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
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|
--[[
|
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
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|
Copyright (C) 2012 PilzAdam
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modified by BlockMen (added sounds, glassdoors[glass, obsidian glass], trapdoor)
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|
|
Copyright (C) 2015 - Auke Kok <sofar@foo-projects.org>
|
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
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|
--]]
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-- our API object
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doors = {}
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-- private data
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local _doors = {}
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_doors.registered_doors = {}
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_doors.registered_trapdoors = {}
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-- returns an object to a door object or nil
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function doors.get(pos)
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if _doors.registered_doors[minetest.get_node(pos).name] then
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-- A normal upright door
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return {
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pos = pos,
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open = function(self, player)
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if self:state() then
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return false
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end
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return _doors.door_toggle(self.pos, player)
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end,
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close = function(self, player)
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if not self:state() then
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return false
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end
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return _doors.door_toggle(self.pos, player)
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end,
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toggle = function(self, player)
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return _doors.door_toggle(self.pos, player)
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end,
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state = function(self)
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local state = minetest.get_meta(self.pos):get_int("state")
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return state %2 == 1
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end
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}
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elseif _doors.registered_trapdoors[minetest.get_node(pos).name] then
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-- A trapdoor
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return {
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pos = pos,
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open = function(self, player)
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if self:state() then
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return false
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end
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return _doors.trapdoor_toggle(self.pos, player)
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end,
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close = function(self, player)
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if not self:state() then
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return false
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end
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return _doors.trapdoor_toggle(self.pos, player)
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end,
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toggle = function(self, player)
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return _doors.trapdoor_toggle(self.pos, player)
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end,
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state = function(self)
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local name = minetest.get_node(pos).name
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return name:sub(-5) == "_open"
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end
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}
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else
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return nil
|
2013-05-18 16:05:16 +02:00
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|
|
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
|
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|
end
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-- this hidden node is placed on top of the bottom, and prevents
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-- nodes from being placed in the top half of the door.
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minetest.register_node("doors:hidden", {
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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
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-- can't use airlike otherwise falling nodes will turn to entities
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|
-- and will be forever stuck until door is removed.
|
|
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|
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.
|
|
|
|
nodebox = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32},
|
|
|
|
},
|
|
|
|
-- collision_box needed otherise selection box would be full node size
|
|
|
|
collision_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32},
|
|
|
|
},
|
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 = {
|
|
|
|
{
|
|
|
|
{ v = "_a", param2 = 3 },
|
|
|
|
{ v = "_a", param2 = 0 },
|
|
|
|
{ v = "_a", param2 = 1 },
|
|
|
|
{ v = "_a", param2 = 2 },
|
|
|
|
},
|
|
|
|
{
|
|
|
|
{ v = "_b", param2 = 1 },
|
|
|
|
{ v = "_b", param2 = 2 },
|
|
|
|
{ v = "_b", param2 = 3 },
|
|
|
|
{ v = "_b", param2 = 0 },
|
|
|
|
},
|
|
|
|
{
|
|
|
|
{ v = "_b", param2 = 1 },
|
|
|
|
{ v = "_b", param2 = 2 },
|
|
|
|
{ v = "_b", param2 = 3 },
|
|
|
|
{ v = "_b", param2 = 0 },
|
|
|
|
},
|
|
|
|
{
|
|
|
|
{ v = "_a", param2 = 3 },
|
|
|
|
{ v = "_a", param2 = 0 },
|
|
|
|
{ v = "_a", param2 = 1 },
|
|
|
|
{ v = "_a", param2 = 2 },
|
|
|
|
},
|
|
|
|
}
|
|
|
|
|
|
|
|
function _doors.door_toggle(pos, clicker)
|
|
|
|
local meta = minetest.get_meta(pos)
|
|
|
|
local def = minetest.registered_nodes[minetest.get_node(pos).name]
|
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
|
|
|
|
if minetest.get_node(pos).name:sub(-2) == "_b" then
|
|
|
|
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
|
|
|
|
|
2016-01-20 15:29:48 +01:00
|
|
|
if clicker and not minetest.check_player_privs(clicker, "protection_bypass") 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
|
|
|
local owner = meta:get_string("doors_owner")
|
|
|
|
if owner ~= "" then
|
|
|
|
if clicker:get_player_name() ~= owner then
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
end
|
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
|
|
|
local old = state
|
|
|
|
-- 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
|
|
|
|
|
|
|
local dir = minetest.get_node(pos).param2
|
|
|
|
if state % 2 == 0 then
|
|
|
|
minetest.sound_play(def.door.sounds[1], {pos = pos, gain = 0.3, max_hear_distance = 10})
|
|
|
|
else
|
|
|
|
minetest.sound_play(def.door.sounds[2], {pos = pos, gain = 0.3, max_hear_distance = 10})
|
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
|
|
|
|
|
|
|
local function on_place_node(place_to, newnode, placer, oldnode, itemstack, pointed_thing)
|
|
|
|
-- Run script hook
|
|
|
|
local _, callback
|
|
|
|
for _, callback in ipairs(core.registered_on_placenodes) do
|
|
|
|
-- Deepcopy pos, node and pointed_thing because callback can modify them
|
|
|
|
local place_to_copy = {x = place_to.x, y = place_to.y, z = place_to.z}
|
|
|
|
local newnode_copy = {name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
|
|
|
|
local oldnode_copy = {name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
|
|
|
|
local pointed_thing_copy = {
|
|
|
|
type = pointed_thing.type,
|
|
|
|
above = vector.new(pointed_thing.above),
|
|
|
|
under = vector.new(pointed_thing.under),
|
|
|
|
ref = pointed_thing.ref,
|
|
|
|
}
|
|
|
|
callback(place_to_copy, newnode_copy, placer, oldnode_copy, itemstack, pointed_thing_copy)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
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 = {
|
|
|
|
{ { type = "a", state = 0 }, { type = "a", state = 3 } },
|
|
|
|
{ { type = "b", state = 1 }, { type = "b", state = 2 } }
|
|
|
|
}
|
|
|
|
local new = replace[l][h]
|
|
|
|
-- retain infotext and doors_owner fields
|
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,
|
2014-02-13 00:06:45 +01:00
|
|
|
|
2013-05-18 16:05:16 +02:00
|
|
|
on_place = function(itemstack, placer, pointed_thing)
|
2016-02-14 05:00:37 +01:00
|
|
|
local pos = nil
|
|
|
|
|
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]
|
|
|
|
if pdef and pdef.on_rightclick then
|
|
|
|
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
|
|
|
|
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 above = { x = pos.x, y = pos.y + 1, z = pos.z }
|
|
|
|
if not minetest.registered_nodes[minetest.get_node(above).name].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 = {
|
|
|
|
{ x = -1, y = 0, z = 0 },
|
|
|
|
{ x = 0, y = 0, z = 1 },
|
|
|
|
{ x = 1, y = 0, z = 0 },
|
|
|
|
{ x = 0, y = 0, z = -1 },
|
|
|
|
}
|
|
|
|
|
|
|
|
local aside = {
|
|
|
|
x = pos.x + ref[dir + 1].x,
|
|
|
|
y = pos.y + ref[dir + 1].y,
|
|
|
|
z = pos.z + ref[dir + 1].z,
|
|
|
|
}
|
|
|
|
|
|
|
|
local state = 0
|
|
|
|
if minetest.get_item_group(minetest.get_node(aside).name, "door") == 1 then
|
|
|
|
state = state + 2
|
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
|
2013-05-18 16:05:16 +02:00
|
|
|
local pn = placer:get_player_name()
|
|
|
|
meta:set_string("doors_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
|
|
|
|
2013-05-18 16:05:16 +02:00
|
|
|
if not minetest.setting_getbool("creative_mode") then
|
|
|
|
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
|
|
|
|
2016-02-14 21:21:51 +01:00
|
|
|
on_place_node(pos, minetest.get_node(pos), placer, node, itemstack, pointed_thing)
|
|
|
|
|
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
|
|
|
local can_dig = function(pos, digger)
|
|
|
|
if not def.protected then
|
|
|
|
return true
|
2013-05-18 16:05:16 +02:00
|
|
|
end
|
2016-03-16 06:49:20 +01:00
|
|
|
if minetest.check_player_privs(digger, "protection_bypass") then
|
|
|
|
return true
|
|
|
|
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)
|
2016-02-26 00:16:39 +01:00
|
|
|
local name = ""
|
|
|
|
if digger then
|
|
|
|
name = digger:get_player_name()
|
|
|
|
end
|
|
|
|
return meta:get_string("doors_owner") == name
|
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
|
|
|
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
|
|
|
|
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_rightclick = function(pos, node, clicker)
|
|
|
|
_doors.door_toggle(pos, clicker)
|
|
|
|
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})
|
|
|
|
nodeupdate({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
|
|
|
|
def.can_dig = function(pos, player)
|
|
|
|
return can_dig(pos, player)
|
|
|
|
end
|
|
|
|
def.on_rotate = function(pos, node, user, mode, new_param2)
|
|
|
|
return false
|
|
|
|
end
|
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
|
|
|
|
def.on_blast = function() end
|
|
|
|
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.use_texture_alpha = true
|
|
|
|
def.walkable = true
|
|
|
|
def.is_ground_content = false
|
|
|
|
def.buildable_to = false
|
|
|
|
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} }
|
|
|
|
|
|
|
|
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",
|
|
|
|
groups = { snappy = 1, 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", {
|
|
|
|
tiles = {{ name = "doors_door_steel.png", backface_culling = true }},
|
|
|
|
description = "Steel Door",
|
|
|
|
inventory_image = "doors_item_steel.png",
|
|
|
|
protected = true,
|
|
|
|
groups = { snappy = 1, bendy = 2, cracky = 1, melty = 2, level = 2 },
|
2016-06-23 04:06:57 +02:00
|
|
|
sounds = default.node_sound_stone_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", {
|
|
|
|
tiles = { "doors_door_glass.png"},
|
|
|
|
description = "Glass Door",
|
|
|
|
inventory_image = "doors_item_glass.png",
|
|
|
|
groups = { snappy=1, cracky=1, oddly_breakable_by_hand=3 },
|
|
|
|
sounds = default.node_sound_glass_defaults(),
|
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", {
|
|
|
|
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",
|
|
|
|
groups = { snappy=1, cracky=1, oddly_breakable_by_hand=3 },
|
|
|
|
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
|
|
|
|
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.trapdoor_toggle(pos, clicker)
|
2016-01-20 15:29:48 +01:00
|
|
|
if clicker and not minetest.check_player_privs(clicker, "protection_bypass") 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
|
|
|
local meta = minetest.get_meta(pos)
|
|
|
|
local owner = meta:get_string("doors_owner")
|
|
|
|
if owner ~= "" then
|
|
|
|
if clicker:get_player_name() ~= owner then
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
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 node = minetest.get_node(pos)
|
|
|
|
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
|
|
|
|
minetest.sound_play(def.sound_close, {pos = pos, gain = 0.3, max_hear_distance = 10})
|
|
|
|
minetest.swap_node(pos, {name = string.sub(node.name, 1, string.len(node.name) - 5), param1 = node.param1, param2 = node.param2})
|
|
|
|
else
|
|
|
|
minetest.sound_play(def.sound_open, {pos = pos, gain = 0.3, max_hear_distance = 10})
|
|
|
|
minetest.swap_node(pos, {name = node.name .. "_open", param1 = node.param1, param2 = node.param2})
|
|
|
|
end
|
|
|
|
end
|
2014-04-16 16:31:30 +02:00
|
|
|
|
2015-02-03 20:11:23 +01:00
|
|
|
function doors.register_trapdoor(name, def)
|
|
|
|
local name_closed = name
|
|
|
|
local name_opened = name.."_open"
|
|
|
|
|
2015-12-15 08:35:14 +01:00
|
|
|
local function check_player_priv(pos, player)
|
2016-01-20 15:29:48 +01:00
|
|
|
if not def.protected or minetest.check_player_privs(player, "protection_bypass") then
|
2015-12-15 08:35:14 +01:00
|
|
|
return true
|
|
|
|
end
|
|
|
|
local meta = minetest.get_meta(pos)
|
|
|
|
local pn = player:get_player_name()
|
|
|
|
return meta:get_string("doors_owner") == pn
|
|
|
|
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_rightclick = function(pos, node, clicker)
|
|
|
|
_doors.trapdoor_toggle(pos, clicker)
|
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
|
|
|
def.can_dig = check_player_priv
|
|
|
|
|
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
|
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)
|
|
|
|
meta:set_string("doors_owner", pn)
|
|
|
|
meta:set_string("infotext", "Owned by "..pn)
|
|
|
|
|
2016-01-05 16:16:42 +01:00
|
|
|
return minetest.setting_getbool("creative_mode")
|
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
|
|
|
|
else
|
|
|
|
def.on_blast = function(pos, intensity)
|
|
|
|
minetest.remove_node(pos)
|
|
|
|
minetest.remove_node({ x = pos.x, y = pos.y + 1, z = pos.z})
|
|
|
|
return { name }
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if not def.sounds then
|
|
|
|
def.sounds = default.node_sound_wood_defaults()
|
|
|
|
end
|
|
|
|
|
|
|
|
if not def.sound_open then
|
|
|
|
def.sound_open = "doors_door_open"
|
|
|
|
end
|
|
|
|
|
|
|
|
if not def.sound_close then
|
|
|
|
def.sound_close = "doors_door_close"
|
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
|
|
|
}
|
|
|
|
def_closed.tiles = { def.tile_front, def.tile_front, 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
|
|
|
}
|
2016-01-16 23:53:27 +01:00
|
|
|
def_opened.tiles = { def.tile_side, def.tile_side,
|
|
|
|
def.tile_side .. '^[transform3',
|
|
|
|
def.tile_side .. '^[transform1',
|
|
|
|
def.tile_front, def.tile_front }
|
|
|
|
|
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",
|
|
|
|
groups = {snappy=1, 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,
|
2016-06-23 04:06:57 +02:00
|
|
|
sounds = default.node_sound_stone_defaults(),
|
2016-03-06 08:08:02 +01:00
|
|
|
sound_open = "doors_steel_door_open",
|
|
|
|
sound_close = "doors_steel_door_close",
|
2015-12-15 08:35:14 +01:00
|
|
|
groups = {snappy=1, bendy=2, cracky=1, melty=2, level=2, door=1},
|
|
|
|
})
|
|
|
|
|
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",
|
|
|
|
tiles = { def.texture },
|
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "facedir",
|
|
|
|
sunlight_propagates = true,
|
|
|
|
is_ground_content = false,
|
|
|
|
drop = name .. "_closed",
|
|
|
|
connect_sides = { "left", "right" },
|
|
|
|
groups = def.groups,
|
|
|
|
sounds = def.sounds,
|
|
|
|
on_rightclick = function(pos, clicker)
|
|
|
|
local node = minetest.get_node(pos)
|
|
|
|
local node_def = minetest.registered_nodes[node.name]
|
|
|
|
minetest.swap_node(pos, {name = node_def.gate, param2 = node.param2})
|
|
|
|
minetest.sound_play(node_def.sound, {pos = pos, gain = 0.3,
|
|
|
|
max_hear_distance = 8})
|
|
|
|
end,
|
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {-1/2, -1/2, -1/4, 1/2, 1/2, 1/4},
|
|
|
|
},
|
|
|
|
}
|
|
|
|
|
|
|
|
if not fence.sounds then
|
|
|
|
fence.sounds = default.node_sound_wood_defaults()
|
|
|
|
end
|
|
|
|
|
|
|
|
fence.groups.fence = 1
|
|
|
|
|
|
|
|
local fence_closed = table.copy(fence)
|
|
|
|
fence_closed.mesh = "doors_fencegate_closed.obj"
|
|
|
|
fence_closed.gate = name .. "_open"
|
|
|
|
fence_closed.sound = "doors_fencegate_open"
|
|
|
|
fence_closed.collision_box = {
|
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},
|
|
|
|
{-5/8, -3/8, -14/16, -3/8, 3/8, 0}},
|
|
|
|
}
|
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"}
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|
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}
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|
|
|
})
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|
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|
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",
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|
|
|
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",
|
|
|
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
|
|
|
|
})
|
|
|
|
|
|
|
|
doors.register_fencegate("doors:gate_aspen_wood", {
|
|
|
|
description = "Aspen Fence Gate",
|
|
|
|
texture = "default_aspen_wood.png",
|
|
|
|
material = "default:aspen_wood",
|
|
|
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
|
|
|
|
})
|