player_api/mods/doors/init.lua
Auke Kok f600a9f645 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.
2016-02-13 03:47:28 +00:00

556 lines
14 KiB
Lua

--[[
Copyright (C) 2012 PilzAdam
modified by BlockMen (added sounds, glassdoors[glass, obsidian glass], trapdoor)
Copyright (C) 2015 - Auke Kok <sofar@foo-projects.org>
--]]
-- our API object
doors = {}
-- private data
local _doors = {}
_doors.registered_doors = {}
_doors.registered_trapdoors = {}
-- returns an object to a door object or nil
function doors.get(pos)
if _doors.registered_doors[minetest.get_node(pos).name] then
-- A normal upright door
return {
pos = pos,
open = function(self, player)
if self:state() then
return false
end
return _doors.door_toggle(self.pos, player)
end,
close = function(self, player)
if not self:state() then
return false
end
return _doors.door_toggle(self.pos, player)
end,
toggle = function(self, player)
return _doors.door_toggle(self.pos, player)
end,
state = function(self)
local state = minetest.get_meta(self.pos):get_int("state")
return state %2 == 1
end
}
elseif _doors.registered_trapdoors[minetest.get_node(pos).name] then
-- A trapdoor
return {
pos = pos,
open = function(self, player)
if self:state() then
return false
end
return _doors.trapdoor_toggle(self.pos, player)
end,
close = function(self, player)
if not self:state() then
return false
end
return _doors.trapdoor_toggle(self.pos, player)
end,
toggle = function(self, player)
return _doors.trapdoor_toggle(self.pos, player)
end,
state = function(self)
local name = minetest.get_node(pos).name
return name:sub(-5) == "_open"
end
}
else
return nil
end
end
-- this hidden node is placed on top of the bottom, and prevents
-- nodes from being placed in the top half of the door.
minetest.register_node("doors:hidden", {
description = "Hidden Door Segment",
drawtype = "airlike",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
pointable = false,
diggable = false,
buildable_to = false,
floodable = false,
drop = "",
groups = { not_in_creative_inventory = 1 },
on_blast = function() end
})
-- 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 state = meta:get_int("state")
local def = minetest.registered_nodes[minetest.get_node(pos).name]
local name = def.door.basename
if clicker then
local owner = meta:get_string("doors_owner")
if owner ~= "" then
if clicker:get_player_name() ~= owner then
return false
end
end
end
local old = state
-- until Lua-5.2 we have no bitwise operators :(
if state % 2 == 1 then
state = state - 1
else
state = state + 1
end
local dir = minetest.get_node(pos).param2
if state % 2 == 0 then
minetest.sound_play(def.door.sounds[1], {pos = pos, gain = 0.3, max_hear_distance = 10})
else
minetest.sound_play(def.door.sounds[2], {pos = pos, gain = 0.3, max_hear_distance = 10})
end
minetest.swap_node(pos, {
name = "doors:" .. name .. transform[state + 1][dir+1].v,
param2 = transform[state + 1][dir+1].param2
})
meta:set_int("state", state)
return true
end
function doors.register(name, def)
-- replace old doors of this type automatically
minetest.register_abm({
nodenames = {"doors:"..name.."_b_1", "doors:"..name.."_b_2"},
interval = 7.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local l = tonumber(node.name:sub(-1))
local meta = minetest.get_meta(pos)
local h = meta:get_int("right") + 1
local p2 = node.param2
local replace = {
{ { type = "a", state = 0 }, { type = "a", state = 3 } },
{ { type = "b", state = 1 }, { type = "b", state = 2 } }
}
local new = replace[l][h]
-- retain infotext and doors_owner fields
minetest.swap_node(pos, { name = "doors:" .. name .. "_" .. new.type, param2 = p2})
meta:set_int("state", new.state)
-- wipe meta on top node as it's unused
minetest.set_node({x = pos.x, y = pos.y + 1, z = pos.z}, { name = "doors:hidden" })
end
})
minetest.register_craftitem("doors:" .. name, {
description = def.description,
inventory_image = def.inventory_image,
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
local node = minetest.get_node(pos)
if not minetest.registered_nodes[node.name].buildable_to then
return itemstack
end
local above = { x = pos.x, y = pos.y + 1, z = pos.z }
if not minetest.registered_nodes[minetest.get_node(above).name].buildable_to then
return itemstack
end
local dir = minetest.dir_to_facedir(placer:get_look_dir())
local ref = {
{ x = -1, y = 0, z = 0 },
{ x = 0, y = 0, z = 1 },
{ x = 1, y = 0, z = 0 },
{ x = 0, y = 0, z = -1 },
}
local aside = {
x = pos.x + ref[dir + 1].x,
y = pos.y + ref[dir + 1].y,
z = pos.z + ref[dir + 1].z,
}
local state = 0
if minetest.get_item_group(minetest.get_node(aside).name, "door") == 1 then
state = state + 2
minetest.set_node(pos, {name = "doors:" .. name .. "_b", param2 = dir})
else
minetest.set_node(pos, {name = "doors:" .. name .. "_a", param2 = dir})
end
minetest.set_node(above, { name = "doors:hidden" })
local meta = minetest.get_meta(pos)
meta:set_int("state", state)
if def.protected then
local pn = placer:get_player_name()
meta:set_string("doors_owner", pn)
meta:set_string("infotext", "Owned by " .. pn)
end
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end
})
local can_dig = function(pos, digger)
if not def.protected then
return true
end
local meta = minetest.get_meta(pos)
return meta:get_string("doors_owner") == digger:get_player_name()
end
if not def.sounds then
def.sounds = default.node_sound_wood_defaults()
end
if not def.sound_open then
def.sound_open = "doors_door_open"
end
if not def.sound_close then
def.sound_close = "doors_door_close"
end
def.groups.not_in_creative_inventory = 1
def.groups.door = 1
def.drop = "doors:" .. name
def.door = {
basename = name,
sounds = { def.sound_close, def.sound_open },
}
def.on_rightclick = function(pos, node, clicker)
_doors.door_toggle(pos, clicker)
end
def.after_dig_node = function(pos, node, meta, digger)
minetest.remove_node({ x = pos.x, y = pos.y + 1, z = pos.z})
end
def.can_dig = function(pos, player)
return can_dig(pos, player)
end
def.on_rotate = function(pos, node, user, mode, new_param2)
return false
end
if def.protected then
def.on_blast = function() end
else
def.on_blast = function(pos, intensity)
minetest.remove_node(pos)
-- hidden node doesn't get blasted away.
minetest.remove_node({ x = pos.x, y = pos.y + 1, z = pos.z})
return { "doors:" .. name }
end
end
minetest.register_node("doors:" .. name .. "_a", {
description = def.description,
visual = "mesh",
mesh = "door_a.obj",
tiles = def.tiles,
drawtype = "mesh",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
use_texture_alpha = true,
walkable = true,
is_ground_content = false,
buildable_to = false,
drop = def.drop,
groups = def.groups,
sounds = def.sounds,
door = def.door,
on_rightclick = def.on_rightclick,
after_dig_node = def.after_dig_node,
can_dig = def.can_dig,
on_rotate = def.on_rotate,
on_blast = def.on_blast,
selection_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,3/2,-6/16}
},
collision_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,3/2,-6/16}
},
})
minetest.register_node("doors:" .. name .. "_b", {
description = def.description,
visual = "mesh",
mesh = "door_b.obj",
tiles = def.tiles,
drawtype = "mesh",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
use_texture_alpha = true,
walkable = true,
is_ground_content = false,
buildable_to = false,
drop = def.drop,
groups = def.groups,
sounds = def.sounds,
door = def.door,
on_rightclick = def.on_rightclick,
after_dig_node = def.after_dig_node,
can_dig = def.can_dig,
on_rotate = def.on_rotate,
on_blast = def.on_blast,
selection_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,3/2,-6/16}
},
collision_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,3/2,-6/16}
},
})
minetest.register_craft({
output = "doors:" .. name,
recipe = {
{def.material,def.material};
{def.material,def.material};
{def.material,def.material};
}
})
_doors.registered_doors["doors:" .. name .. "_a"] = true
_doors.registered_doors["doors:" .. name .. "_b"] = true
end
doors.register("door_wood", {
tiles = {{ name = "doors_door_wood.png", backface_culling = true }},
description = "Wooden Door",
inventory_image = "doors_item_wood.png",
groups = { snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 2 },
material = "group:wood",
})
doors.register("door_steel", {
tiles = {{ name = "doors_door_steel.png", backface_culling = true }},
description = "Steel Door",
inventory_image = "doors_item_steel.png",
protected = true,
groups = { snappy = 1, bendy = 2, cracky = 1, melty = 2, level = 2 },
material = "default:steel_ingot",
})
doors.register("door_glass", {
tiles = { "doors_door_glass.png"},
description = "Glass Door",
inventory_image = "doors_item_glass.png",
groups = { snappy=1, cracky=1, oddly_breakable_by_hand=3 },
material = "default:glass",
sounds = default.node_sound_glass_defaults(),
})
doors.register("door_obsidian_glass", {
tiles = { "doors_door_obsidian_glass.png" },
description = "Glass Door",
inventory_image = "doors_item_obsidian_glass.png",
groups = { snappy=1, cracky=1, oddly_breakable_by_hand=3 },
material = "default:obsidian_glass",
sounds = default.node_sound_glass_defaults(),
})
----trapdoor----
function _doors.trapdoor_toggle(pos, clicker)
if clicker then
local meta = minetest.get_meta(pos)
local owner = meta:get_string("doors_owner")
if owner ~= "" then
if clicker:get_player_name() ~= owner then
return false
end
end
end
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
if string.sub(node.name, -5) == "_open" then
minetest.sound_play(def.sound_close, {pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.swap_node(pos, {name = string.sub(node.name, 1, string.len(node.name) - 5), param1 = node.param1, param2 = node.param2})
else
minetest.sound_play(def.sound_open, {pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.swap_node(pos, {name = node.name .. "_open", param1 = node.param1, param2 = node.param2})
end
end
function doors.register_trapdoor(name, def)
local name_closed = name
local name_opened = name.."_open"
local function check_player_priv(pos, player)
if not def.protected then
return true
end
local meta = minetest.get_meta(pos)
local pn = player:get_player_name()
return meta:get_string("doors_owner") == pn
end
def.on_rightclick = function(pos, node, clicker)
_doors.trapdoor_toggle(pos, clicker)
end
-- Common trapdoor configuration
def.drawtype = "nodebox"
def.paramtype = "light"
def.paramtype2 = "facedir"
def.is_ground_content = false
def.can_dig = check_player_priv
if def.protected then
def.after_place_node = function(pos, placer, itemstack, pointed_thing)
local pn = placer:get_player_name()
local meta = minetest.get_meta(pos)
meta:set_string("doors_owner", pn)
meta:set_string("infotext", "Owned by "..pn)
return minetest.setting_getbool("creative_mode")
end
def.on_blast = function() end
else
def.on_blast = function(pos, intensity)
minetest.remove_node(pos)
minetest.remove_node({ x = pos.x, y = pos.y + 1, z = pos.z})
return { name }
end
end
if not def.sounds then
def.sounds = default.node_sound_wood_defaults()
end
if not def.sound_open then
def.sound_open = "doors_door_open"
end
if not def.sound_close then
def.sound_close = "doors_door_close"
end
local def_opened = table.copy(def)
local def_closed = table.copy(def)
def_closed.node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
}
def_closed.selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
}
def_closed.tiles = { def.tile_front, def.tile_front, def.tile_side, def.tile_side,
def.tile_side, def.tile_side }
def_opened.node_box = {
type = "fixed",
fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
}
def_opened.selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
}
def_opened.tiles = { def.tile_side, def.tile_side,
def.tile_side .. '^[transform3',
def.tile_side .. '^[transform1',
def.tile_front, def.tile_front }
def_opened.drop = name_closed
def_opened.groups.not_in_creative_inventory = 1
minetest.register_node(name_opened, def_opened)
minetest.register_node(name_closed, def_closed)
_doors.registered_trapdoors[name_opened] = true
_doors.registered_trapdoors[name_closed] = true
end
doors.register_trapdoor("doors:trapdoor", {
description = "Trapdoor",
inventory_image = "doors_trapdoor.png",
wield_image = "doors_trapdoor.png",
tile_front = "doors_trapdoor.png",
tile_side = "doors_trapdoor_side.png",
groups = {snappy=1, choppy=2, oddly_breakable_by_hand=2, flammable=2, door=1},
})
doors.register_trapdoor("doors:trapdoor_steel", {
description = "Steel Trapdoor",
inventory_image = "doors_trapdoor_steel.png",
wield_image = "doors_trapdoor_steel.png",
tile_front = "doors_trapdoor_steel.png",
tile_side = "doors_trapdoor_steel_side.png",
protected = true,
groups = {snappy=1, bendy=2, cracky=1, melty=2, level=2, door=1},
})
minetest.register_craft({
output = 'doors:trapdoor 2',
recipe = {
{'group:wood', 'group:wood', 'group:wood'},
{'group:wood', 'group:wood', 'group:wood'},
{'', '', ''},
}
})
minetest.register_craft({
output = 'doors:trapdoor_steel',
recipe = {
{'default:steel_ingot', 'default:steel_ingot'},
{'default:steel_ingot', 'default:steel_ingot'},
}
})