New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
-- our API object
|
|
|
|
doors = {}
|
|
|
|
|
|
|
|
-- private data
|
|
|
|
local _doors = {}
|
|
|
|
_doors.registered_doors = {}
|
|
|
|
_doors.registered_trapdoors = {}
|
|
|
|
|
2017-02-21 19:43:34 +01:00
|
|
|
local function replace_old_owner_information(pos)
|
|
|
|
local meta = minetest.get_meta(pos)
|
|
|
|
local owner = meta:get_string("doors_owner")
|
|
|
|
if owner and owner ~= "" then
|
|
|
|
meta:set_string("owner", owner)
|
|
|
|
meta:set_string("doors_owner", "")
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
-- returns an object to a door object or nil
|
|
|
|
function doors.get(pos)
|
2016-07-02 02:30:45 +02:00
|
|
|
local node_name = minetest.get_node(pos).name
|
|
|
|
if _doors.registered_doors[node_name] then
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
-- A normal upright door
|
|
|
|
return {
|
|
|
|
pos = pos,
|
|
|
|
open = function(self, player)
|
|
|
|
if self:state() then
|
|
|
|
return false
|
|
|
|
end
|
2016-07-11 17:50:19 +02:00
|
|
|
return _doors.door_toggle(self.pos, nil, player)
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
end,
|
|
|
|
close = function(self, player)
|
|
|
|
if not self:state() then
|
|
|
|
return false
|
|
|
|
end
|
2016-07-11 17:50:19 +02:00
|
|
|
return _doors.door_toggle(self.pos, nil, player)
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
end,
|
|
|
|
toggle = function(self, player)
|
2016-07-11 17:50:19 +02:00
|
|
|
return _doors.door_toggle(self.pos, nil, player)
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
end,
|
|
|
|
state = function(self)
|
|
|
|
local state = minetest.get_meta(self.pos):get_int("state")
|
|
|
|
return state %2 == 1
|
|
|
|
end
|
|
|
|
}
|
2016-07-02 02:30:45 +02:00
|
|
|
elseif _doors.registered_trapdoors[node_name] then
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
-- A trapdoor
|
|
|
|
return {
|
|
|
|
pos = pos,
|
|
|
|
open = function(self, player)
|
|
|
|
if self:state() then
|
|
|
|
return false
|
|
|
|
end
|
2016-07-11 17:50:19 +02:00
|
|
|
return _doors.trapdoor_toggle(self.pos, nil, player)
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
end,
|
|
|
|
close = function(self, player)
|
|
|
|
if not self:state() then
|
|
|
|
return false
|
|
|
|
end
|
2016-07-11 17:50:19 +02:00
|
|
|
return _doors.trapdoor_toggle(self.pos, nil, player)
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
end,
|
|
|
|
toggle = function(self, player)
|
2016-07-11 17:50:19 +02:00
|
|
|
return _doors.trapdoor_toggle(self.pos, nil, player)
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
end,
|
|
|
|
state = function(self)
|
2016-07-11 17:50:19 +02:00
|
|
|
return minetest.get_node(self.pos).name:sub(-5) == "_open"
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
end
|
|
|
|
}
|
|
|
|
else
|
|
|
|
return nil
|
2013-05-18 16:05:16 +02:00
|
|
|
end
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
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",
|
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.
2016-03-15 05:27:32 +01:00
|
|
|
-- can't use airlike otherwise falling nodes will turn to entities
|
|
|
|
-- and will be forever stuck until door is removed.
|
|
|
|
drawtype = "nodebox",
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
paramtype = "light",
|
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.
2016-03-15 05:27:32 +01:00
|
|
|
paramtype2 = "facedir",
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
sunlight_propagates = true,
|
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.
2016-03-15 05:27:32 +01:00
|
|
|
-- has to be walkable for falling nodes to stop falling.
|
|
|
|
walkable = true,
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
pointable = false,
|
|
|
|
diggable = false,
|
|
|
|
buildable_to = false,
|
|
|
|
floodable = false,
|
|
|
|
drop = "",
|
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.
2016-03-15 05:27:32 +01:00
|
|
|
groups = {not_in_creative_inventory = 1},
|
|
|
|
on_blast = function() end,
|
|
|
|
tiles = {"doors_blank.png"},
|
|
|
|
-- 1px transparent block inside door hinge near node top.
|
2017-04-12 22:27:58 +02:00
|
|
|
node_box = {
|
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.
2016-03-15 05:27:32 +01:00
|
|
|
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},
|
|
|
|
},
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
})
|
|
|
|
|
|
|
|
-- table used to aid door opening/closing
|
|
|
|
local transform = {
|
|
|
|
{
|
2016-07-07 18:48:02 +02:00
|
|
|
{v = "_a", param2 = 3},
|
|
|
|
{v = "_a", param2 = 0},
|
|
|
|
{v = "_a", param2 = 1},
|
|
|
|
{v = "_a", param2 = 2},
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
},
|
|
|
|
{
|
2016-07-07 18:48:02 +02:00
|
|
|
{v = "_b", param2 = 1},
|
|
|
|
{v = "_b", param2 = 2},
|
|
|
|
{v = "_b", param2 = 3},
|
|
|
|
{v = "_b", param2 = 0},
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
},
|
|
|
|
{
|
2016-07-07 18:48:02 +02:00
|
|
|
{v = "_b", param2 = 1},
|
|
|
|
{v = "_b", param2 = 2},
|
|
|
|
{v = "_b", param2 = 3},
|
|
|
|
{v = "_b", param2 = 0},
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
},
|
|
|
|
{
|
2016-07-07 18:48:02 +02:00
|
|
|
{v = "_a", param2 = 3},
|
|
|
|
{v = "_a", param2 = 0},
|
|
|
|
{v = "_a", param2 = 1},
|
|
|
|
{v = "_a", param2 = 2},
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
},
|
|
|
|
}
|
|
|
|
|
2016-07-02 02:30:45 +02:00
|
|
|
function _doors.door_toggle(pos, node, clicker)
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
local meta = minetest.get_meta(pos)
|
2016-07-11 17:50:19 +02:00
|
|
|
node = node or minetest.get_node(pos)
|
2016-07-02 02:30:45 +02:00
|
|
|
local def = minetest.registered_nodes[node.name]
|
2016-02-21 05:03:09 +01:00
|
|
|
local name = def.door.name
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
|
2016-03-21 07:48:16 +01:00
|
|
|
local state = meta:get_string("state")
|
|
|
|
if state == "" then
|
|
|
|
-- fix up lvm-placed right-hinged doors, default closed
|
2016-07-02 02:30:45 +02:00
|
|
|
if node.name:sub(-2) == "_b" then
|
2016-03-21 07:48:16 +01:00
|
|
|
state = 2
|
2016-05-21 15:45:55 +02:00
|
|
|
else
|
|
|
|
state = 0
|
2016-03-21 07:48:16 +01:00
|
|
|
end
|
|
|
|
else
|
|
|
|
state = tonumber(state)
|
|
|
|
end
|
|
|
|
|
2017-02-21 19:43:34 +01:00
|
|
|
replace_old_owner_information(pos)
|
2017-02-26 18:24:12 +01:00
|
|
|
|
2017-04-17 12:56:27 +02:00
|
|
|
if clicker and not default.can_interact_with_node(clicker, pos) then
|
2017-02-21 19:43:34 +01:00
|
|
|
return false
|
2013-05-18 16:05:16 +02:00
|
|
|
end
|
2014-02-13 00:06:45 +01:00
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
-- until Lua-5.2 we have no bitwise operators :(
|
|
|
|
if state % 2 == 1 then
|
|
|
|
state = state - 1
|
|
|
|
else
|
|
|
|
state = state + 1
|
2014-08-04 18:28:09 +02:00
|
|
|
end
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
|
2016-07-02 02:30:45 +02:00
|
|
|
local dir = node.param2
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
if state % 2 == 0 then
|
2016-07-07 18:48:02 +02:00
|
|
|
minetest.sound_play(def.door.sounds[1],
|
|
|
|
{pos = pos, gain = 0.3, max_hear_distance = 10})
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
else
|
2016-07-07 18:48:02 +02:00
|
|
|
minetest.sound_play(def.door.sounds[2],
|
|
|
|
{pos = pos, gain = 0.3, max_hear_distance = 10})
|
2014-08-04 18:28:09 +02:00
|
|
|
end
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
|
|
|
|
minetest.swap_node(pos, {
|
2016-02-21 05:03:09 +01:00
|
|
|
name = name .. transform[state + 1][dir+1].v,
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
param2 = transform[state + 1][dir+1].param2
|
|
|
|
})
|
|
|
|
meta:set_int("state", state)
|
|
|
|
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
|
2016-02-14 21:21:51 +01:00
|
|
|
|
2016-07-07 18:48:02 +02:00
|
|
|
local function on_place_node(place_to, newnode,
|
|
|
|
placer, oldnode, itemstack, pointed_thing)
|
2016-02-14 21:21:51 +01:00
|
|
|
-- Run script hook
|
2016-08-05 14:55:43 +02:00
|
|
|
for _, callback in ipairs(minetest.registered_on_placenodes) do
|
2016-02-14 21:21:51 +01:00
|
|
|
-- 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}
|
2016-07-07 18:48:02 +02:00
|
|
|
local newnode_copy =
|
|
|
|
{name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
|
|
|
|
local oldnode_copy =
|
|
|
|
{name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
|
2016-02-14 21:21:51 +01:00
|
|
|
local pointed_thing_copy = {
|
|
|
|
type = pointed_thing.type,
|
|
|
|
above = vector.new(pointed_thing.above),
|
|
|
|
under = vector.new(pointed_thing.under),
|
|
|
|
ref = pointed_thing.ref,
|
|
|
|
}
|
2016-07-07 18:48:02 +02:00
|
|
|
callback(place_to_copy, newnode_copy, placer,
|
|
|
|
oldnode_copy, itemstack, pointed_thing_copy)
|
2016-02-14 21:21:51 +01:00
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2016-07-30 14:21:30 +02:00
|
|
|
local function can_dig_door(pos, digger)
|
2017-02-21 19:43:34 +01:00
|
|
|
replace_old_owner_information(pos)
|
2017-03-25 17:18:17 +01:00
|
|
|
if default.can_interact_with_node(digger, pos) then
|
|
|
|
return true
|
|
|
|
else
|
|
|
|
minetest.record_protection_violation(pos, digger:get_player_name())
|
|
|
|
return false
|
|
|
|
end
|
2016-07-30 14:21:30 +02:00
|
|
|
end
|
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
function doors.register(name, def)
|
2016-02-21 05:03:09 +01:00
|
|
|
if not name:find(":") then
|
|
|
|
name = "doors:" .. name
|
|
|
|
end
|
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
-- replace old doors of this type automatically
|
2016-04-16 05:55:56 +02:00
|
|
|
minetest.register_lbm({
|
|
|
|
name = ":doors:replace_" .. name:gsub(":", "_"),
|
2016-02-21 05:03:09 +01:00
|
|
|
nodenames = {name.."_b_1", name.."_b_2"},
|
2016-04-16 05:55:56 +02:00
|
|
|
action = function(pos, node)
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
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 = {
|
2016-07-07 18:48:02 +02:00
|
|
|
{{type = "a", state = 0}, {type = "a", state = 3}},
|
|
|
|
{{type = "b", state = 1}, {type = "b", state = 2}}
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
}
|
|
|
|
local new = replace[l][h]
|
|
|
|
-- retain infotext and doors_owner fields
|
2016-02-21 05:03:09 +01:00
|
|
|
minetest.swap_node(pos, {name = name .. "_" .. new.type, param2 = p2})
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
meta:set_int("state", new.state)
|
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.
2016-03-15 05:27:32 +01:00
|
|
|
-- 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
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
-- wipe meta on top node as it's unused
|
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.
2016-03-15 05:27:32 +01:00
|
|
|
minetest.set_node({x = pos.x, y = pos.y + 1, z = pos.z},
|
|
|
|
{name = "doors:hidden", param2 = p3})
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
end
|
|
|
|
})
|
|
|
|
|
2016-02-21 05:03:09 +01:00
|
|
|
minetest.register_craftitem(":" .. name, {
|
2013-05-18 16:05:16 +02:00
|
|
|
description = def.description,
|
|
|
|
inventory_image = def.inventory_image,
|
2017-04-02 10:01:01 +02:00
|
|
|
groups = table.copy(def.groups),
|
2014-02-13 00:06:45 +01:00
|
|
|
|
2013-05-18 16:05:16 +02:00
|
|
|
on_place = function(itemstack, placer, pointed_thing)
|
2016-06-26 13:34:14 +02:00
|
|
|
local pos
|
2016-02-14 05:00:37 +01:00
|
|
|
|
2016-02-14 05:27:03 +01:00
|
|
|
if not pointed_thing.type == "node" then
|
|
|
|
return itemstack
|
|
|
|
end
|
|
|
|
|
2016-02-14 05:00:37 +01:00
|
|
|
local node = minetest.get_node(pointed_thing.under)
|
2016-02-20 09:41:22 +01:00
|
|
|
local pdef = minetest.registered_nodes[node.name]
|
2017-01-03 17:54:01 +01:00
|
|
|
if pdef and pdef.on_rightclick and
|
|
|
|
not placer:get_player_control().sneak then
|
2016-02-20 09:41:22 +01:00
|
|
|
return pdef.on_rightclick(pointed_thing.under,
|
2016-05-30 01:46:34 +02:00
|
|
|
node, placer, itemstack, pointed_thing)
|
2016-02-14 05:27:03 +01:00
|
|
|
end
|
|
|
|
|
2016-02-20 09:41:22 +01:00
|
|
|
if pdef and pdef.buildable_to then
|
2016-02-14 05:00:37 +01:00
|
|
|
pos = pointed_thing.under
|
|
|
|
else
|
|
|
|
pos = pointed_thing.above
|
|
|
|
node = minetest.get_node(pos)
|
2016-02-20 09:41:22 +01:00
|
|
|
pdef = minetest.registered_nodes[node.name]
|
|
|
|
if not pdef or not pdef.buildable_to then
|
2016-02-14 05:27:03 +01:00
|
|
|
return itemstack
|
|
|
|
end
|
2013-05-18 16:05:16 +02:00
|
|
|
end
|
2014-02-13 00:05:16 +01:00
|
|
|
|
2016-07-07 18:48:02 +02:00
|
|
|
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
|
2016-07-30 14:21:30 +02:00
|
|
|
local top_node = minetest.get_node_or_nil(above)
|
|
|
|
local topdef = top_node and minetest.registered_nodes[top_node.name]
|
|
|
|
|
|
|
|
if not topdef or not topdef.buildable_to then
|
2014-02-13 00:05:16 +01:00
|
|
|
return itemstack
|
|
|
|
end
|
2014-02-13 00:06:45 +01:00
|
|
|
|
2016-02-29 17:35:36 +01:00
|
|
|
local pn = placer:get_player_name()
|
|
|
|
if minetest.is_protected(pos, pn) or minetest.is_protected(above, pn) then
|
|
|
|
return itemstack
|
|
|
|
end
|
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
local dir = minetest.dir_to_facedir(placer:get_look_dir())
|
|
|
|
|
|
|
|
local ref = {
|
2016-07-07 18:48:02 +02:00
|
|
|
{x = -1, y = 0, z = 0},
|
|
|
|
{x = 0, y = 0, z = 1},
|
|
|
|
{x = 1, y = 0, z = 0},
|
|
|
|
{x = 0, y = 0, z = -1},
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
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
|
2016-02-21 05:03:09 +01:00
|
|
|
minetest.set_node(pos, {name = name .. "_b", param2 = dir})
|
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.
2016-03-15 05:27:32 +01:00
|
|
|
minetest.set_node(above, {name = "doors:hidden", param2 = (dir + 3) % 4})
|
2013-05-18 16:05:16 +02:00
|
|
|
else
|
2016-02-21 05:03:09 +01:00
|
|
|
minetest.set_node(pos, {name = name .. "_a", param2 = dir})
|
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.
2016-03-15 05:27:32 +01:00
|
|
|
minetest.set_node(above, {name = "doors:hidden", param2 = dir})
|
2013-05-18 16:05:16 +02:00
|
|
|
end
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
|
|
|
|
local meta = minetest.get_meta(pos)
|
|
|
|
meta:set_int("state", state)
|
2014-02-13 00:06:45 +01:00
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
if def.protected then
|
2017-02-21 19:43:34 +01:00
|
|
|
meta:set_string("owner", pn)
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
meta:set_string("infotext", "Owned by " .. pn)
|
2013-05-18 16:05:16 +02:00
|
|
|
end
|
2014-02-13 00:06:45 +01:00
|
|
|
|
2017-03-29 21:02:26 +02:00
|
|
|
if not (creative and creative.is_enabled_for and creative.is_enabled_for(pn)) then
|
2013-05-18 16:05:16 +02:00
|
|
|
itemstack:take_item()
|
|
|
|
end
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
|
2016-07-07 18:48:02 +02:00
|
|
|
on_place_node(pos, minetest.get_node(pos),
|
|
|
|
placer, node, itemstack, pointed_thing)
|
2016-02-14 21:21:51 +01:00
|
|
|
|
2013-05-18 16:05:16 +02:00
|
|
|
return itemstack
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
end
|
2013-05-18 16:05:16 +02:00
|
|
|
})
|
2016-03-13 01:12:37 +01:00
|
|
|
def.inventory_image = nil
|
|
|
|
|
|
|
|
if def.recipe then
|
|
|
|
minetest.register_craft({
|
|
|
|
output = name,
|
|
|
|
recipe = def.recipe,
|
|
|
|
})
|
|
|
|
end
|
|
|
|
def.recipe = nil
|
2014-02-13 00:06:45 +01:00
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
if not def.sounds then
|
|
|
|
def.sounds = default.node_sound_wood_defaults()
|
2015-03-07 08:32:00 +01:00
|
|
|
end
|
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
if not def.sound_open then
|
|
|
|
def.sound_open = "doors_door_open"
|
2015-03-07 08:32:00 +01:00
|
|
|
end
|
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
if not def.sound_close then
|
|
|
|
def.sound_close = "doors_door_close"
|
2013-05-18 16:05:16 +02:00
|
|
|
end
|
2014-02-13 00:06:45 +01:00
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
def.groups.not_in_creative_inventory = 1
|
|
|
|
def.groups.door = 1
|
2016-02-21 05:03:09 +01:00
|
|
|
def.drop = name
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
def.door = {
|
2016-02-21 05:03:09 +01:00
|
|
|
name = name,
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
sounds = { def.sound_close, def.sound_open },
|
|
|
|
}
|
2014-02-13 00:06:45 +01:00
|
|
|
|
2016-07-01 22:43:02 +02:00
|
|
|
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
2016-07-02 02:30:45 +02:00
|
|
|
_doors.door_toggle(pos, node, clicker)
|
2016-07-01 22:43:02 +02:00
|
|
|
return itemstack
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
end
|
|
|
|
def.after_dig_node = function(pos, node, meta, digger)
|
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.
2016-03-15 05:27:32 +01:00
|
|
|
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
|
2016-11-22 05:45:31 +01:00
|
|
|
minetest.check_for_falling({x = pos.x, y = pos.y + 1, z = pos.z})
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
end
|
2017-01-15 06:39:17 +01:00
|
|
|
def.on_rotate = function(pos, node, user, mode, new_param2)
|
|
|
|
return false
|
|
|
|
end
|
2015-05-13 11:49:11 +02:00
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
if def.protected then
|
2016-07-30 14:21:30 +02:00
|
|
|
def.can_dig = can_dig_door
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
def.on_blast = function() end
|
Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.
The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.
A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".
Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.
This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.
They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.
If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.
Keys can be smelted back in gold ingots if they are no longer useful.
The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.
The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.
Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
|
|
|
def.on_key_use = function(pos, player)
|
|
|
|
local door = doors.get(pos)
|
|
|
|
door:toggle(player)
|
|
|
|
end
|
|
|
|
def.on_skeleton_key_use = function(pos, player, newsecret)
|
2017-02-21 19:43:34 +01:00
|
|
|
replace_old_owner_information(pos)
|
Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.
The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.
A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".
Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.
This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.
They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.
If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.
Keys can be smelted back in gold ingots if they are no longer useful.
The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.
The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.
Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
|
|
|
local meta = minetest.get_meta(pos)
|
2017-02-21 19:43:34 +01:00
|
|
|
local owner = meta:get_string("owner")
|
Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.
The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.
A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".
Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.
This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.
They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.
If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.
Keys can be smelted back in gold ingots if they are no longer useful.
The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.
The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.
Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
|
|
|
local pname = player:get_player_name()
|
|
|
|
|
|
|
|
-- verify placer is owner of lockable door
|
|
|
|
if owner ~= pname then
|
|
|
|
minetest.record_protection_violation(pos, pname)
|
|
|
|
minetest.chat_send_player(pname, "You do not own this locked door.")
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
|
|
|
|
local secret = meta:get_string("key_lock_secret")
|
|
|
|
if secret == "" then
|
|
|
|
secret = newsecret
|
|
|
|
meta:set_string("key_lock_secret", secret)
|
|
|
|
end
|
|
|
|
|
|
|
|
return secret, "a locked door", owner
|
|
|
|
end
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
else
|
|
|
|
def.on_blast = function(pos, intensity)
|
|
|
|
minetest.remove_node(pos)
|
|
|
|
-- hidden node doesn't get blasted away.
|
2016-02-21 05:03:09 +01:00
|
|
|
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
|
|
|
|
return {name}
|
2015-05-13 11:49:11 +02:00
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2016-03-12 07:11:39 +01:00
|
|
|
def.on_destruct = function(pos)
|
|
|
|
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
|
|
|
|
end
|
|
|
|
|
2016-03-13 01:12:37 +01:00
|
|
|
def.drawtype = "mesh"
|
|
|
|
def.paramtype = "light"
|
|
|
|
def.paramtype2 = "facedir"
|
|
|
|
def.sunlight_propagates = true
|
|
|
|
def.walkable = true
|
|
|
|
def.is_ground_content = false
|
|
|
|
def.buildable_to = false
|
2016-07-07 18:48:02 +02:00
|
|
|
def.selection_box = {type = "fixed", fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}
|
|
|
|
def.collision_box = {type = "fixed", fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}
|
2016-03-13 01:12:37 +01:00
|
|
|
|
|
|
|
def.mesh = "door_a.obj"
|
|
|
|
minetest.register_node(":" .. name .. "_a", def)
|
|
|
|
|
|
|
|
def.mesh = "door_b.obj"
|
|
|
|
minetest.register_node(":" .. name .. "_b", def)
|
2014-04-16 16:31:30 +02:00
|
|
|
|
2016-02-21 05:03:09 +01:00
|
|
|
_doors.registered_doors[name .. "_a"] = true
|
|
|
|
_doors.registered_doors[name .. "_b"] = true
|
2013-05-18 16:05:16 +02:00
|
|
|
end
|
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
doors.register("door_wood", {
|
|
|
|
tiles = {{ name = "doors_door_wood.png", backface_culling = true }},
|
|
|
|
description = "Wooden Door",
|
|
|
|
inventory_image = "doors_item_wood.png",
|
2016-07-13 20:24:49 +02:00
|
|
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
2016-02-13 19:03:23 +01:00
|
|
|
recipe = {
|
|
|
|
{"group:wood", "group:wood"},
|
|
|
|
{"group:wood", "group:wood"},
|
|
|
|
{"group:wood", "group:wood"},
|
|
|
|
}
|
2013-05-18 16:05:16 +02:00
|
|
|
})
|
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
doors.register("door_steel", {
|
2016-07-07 18:48:02 +02:00
|
|
|
tiles = {{name = "doors_door_steel.png", backface_culling = true}},
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
description = "Steel Door",
|
|
|
|
inventory_image = "doors_item_steel.png",
|
|
|
|
protected = true,
|
2016-07-13 20:24:49 +02:00
|
|
|
groups = {cracky = 1, level = 2},
|
2016-10-20 01:34:22 +02:00
|
|
|
sounds = default.node_sound_metal_defaults(),
|
2016-03-06 08:08:02 +01:00
|
|
|
sound_open = "doors_steel_door_open",
|
|
|
|
sound_close = "doors_steel_door_close",
|
2016-02-13 19:03:23 +01:00
|
|
|
recipe = {
|
|
|
|
{"default:steel_ingot", "default:steel_ingot"},
|
|
|
|
{"default:steel_ingot", "default:steel_ingot"},
|
|
|
|
{"default:steel_ingot", "default:steel_ingot"},
|
|
|
|
}
|
2013-05-18 16:05:16 +02:00
|
|
|
})
|
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
doors.register("door_glass", {
|
2016-07-07 18:48:02 +02:00
|
|
|
tiles = {"doors_door_glass.png"},
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
description = "Glass Door",
|
|
|
|
inventory_image = "doors_item_glass.png",
|
2016-07-13 20:24:49 +02:00
|
|
|
groups = {cracky=3, oddly_breakable_by_hand=3},
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
sounds = default.node_sound_glass_defaults(),
|
2016-06-23 04:06:57 +02:00
|
|
|
sound_open = "doors_glass_door_open",
|
|
|
|
sound_close = "doors_glass_door_close",
|
2016-02-13 19:03:23 +01:00
|
|
|
recipe = {
|
|
|
|
{"default:glass", "default:glass"},
|
|
|
|
{"default:glass", "default:glass"},
|
|
|
|
{"default:glass", "default:glass"},
|
|
|
|
}
|
2013-05-18 16:05:16 +02:00
|
|
|
})
|
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
doors.register("door_obsidian_glass", {
|
2016-07-07 18:48:02 +02:00
|
|
|
tiles = {"doors_door_obsidian_glass.png"},
|
2016-03-22 08:26:36 +01:00
|
|
|
description = "Obsidian Glass Door",
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
inventory_image = "doors_item_obsidian_glass.png",
|
2016-07-13 20:24:49 +02:00
|
|
|
groups = {cracky=3},
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
sounds = default.node_sound_glass_defaults(),
|
2016-06-23 04:06:57 +02:00
|
|
|
sound_open = "doors_glass_door_open",
|
|
|
|
sound_close = "doors_glass_door_close",
|
2016-02-13 19:03:23 +01:00
|
|
|
recipe = {
|
|
|
|
{"default:obsidian_glass", "default:obsidian_glass"},
|
|
|
|
{"default:obsidian_glass", "default:obsidian_glass"},
|
|
|
|
{"default:obsidian_glass", "default:obsidian_glass"},
|
|
|
|
},
|
2014-04-16 16:31:30 +02:00
|
|
|
})
|
|
|
|
|
2016-02-20 08:32:43 +01:00
|
|
|
-- 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
|
|
|
|
|
2016-02-21 05:03:09 +01:00
|
|
|
doors.register(name, def)
|
2016-02-20 08:32:43 +01:00
|
|
|
end
|
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
----trapdoor----
|
2014-04-16 16:31:30 +02:00
|
|
|
|
2016-07-02 02:30:45 +02:00
|
|
|
function _doors.trapdoor_toggle(pos, node, clicker)
|
2016-07-11 17:50:19 +02:00
|
|
|
node = node or minetest.get_node(pos)
|
2017-02-26 18:24:12 +01:00
|
|
|
|
2017-02-21 19:43:34 +01:00
|
|
|
replace_old_owner_information(pos)
|
Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.
The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.
A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".
Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.
This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.
They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.
If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.
Keys can be smelted back in gold ingots if they are no longer useful.
The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.
The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.
Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
|
|
|
|
2017-04-17 12:56:27 +02:00
|
|
|
if clicker and not default.can_interact_with_node(clicker, pos) then
|
2017-02-21 19:43:34 +01:00
|
|
|
return false
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
end
|
2014-04-16 16:31:30 +02:00
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
local def = minetest.registered_nodes[node.name]
|
2014-04-16 16:31:30 +02:00
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
if string.sub(node.name, -5) == "_open" then
|
2016-07-07 18:48:02 +02:00
|
|
|
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})
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
else
|
2016-07-07 18:48:02 +02:00
|
|
|
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})
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
end
|
|
|
|
end
|
2014-04-16 16:31:30 +02:00
|
|
|
|
2015-02-03 20:11:23 +01:00
|
|
|
function doors.register_trapdoor(name, def)
|
2016-07-17 18:52:42 +02:00
|
|
|
if not name:find(":") then
|
|
|
|
name = "doors:" .. name
|
|
|
|
end
|
2016-11-20 04:24:37 +01:00
|
|
|
|
2015-02-03 20:11:23 +01:00
|
|
|
local name_closed = name
|
|
|
|
local name_opened = name.."_open"
|
|
|
|
|
2016-07-01 22:43:02 +02:00
|
|
|
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
2016-07-02 02:30:45 +02:00
|
|
|
_doors.trapdoor_toggle(pos, node, clicker)
|
2016-07-01 22:43:02 +02:00
|
|
|
return itemstack
|
2014-11-25 21:34:40 +01:00
|
|
|
end
|
2014-04-16 16:31:30 +02:00
|
|
|
|
2015-02-03 20:11:23 +01:00
|
|
|
-- Common trapdoor configuration
|
|
|
|
def.drawtype = "nodebox"
|
|
|
|
def.paramtype = "light"
|
|
|
|
def.paramtype2 = "facedir"
|
2015-06-14 05:58:54 +02:00
|
|
|
def.is_ground_content = false
|
2015-12-15 08:35:14 +01:00
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
if def.protected then
|
2016-07-30 14:21:30 +02:00
|
|
|
def.can_dig = can_dig_door
|
2015-12-15 08:35:14 +01:00
|
|
|
def.after_place_node = function(pos, placer, itemstack, pointed_thing)
|
|
|
|
local pn = placer:get_player_name()
|
|
|
|
local meta = minetest.get_meta(pos)
|
2017-02-21 19:43:34 +01:00
|
|
|
meta:set_string("owner", pn)
|
2015-12-15 08:35:14 +01:00
|
|
|
meta:set_string("infotext", "Owned by "..pn)
|
|
|
|
|
2017-03-29 21:02:26 +02:00
|
|
|
return (creative and creative.is_enabled_for and creative.is_enabled_for(pn))
|
2015-12-15 08:35:14 +01:00
|
|
|
end
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
|
|
|
|
def.on_blast = function() end
|
Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.
The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.
A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".
Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.
This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.
They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.
If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.
Keys can be smelted back in gold ingots if they are no longer useful.
The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.
The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.
Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
|
|
|
def.on_key_use = function(pos, player)
|
|
|
|
local door = doors.get(pos)
|
|
|
|
door:toggle(player)
|
|
|
|
end
|
|
|
|
def.on_skeleton_key_use = function(pos, player, newsecret)
|
2017-02-21 19:43:34 +01:00
|
|
|
replace_old_owner_information(pos)
|
Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.
The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.
A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".
Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.
This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.
They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.
If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.
Keys can be smelted back in gold ingots if they are no longer useful.
The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.
The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.
Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
|
|
|
local meta = minetest.get_meta(pos)
|
2017-02-21 19:43:34 +01:00
|
|
|
local owner = meta:get_string("owner")
|
Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.
The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.
A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".
Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.
This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.
They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.
If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.
Keys can be smelted back in gold ingots if they are no longer useful.
The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.
The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.
Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
|
|
|
local pname = player:get_player_name()
|
|
|
|
|
|
|
|
-- verify placer is owner of lockable door
|
|
|
|
if owner ~= pname then
|
|
|
|
minetest.record_protection_violation(pos, pname)
|
|
|
|
minetest.chat_send_player(pname, "You do not own this trapdoor.")
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
|
|
|
|
local secret = meta:get_string("key_lock_secret")
|
|
|
|
if secret == "" then
|
|
|
|
secret = newsecret
|
|
|
|
meta:set_string("key_lock_secret", secret)
|
|
|
|
end
|
|
|
|
|
|
|
|
return secret, "a locked trapdoor", owner
|
|
|
|
end
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
else
|
|
|
|
def.on_blast = function(pos, intensity)
|
|
|
|
minetest.remove_node(pos)
|
2016-07-07 18:48:02 +02:00
|
|
|
return {name}
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
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"
|
2015-12-15 08:35:14 +01:00
|
|
|
end
|
2015-02-03 20:11:23 +01:00
|
|
|
|
|
|
|
local def_opened = table.copy(def)
|
|
|
|
local def_closed = table.copy(def)
|
|
|
|
|
|
|
|
def_closed.node_box = {
|
2014-04-16 16:31:30 +02:00
|
|
|
type = "fixed",
|
2016-01-16 23:53:27 +01:00
|
|
|
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
|
2015-02-03 20:11:23 +01:00
|
|
|
}
|
|
|
|
def_closed.selection_box = {
|
2014-04-16 16:31:30 +02:00
|
|
|
type = "fixed",
|
2016-01-16 23:53:27 +01:00
|
|
|
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
|
2015-02-03 20:11:23 +01:00
|
|
|
}
|
2016-07-18 07:14:01 +02:00
|
|
|
def_closed.tiles = {def.tile_front,
|
|
|
|
def.tile_front .. '^[transformFY',
|
|
|
|
def.tile_side, def.tile_side,
|
|
|
|
def.tile_side, def.tile_side}
|
2014-04-16 16:31:30 +02:00
|
|
|
|
2015-02-03 20:11:23 +01:00
|
|
|
def_opened.node_box = {
|
2014-04-16 16:31:30 +02:00
|
|
|
type = "fixed",
|
2016-01-16 23:53:27 +01:00
|
|
|
fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
|
2015-02-03 20:11:23 +01:00
|
|
|
}
|
|
|
|
def_opened.selection_box = {
|
2014-04-16 16:31:30 +02:00
|
|
|
type = "fixed",
|
2016-01-16 23:53:27 +01:00
|
|
|
fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
|
2015-02-03 20:11:23 +01:00
|
|
|
}
|
2016-07-07 18:48:02 +02:00
|
|
|
def_opened.tiles = {def.tile_side, def.tile_side,
|
2016-01-16 23:53:27 +01:00
|
|
|
def.tile_side .. '^[transform3',
|
|
|
|
def.tile_side .. '^[transform1',
|
2016-07-18 07:14:01 +02:00
|
|
|
def.tile_front .. '^[transform46',
|
|
|
|
def.tile_front .. '^[transform6'}
|
2016-01-16 23:53:27 +01:00
|
|
|
|
2015-02-03 20:11:23 +01:00
|
|
|
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)
|
|
|
|
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
_doors.registered_trapdoors[name_opened] = true
|
|
|
|
_doors.registered_trapdoors[name_closed] = true
|
|
|
|
end
|
2015-02-03 20:11:23 +01:00
|
|
|
|
|
|
|
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",
|
2016-07-13 20:24:49 +02:00
|
|
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, door = 1},
|
2014-04-16 16:31:30 +02:00
|
|
|
})
|
|
|
|
|
2015-12-15 08:35:14 +01:00
|
|
|
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",
|
New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
|
|
|
protected = true,
|
2016-10-20 01:34:22 +02:00
|
|
|
sounds = default.node_sound_metal_defaults(),
|
2016-03-06 08:08:02 +01:00
|
|
|
sound_open = "doors_steel_door_open",
|
|
|
|
sound_close = "doors_steel_door_close",
|
2016-07-13 20:24:49 +02:00
|
|
|
groups = {cracky = 1, level = 2, door = 1},
|
2015-12-15 08:35:14 +01:00
|
|
|
})
|
|
|
|
|
2014-04-16 16:31:30 +02:00
|
|
|
minetest.register_craft({
|
|
|
|
output = 'doors:trapdoor 2',
|
|
|
|
recipe = {
|
|
|
|
{'group:wood', 'group:wood', 'group:wood'},
|
|
|
|
{'group:wood', 'group:wood', 'group:wood'},
|
|
|
|
{'', '', ''},
|
|
|
|
}
|
|
|
|
})
|
2015-12-15 08:35:14 +01:00
|
|
|
|
|
|
|
minetest.register_craft({
|
2016-01-11 21:39:24 +01:00
|
|
|
output = 'doors:trapdoor_steel',
|
2015-12-15 08:35:14 +01:00
|
|
|
recipe = {
|
2016-01-11 21:39:24 +01:00
|
|
|
{'default:steel_ingot', 'default:steel_ingot'},
|
|
|
|
{'default:steel_ingot', 'default:steel_ingot'},
|
2015-12-15 08:35:14 +01:00
|
|
|
}
|
|
|
|
})
|
|
|
|
|
Add a simple, but stylish fence gate.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.
The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.
A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:
stick wood stick
stick wood stick
The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.
I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.
This change requires #873, otherwise it doesn't connect to fences.
2016-02-26 16:30:38 +01:00
|
|
|
|
|
|
|
----fence gate----
|
|
|
|
|
2016-03-18 08:33:14 +01:00
|
|
|
function doors.register_fencegate(name, def)
|
|
|
|
local fence = {
|
|
|
|
description = def.description,
|
|
|
|
drawtype = "mesh",
|
2016-07-07 18:48:02 +02:00
|
|
|
tiles = {def.texture},
|
2016-03-18 08:33:14 +01:00
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "facedir",
|
|
|
|
sunlight_propagates = true,
|
|
|
|
is_ground_content = false,
|
|
|
|
drop = name .. "_closed",
|
2016-07-07 18:48:02 +02:00
|
|
|
connect_sides = {"left", "right"},
|
2016-03-18 08:33:14 +01:00
|
|
|
groups = def.groups,
|
|
|
|
sounds = def.sounds,
|
2016-07-01 22:43:02 +02:00
|
|
|
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
2016-03-18 08:33:14 +01:00
|
|
|
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})
|
2016-07-01 22:43:02 +02:00
|
|
|
return itemstack
|
2016-03-18 08:33:14 +01:00
|
|
|
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 = {
|
Add a simple, but stylish fence gate.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.
The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.
A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:
stick wood stick
stick wood stick
The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.
I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.
This change requires #873, otherwise it doesn't connect to fences.
2016-02-26 16:30:38 +01:00
|
|
|
type = "fixed",
|
|
|
|
fixed = {-1/2, -1/2, -1/4, 1/2, 1/2, 1/4},
|
2016-03-18 08:33:14 +01:00
|
|
|
}
|
Add a simple, but stylish fence gate.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.
The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.
A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:
stick wood stick
stick wood stick
The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.
I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.
This change requires #873, otherwise it doesn't connect to fences.
2016-02-26 16:30:38 +01:00
|
|
|
|
2016-03-18 08:33:14 +01:00
|
|
|
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},
|
2016-09-22 14:46:12 +02:00
|
|
|
{-1/2, -3/8, -1/2, -3/8, 3/8, 0}},
|
2016-03-18 08:33:14 +01:00
|
|
|
}
|
Add a simple, but stylish fence gate.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.
The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.
A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:
stick wood stick
stick wood stick
The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.
I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.
This change requires #873, otherwise it doesn't connect to fences.
2016-02-26 16:30:38 +01:00
|
|
|
|
2016-03-18 08:33:14 +01:00
|
|
|
minetest.register_node(":" .. name .. "_closed", fence_closed)
|
|
|
|
minetest.register_node(":" .. name .. "_open", fence_open)
|
Add a simple, but stylish fence gate.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.
The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.
A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:
stick wood stick
stick wood stick
The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.
I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.
This change requires #873, otherwise it doesn't connect to fences.
2016-02-26 16:30:38 +01:00
|
|
|
|
2016-03-18 08:33:14 +01:00
|
|
|
minetest.register_craft({
|
|
|
|
output = name .. "_closed",
|
|
|
|
recipe = {
|
|
|
|
{"default:stick", def.material, "default:stick"},
|
|
|
|
{"default:stick", def.material, "default:stick"}
|
|
|
|
}
|
|
|
|
})
|
|
|
|
end
|
Add a simple, but stylish fence gate.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.
The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.
A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:
stick wood stick
stick wood stick
The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.
I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.
This change requires #873, otherwise it doesn't connect to fences.
2016-02-26 16:30:38 +01:00
|
|
|
|
2016-03-18 08:33:14 +01:00
|
|
|
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}
|
Add a simple, but stylish fence gate.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.
The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.
A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:
stick wood stick
stick wood stick
The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.
I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.
This change requires #873, otherwise it doesn't connect to fences.
2016-02-26 16:30:38 +01:00
|
|
|
})
|
|
|
|
|
2016-03-18 08:33:14 +01:00
|
|
|
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",
|
2016-08-27 03:41:31 +02:00
|
|
|
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3}
|
2016-03-18 08:33:14 +01:00
|
|
|
})
|
|
|
|
|
|
|
|
doors.register_fencegate("doors:gate_aspen_wood", {
|
|
|
|
description = "Aspen Fence Gate",
|
|
|
|
texture = "default_aspen_wood.png",
|
|
|
|
material = "default:aspen_wood",
|
2016-08-27 03:41:31 +02:00
|
|
|
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3}
|
2016-03-18 08:33:14 +01:00
|
|
|
})
|
Add and edit fuel registrations
Edited fuels: fences, wooden ladder.
New fuels:
boat, paper, book, dry shrub, stick, vessels shelf, wooden tools,
wooden door, trapdoor, fence gates, farming crops, stairs, slabs, beds.
2016-10-30 11:29:58 +01:00
|
|
|
|
|
|
|
|
|
|
|
----fuels----
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
|
|
|
recipe = "doors:trapdoor",
|
|
|
|
burntime = 7,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
|
|
|
recipe = "doors:door_wood",
|
|
|
|
burntime = 14,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
|
|
|
recipe = "doors:gate_wood_closed",
|
|
|
|
burntime = 7,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
|
|
|
recipe = "doors:gate_acacia_wood_closed",
|
|
|
|
burntime = 8,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
|
|
|
recipe = "doors:gate_junglewood_closed",
|
|
|
|
burntime = 9,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
|
|
|
recipe = "doors:gate_pine_wood_closed",
|
|
|
|
burntime = 6,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "fuel",
|
|
|
|
recipe = "doors:gate_aspen_wood_closed",
|
|
|
|
burntime = 5,
|
|
|
|
})
|