minetest_game/mods/doors/init.lua
Auke Kok ffba9d978e Doors: Allow schematic placement of wooden doors.
If LVM or some other nonmetadata method is used to place a door,
then metadata is missing that tells us whether the door is left
or right-hinged.

However, we can detect that nodemeta is missing and see if the node
name is _a or _b. In the case of _a, nothing needs to be done and we
can just open the door. In the case of _b we assume the door is right
hinged, and tune the state nodemeta value so that the door opens the
right way. This all of course assumes that the schematic method places
the doors *closed* by default, which is reasonable.
2016-03-22 15:45:54 +00:00

798 lines
21 KiB
Lua

--[[
Copyright (C) 2012 PilzAdam
modified by BlockMen (added sounds, glassdoors[glass, obsidian glass], trapdoor)
Copyright (C) 2015 - Auke Kok <sofar@foo-projects.org>
--]]
-- our API object
doors = {}
-- private data
local _doors = {}
_doors.registered_doors = {}
_doors.registered_trapdoors = {}
-- returns an object to a door object or nil
function doors.get(pos)
if _doors.registered_doors[minetest.get_node(pos).name] then
-- A normal upright door
return {
pos = pos,
open = function(self, player)
if self:state() then
return false
end
return _doors.door_toggle(self.pos, player)
end,
close = function(self, player)
if not self:state() then
return false
end
return _doors.door_toggle(self.pos, player)
end,
toggle = function(self, player)
return _doors.door_toggle(self.pos, player)
end,
state = function(self)
local state = minetest.get_meta(self.pos):get_int("state")
return state %2 == 1
end
}
elseif _doors.registered_trapdoors[minetest.get_node(pos).name] then
-- A trapdoor
return {
pos = pos,
open = function(self, player)
if self:state() then
return false
end
return _doors.trapdoor_toggle(self.pos, player)
end,
close = function(self, player)
if not self:state() then
return false
end
return _doors.trapdoor_toggle(self.pos, player)
end,
toggle = function(self, player)
return _doors.trapdoor_toggle(self.pos, player)
end,
state = function(self)
local name = minetest.get_node(pos).name
return name:sub(-5) == "_open"
end
}
else
return nil
end
end
-- this hidden node is placed on top of the bottom, and prevents
-- nodes from being placed in the top half of the door.
minetest.register_node("doors:hidden", {
description = "Hidden Door Segment",
-- 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,
-- 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,
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
local transform = {
{
{ v = "_a", param2 = 3 },
{ v = "_a", param2 = 0 },
{ v = "_a", param2 = 1 },
{ v = "_a", param2 = 2 },
},
{
{ v = "_b", param2 = 1 },
{ v = "_b", param2 = 2 },
{ v = "_b", param2 = 3 },
{ v = "_b", param2 = 0 },
},
{
{ v = "_b", param2 = 1 },
{ v = "_b", param2 = 2 },
{ v = "_b", param2 = 3 },
{ v = "_b", param2 = 0 },
},
{
{ v = "_a", param2 = 3 },
{ v = "_a", param2 = 0 },
{ v = "_a", param2 = 1 },
{ v = "_a", param2 = 2 },
},
}
function _doors.door_toggle(pos, clicker)
local meta = minetest.get_meta(pos)
local def = minetest.registered_nodes[minetest.get_node(pos).name]
local name = def.door.name
local state = meta:get_string("state")
if state == "" then
-- fix up lvm-placed right-hinged doors, default closed
if minetest.get_node(pos).name:sub(-2) == "_b" then
state = 2
end
else
state = tonumber(state)
end
if clicker and not minetest.check_player_privs(clicker, "protection_bypass") then
local owner = meta:get_string("doors_owner")
if owner ~= "" then
if clicker:get_player_name() ~= owner then
return false
end
end
end
local old = state
-- until Lua-5.2 we have no bitwise operators :(
if state % 2 == 1 then
state = state - 1
else
state = state + 1
end
local dir = minetest.get_node(pos).param2
if state % 2 == 0 then
minetest.sound_play(def.door.sounds[1], {pos = pos, gain = 0.3, max_hear_distance = 10})
else
minetest.sound_play(def.door.sounds[2], {pos = pos, gain = 0.3, max_hear_distance = 10})
end
minetest.swap_node(pos, {
name = name .. transform[state + 1][dir+1].v,
param2 = transform[state + 1][dir+1].param2
})
meta:set_int("state", state)
return true
end
local function on_place_node(place_to, newnode, placer, oldnode, itemstack, pointed_thing)
-- Run script hook
local _, callback
for _, callback in ipairs(core.registered_on_placenodes) do
-- Deepcopy pos, node and pointed_thing because callback can modify them
local place_to_copy = {x = place_to.x, y = place_to.y, z = place_to.z}
local newnode_copy = {name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
local oldnode_copy = {name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
local pointed_thing_copy = {
type = pointed_thing.type,
above = vector.new(pointed_thing.above),
under = vector.new(pointed_thing.under),
ref = pointed_thing.ref,
}
callback(place_to_copy, newnode_copy, placer, oldnode_copy, itemstack, pointed_thing_copy)
end
end
function doors.register(name, def)
if not name:find(":") then
name = "doors:" .. name
end
-- replace old doors of this type automatically
minetest.register_abm({
nodenames = {name.."_b_1", name.."_b_2"},
interval = 7.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local l = tonumber(node.name:sub(-1))
local meta = minetest.get_meta(pos)
local h = meta:get_int("right") + 1
local p2 = node.param2
local replace = {
{ { type = "a", state = 0 }, { type = "a", state = 3 } },
{ { type = "b", state = 1 }, { type = "b", state = 2 } }
}
local new = replace[l][h]
-- 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", param2 = p3})
end
})
minetest.register_craftitem(":" .. name, {
description = def.description,
inventory_image = def.inventory_image,
on_place = function(itemstack, placer, pointed_thing)
local pos = nil
if not pointed_thing.type == "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pdef = minetest.registered_nodes[node.name]
if pdef and pdef.on_rightclick then
return pdef.on_rightclick(pointed_thing.under,
node, placer, itemstack)
end
if pdef and pdef.buildable_to then
pos = pointed_thing.under
else
pos = pointed_thing.above
node = minetest.get_node(pos)
pdef = minetest.registered_nodes[node.name]
if not pdef or not pdef.buildable_to then
return itemstack
end
end
local above = { x = pos.x, y = pos.y + 1, z = pos.z }
if not minetest.registered_nodes[minetest.get_node(above).name].buildable_to then
return itemstack
end
local pn = placer:get_player_name()
if minetest.is_protected(pos, pn) or minetest.is_protected(above, pn) then
return itemstack
end
local dir = minetest.dir_to_facedir(placer:get_look_dir())
local ref = {
{ x = -1, y = 0, z = 0 },
{ x = 0, y = 0, z = 1 },
{ x = 1, y = 0, z = 0 },
{ x = 0, y = 0, z = -1 },
}
local aside = {
x = pos.x + ref[dir + 1].x,
y = pos.y + ref[dir + 1].y,
z = pos.z + ref[dir + 1].z,
}
local state = 0
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
local meta = minetest.get_meta(pos)
meta:set_int("state", state)
if def.protected then
local pn = placer:get_player_name()
meta:set_string("doors_owner", pn)
meta:set_string("infotext", "Owned by " .. pn)
end
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
on_place_node(pos, minetest.get_node(pos), placer, node, itemstack, pointed_thing)
return itemstack
end
})
local can_dig = function(pos, digger)
if not def.protected then
return true
end
if minetest.check_player_privs(digger, "protection_bypass") then
return true
end
local meta = minetest.get_meta(pos)
local name = ""
if digger then
name = digger:get_player_name()
end
return meta:get_string("doors_owner") == name
end
if not def.sounds then
def.sounds = default.node_sound_wood_defaults()
end
if not def.sound_open then
def.sound_open = "doors_door_open"
end
if not def.sound_close then
def.sound_close = "doors_door_close"
end
def.groups.not_in_creative_inventory = 1
def.groups.door = 1
def.drop = name
def.door = {
name = name,
sounds = { def.sound_close, def.sound_open },
}
def.on_rightclick = function(pos, node, clicker)
_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})
nodeupdate({x = pos.x, y = pos.y + 1, z = pos.z})
end
def.can_dig = function(pos, player)
return can_dig(pos, player)
end
def.on_rotate = function(pos, node, user, mode, new_param2)
return false
end
if def.protected then
def.on_blast = function() end
else
def.on_blast = function(pos, intensity)
minetest.remove_node(pos)
-- hidden node doesn't get blasted away.
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
return {name}
end
end
def.on_destruct = function(pos)
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
end
minetest.register_node(":" .. name .. "_a", {
description = def.description,
visual = "mesh",
mesh = "door_a.obj",
tiles = def.tiles,
drawtype = "mesh",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
use_texture_alpha = true,
walkable = true,
is_ground_content = false,
buildable_to = false,
drop = def.drop,
groups = def.groups,
sounds = def.sounds,
door = def.door,
on_rightclick = def.on_rightclick,
after_dig_node = def.after_dig_node,
can_dig = def.can_dig,
on_rotate = def.on_rotate,
on_blast = def.on_blast,
on_destruct = def.on_destruct,
selection_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,3/2,-6/16}
},
collision_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,3/2,-6/16}
},
})
minetest.register_node(":" .. name .. "_b", {
description = def.description,
visual = "mesh",
mesh = "door_b.obj",
tiles = def.tiles,
drawtype = "mesh",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
use_texture_alpha = true,
walkable = true,
is_ground_content = false,
buildable_to = false,
drop = def.drop,
groups = def.groups,
sounds = def.sounds,
door = def.door,
on_rightclick = def.on_rightclick,
after_dig_node = def.after_dig_node,
can_dig = def.can_dig,
on_rotate = def.on_rotate,
on_blast = def.on_blast,
on_destruct = def.on_destruct,
selection_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,3/2,-6/16}
},
collision_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,3/2,-6/16}
},
})
if def.recipe then
minetest.register_craft({
output = name,
recipe = def.recipe,
})
end
_doors.registered_doors[name .. "_a"] = true
_doors.registered_doors[name .. "_b"] = true
end
doors.register("door_wood", {
tiles = {{ name = "doors_door_wood.png", backface_culling = true }},
description = "Wooden Door",
inventory_image = "doors_item_wood.png",
groups = { snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 2 },
recipe = {
{"group:wood", "group:wood"},
{"group:wood", "group:wood"},
{"group:wood", "group:wood"},
}
})
doors.register("door_steel", {
tiles = {{ name = "doors_door_steel.png", backface_culling = true }},
description = "Steel Door",
inventory_image = "doors_item_steel.png",
protected = true,
groups = { snappy = 1, bendy = 2, cracky = 1, melty = 2, level = 2 },
sound_open = "doors_steel_door_open",
sound_close = "doors_steel_door_close",
recipe = {
{"default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot"},
}
})
doors.register("door_glass", {
tiles = { "doors_door_glass.png"},
description = "Glass Door",
inventory_image = "doors_item_glass.png",
groups = { snappy=1, cracky=1, oddly_breakable_by_hand=3 },
sounds = default.node_sound_glass_defaults(),
recipe = {
{"default:glass", "default:glass"},
{"default:glass", "default:glass"},
{"default:glass", "default:glass"},
}
})
doors.register("door_obsidian_glass", {
tiles = { "doors_door_obsidian_glass.png" },
description = "Glass Door",
inventory_image = "doors_item_obsidian_glass.png",
groups = { snappy=1, cracky=1, oddly_breakable_by_hand=3 },
sounds = default.node_sound_glass_defaults(),
recipe = {
{"default:obsidian_glass", "default:obsidian_glass"},
{"default:obsidian_glass", "default:obsidian_glass"},
{"default:obsidian_glass", "default:obsidian_glass"},
},
})
-- Capture mods using the old API as best as possible.
function doors.register_door(name, def)
if def.only_placer_can_open then
def.protected = true
end
def.only_placer_can_open = nil
local i = name:find(":")
local modname = name:sub(1, i - 1)
if not def.tiles then
if def.protected then
def.tiles = {{name = "doors_door_steel.png", backface_culling = true}}
else
def.tiles = {{name = "doors_door_wood.png", backface_culling = true}}
end
minetest.log("warning", modname .. " registered door \"" .. name .. "\" " ..
"using deprecated API method \"doors.register_door()\" but " ..
"did not provide the \"tiles\" parameter. A fallback tiledef " ..
"will be used instead.")
end
doors.register(name, def)
end
----trapdoor----
function _doors.trapdoor_toggle(pos, clicker)
if clicker and not minetest.check_player_privs(clicker, "protection_bypass") then
local meta = minetest.get_meta(pos)
local owner = meta:get_string("doors_owner")
if owner ~= "" then
if clicker:get_player_name() ~= owner then
return false
end
end
end
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
if string.sub(node.name, -5) == "_open" then
minetest.sound_play(def.sound_close, {pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.swap_node(pos, {name = string.sub(node.name, 1, string.len(node.name) - 5), param1 = node.param1, param2 = node.param2})
else
minetest.sound_play(def.sound_open, {pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.swap_node(pos, {name = node.name .. "_open", param1 = node.param1, param2 = node.param2})
end
end
function doors.register_trapdoor(name, def)
local name_closed = name
local name_opened = name.."_open"
local function check_player_priv(pos, player)
if not def.protected or minetest.check_player_privs(player, "protection_bypass") then
return true
end
local meta = minetest.get_meta(pos)
local pn = player:get_player_name()
return meta:get_string("doors_owner") == pn
end
def.on_rightclick = function(pos, node, clicker)
_doors.trapdoor_toggle(pos, clicker)
end
-- Common trapdoor configuration
def.drawtype = "nodebox"
def.paramtype = "light"
def.paramtype2 = "facedir"
def.is_ground_content = false
def.can_dig = check_player_priv
if def.protected then
def.after_place_node = function(pos, placer, itemstack, pointed_thing)
local pn = placer:get_player_name()
local meta = minetest.get_meta(pos)
meta:set_string("doors_owner", pn)
meta:set_string("infotext", "Owned by "..pn)
return minetest.setting_getbool("creative_mode")
end
def.on_blast = function() end
else
def.on_blast = function(pos, intensity)
minetest.remove_node(pos)
minetest.remove_node({ x = pos.x, y = pos.y + 1, z = pos.z})
return { name }
end
end
if not def.sounds then
def.sounds = default.node_sound_wood_defaults()
end
if not def.sound_open then
def.sound_open = "doors_door_open"
end
if not def.sound_close then
def.sound_close = "doors_door_close"
end
local def_opened = table.copy(def)
local def_closed = table.copy(def)
def_closed.node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
}
def_closed.selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
}
def_closed.tiles = { def.tile_front, def.tile_front, def.tile_side, def.tile_side,
def.tile_side, def.tile_side }
def_opened.node_box = {
type = "fixed",
fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
}
def_opened.selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
}
def_opened.tiles = { def.tile_side, def.tile_side,
def.tile_side .. '^[transform3',
def.tile_side .. '^[transform1',
def.tile_front, def.tile_front }
def_opened.drop = name_closed
def_opened.groups.not_in_creative_inventory = 1
minetest.register_node(name_opened, def_opened)
minetest.register_node(name_closed, def_closed)
_doors.registered_trapdoors[name_opened] = true
_doors.registered_trapdoors[name_closed] = true
end
doors.register_trapdoor("doors:trapdoor", {
description = "Trapdoor",
inventory_image = "doors_trapdoor.png",
wield_image = "doors_trapdoor.png",
tile_front = "doors_trapdoor.png",
tile_side = "doors_trapdoor_side.png",
groups = {snappy=1, choppy=2, oddly_breakable_by_hand=2, flammable=2, door=1},
})
doors.register_trapdoor("doors:trapdoor_steel", {
description = "Steel Trapdoor",
inventory_image = "doors_trapdoor_steel.png",
wield_image = "doors_trapdoor_steel.png",
tile_front = "doors_trapdoor_steel.png",
tile_side = "doors_trapdoor_steel_side.png",
protected = true,
sound_open = "doors_steel_door_open",
sound_close = "doors_steel_door_close",
groups = {snappy=1, bendy=2, cracky=1, melty=2, level=2, door=1},
})
minetest.register_craft({
output = 'doors:trapdoor 2',
recipe = {
{'group:wood', 'group:wood', 'group:wood'},
{'group:wood', 'group:wood', 'group:wood'},
{'', '', ''},
}
})
minetest.register_craft({
output = 'doors:trapdoor_steel',
recipe = {
{'default:steel_ingot', 'default:steel_ingot'},
{'default:steel_ingot', 'default:steel_ingot'},
}
})
----fence gate----
function doors.register_fencegate(name, def)
local fence = {
description = def.description,
drawtype = "mesh",
tiles = { def.texture },
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
is_ground_content = false,
drop = name .. "_closed",
connect_sides = { "left", "right" },
groups = def.groups,
sounds = def.sounds,
on_rightclick = function(pos, clicker)
local node = minetest.get_node(pos)
local node_def = minetest.registered_nodes[node.name]
minetest.swap_node(pos, {name = node_def.gate, param2 = node.param2})
minetest.sound_play(node_def.sound, {pos = pos, gain = 0.3,
max_hear_distance = 8})
end,
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/4, 1/2, 1/2, 1/4},
},
}
if not fence.sounds then
fence.sounds = default.node_sound_wood_defaults()
end
fence.groups.fence = 1
local fence_closed = table.copy(fence)
fence_closed.mesh = "doors_fencegate_closed.obj"
fence_closed.gate = name .. "_open"
fence_closed.sound = "doors_fencegate_open"
fence_closed.collision_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/4, 1/2, 1/2, 1/4},
}
local fence_open = table.copy(fence)
fence_open.mesh = "doors_fencegate_open.obj"
fence_open.gate = name .. "_closed"
fence_open.sound = "doors_fencegate_close"
fence_open.groups.not_in_creative_inventory = 1
fence_open.collision_box = {
type = "fixed",
fixed = {{-1/2, -1/2, -1/4, -3/8, 1/2, 1/4},
{-5/8, -3/8, -14/16, -3/8, 3/8, 0}},
}
minetest.register_node(":" .. name .. "_closed", fence_closed)
minetest.register_node(":" .. name .. "_open", fence_open)
minetest.register_craft({
output = name .. "_closed",
recipe = {
{"default:stick", def.material, "default:stick"},
{"default:stick", def.material, "default:stick"}
}
})
end
doors.register_fencegate("doors:gate_wood", {
description = "Wooden Fence Gate",
texture = "default_wood.png",
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
})
doors.register_fencegate("doors:gate_acacia_wood", {
description = "Acacia Fence Gate",
texture = "default_acacia_wood.png",
material = "default:acacia_wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
})
doors.register_fencegate("doors:gate_junglewood", {
description = "Junglewood Fence Gate",
texture = "default_junglewood.png",
material = "default:junglewood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
})
doors.register_fencegate("doors:gate_pine_wood", {
description = "Pine Fence Gate",
texture = "default_pine_wood.png",
material = "default:pine_wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
})
doors.register_fencegate("doors:gate_aspen_wood", {
description = "Aspen Fence Gate",
texture = "default_aspen_wood.png",
material = "default:aspen_wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
})