext and doors_owner fields minetest.swap_node(pos, {name = name .. "_" .. new.type, param2 = p2}) meta:set_int("state", new.state) + -- properly place doors:hidden at the right spot + local p3 = p2 + if new.state >= 2 then + p3 = (p3 + 3) % 4 + end + if new.state % 2 == 1 then + if new.state >= 2 then + p3 = (p3 + 1) % 4 + else + p3 = (p3 + 3) % 4 + end + end -- wipe meta on top node as it's unused - minetest.set_node({x = pos.x, y = pos.y + 1, z = pos.z}, { name = "doors:hidden" }) + minetest.set_node({x = pos.x, y = pos.y + 1, z = pos.z}, + {name = "doors:hidden", param2 = p3}) end }) @@ -259,10 +287,11 @@ function doors.register(name, def) if minetest.get_item_group(minetest.get_node(aside).name, "door") == 1 then state = state + 2 minetest.set_node(pos, {name = name .. "_b", param2 = dir}) + minetest.set_node(above, {name = "doors:hidden", param2 = (dir + 3) % 4}) else minetest.set_node(pos, {name = name .. "_a", param2 = dir}) + minetest.set_node(above, {name = "doors:hidden", param2 = dir}) end - minetest.set_node(above, { name = "doors:hidden" }) local meta = minetest.get_meta(pos) meta:set_int("state", state) @@ -322,7 +351,8 @@ function doors.register(name, def) _doors.door_toggle(pos, clicker) end def.after_dig_node = function(pos, node, meta, digger) - minetest.remove_node({ x = pos.x, y = pos.y + 1, z = pos.z}) + minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z}) + nodeupdate({x = pos.x, y = pos.y + 1, z = pos.z}) end def.can_dig = function(pos, player) return can_dig(pos, player) diff --git a/mods/doors/textures/doors_blank.png b/mods/doors/textures/doors_blank.png new file mode 100644 index 0000000000000000000000000000000000000000..1914264c08781d1f30ee0b8482bccf44586f2dc1 GIT binary patch literal 95 zcmeAS@N?(olHy`uVBq!ia0vp^j3CU&3?x-=hn)ga%mF?ju0VQumF+E%TuG2$FoVOh l8)-lem#2$k2*>s01R$Gz9%CSj!PC{xWt~$(697H@6ZHT9 literal 0 HcmV?d00001