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-rw-r--r--castle_gates/gate_functions.lua389
1 files changed, 389 insertions, 0 deletions
diff --git a/castle_gates/gate_functions.lua b/castle_gates/gate_functions.lua
new file mode 100644
index 0000000..4a3c7f7
--- /dev/null
+++ b/castle_gates/gate_functions.lua
@@ -0,0 +1,389 @@
+local MP = minetest.get_modpath(minetest.get_current_modname())
+dofile(MP.."/class_pointset.lua")
+
+-- Given a facedir, returns a set of all the corresponding directions
+local get_dirs = function(facedir)
+ local dirs = {}
+ local top = {[0]={x=0, y=1, z=0},
+ {x=0, y=0, z=1},
+ {x=0, y=0, z=-1},
+ {x=1, y=0, z=0},
+ {x=-1, y=0, z=0},
+ {x=0, y=-1, z=0}}
+ dirs.back = minetest.facedir_to_dir(facedir)
+ dirs.top = top[math.floor(facedir/4)]
+ dirs.right = {
+ x=dirs.top.y*dirs.back.z - dirs.back.y*dirs.top.z,
+ y=dirs.top.z*dirs.back.x - dirs.back.z*dirs.top.x,
+ z=dirs.top.x*dirs.back.y - dirs.back.x*dirs.top.y
+ }
+ dirs.front = vector.multiply(dirs.back, -1)
+ dirs.bottom = vector.multiply(dirs.top, -1)
+ dirs.left = vector.multiply(dirs.right, -1)
+ return dirs
+end
+
+-- Returns the axis that dir points along
+local dir_to_axis = function(dir)
+ if dir.x ~= 0 then
+ return "x"
+ elseif dir.y ~= 0 then
+ return "y"
+ else
+ return "z"
+ end
+end
+
+-- Given a hinge definition, turns it into an axis and placement that can be used by the door rotation.
+local interpret_hinge = function(hinge_def, pos, node_dirs)
+ local axis = dir_to_axis(node_dirs[hinge_def.axis])
+
+ local placement
+ if type(hinge_def.offset) == "string" then
+ placement = vector.add(pos, node_dirs[hinge_def.offset])
+ elseif type(hinge_def.offset) == "table" then
+ placement = vector.new(0,0,0)
+ local divisor = 0
+ for _, val in pairs(hinge_def.offset) do
+ placement = vector.add(placement, node_dirs[val])
+ divisor = divisor + 1
+ end
+ placement = vector.add(pos, vector.divide(placement, divisor))
+ else
+ placement = pos
+ end
+
+ return axis, placement
+end
+
+
+--------------------------------------------------------------------------
+-- Rotation (slightly more complex than sliding)
+
+local facedir_rotate = {
+ ['x'] = {
+ [-1] = {[0]=4, 5, 6, 7, 22, 23, 20, 21, 0, 1, 2, 3, 13, 14, 15, 12, 19, 16, 17, 18, 10, 11, 8, 9}, -- 270 degrees
+ [1] = {[0]=8, 9, 10, 11, 0, 1, 2, 3, 22, 23, 20, 21, 15, 12, 13, 14, 17, 18, 19, 16, 6, 7, 4, 5}, -- 90 degrees
+ },
+ ['y'] = {
+ [-1] = {[0]=3, 0, 1, 2, 19, 16, 17, 18, 15, 12, 13, 14, 7, 4, 5, 6, 11, 8, 9, 10, 21, 22, 23, 20}, -- 270 degrees
+ [1] = {[0]=1, 2, 3, 0, 13, 14, 15, 12, 17, 18, 19, 16, 9, 10, 11, 8, 5, 6, 7, 4, 23, 20, 21, 22}, -- 90 degrees
+ },
+ ['z'] = {
+ [-1] = {[0]=16, 17, 18, 19, 5, 6, 7, 4, 11, 8, 9, 10, 0, 1, 2, 3, 20, 21, 22, 23, 12, 13, 14, 15}, -- 270 degrees
+ [1] = {[0]=12, 13, 14, 15, 7, 4, 5, 6, 9, 10, 11, 8, 20, 21, 22, 23, 0, 1, 2, 3, 16, 17, 18, 19}, -- 90 degrees
+ }
+}
+ --90 degrees CW about x-axis: (x, y, z) -> (x, -z, y)
+ --90 degrees CCW about x-axis: (x, y, z) -> (x, z, -y)
+ --90 degrees CW about y-axis: (x, y, z) -> (-z, y, x)
+ --90 degrees CCW about y-axis: (x, y, z) -> (z, y, -x)
+ --90 degrees CW about z-axis: (x, y, z) -> (y, -x, z)
+ --90 degrees CCW about z-axis: (x, y, z) -> (-y, x, z)
+local rotate_pos = function(axis, direction, pos)
+ if axis == "x" then
+ if direction < 0 then
+ return {x= pos.x, y= -pos.z, z= pos.y}
+ else
+ return {x= pos.x, y= pos.z, z= -pos.y}
+ end
+ elseif axis == "y" then
+ if direction < 0 then
+ return {x= -pos.z, y= pos.y, z= pos.x}
+ else
+ return {x= pos.z, y= pos.y, z= -pos.x}
+ end
+ else
+ if direction < 0 then
+ return {x= -pos.y, y= pos.x, z= pos.z}
+ else
+ return {x= pos.y, y= -pos.x, z= pos.z}
+ end
+ end
+end
+
+local rotate_pos_displaced = function(pos, origin, axis, direction)
+ -- position in space relative to origin
+ local newpos = vector.subtract(pos, origin)
+ newpos = rotate_pos(axis, direction, newpos)
+ -- Move back to original reference frame
+ return vector.add(newpos, origin)
+end
+
+local get_buildable_to = function(pos)
+ return minetest.registered_nodes[minetest.get_node(pos).name].buildable_to
+end
+
+
+local get_door_layout = function(pos, facedir, player)
+ -- This method does a flood-fill looking for all nodes that meet the following criteria:
+ -- belongs to a "castle_gate" group
+ -- has the same "back" direction as the initial node
+ -- is accessible via up, down, left or right directions unless one of those directions goes through an edge that one of the two nodes has marked as a gate edge
+ local door = {}
+
+ door.all = {}
+ door.contains_protected_node = false
+ door.directions = get_dirs(facedir)
+ door.previous_move = minetest.get_meta(pos):get_string("previous_move")
+
+ -- temporary pointsets used while searching
+ local to_test = Pointset.create()
+ local tested = Pointset.create()
+ local can_slide_to = Pointset.create()
+
+ local castle_gate_group_value -- this will be populated from the first gate node we encounter, which will be the one that was clicked on
+
+ to_test:set_pos(pos, true)
+
+ local test_pos, _ = to_test:pop()
+ while test_pos ~= nil do
+ tested:set_pos(test_pos, true) -- track nodes we've looked at
+ local test_node = minetest.get_node(test_pos)
+
+ if test_node.name == "ignore" then
+ --array is next to unloaded nodes, too dangerous to do anything. Abort.
+ return nil
+ end
+
+ if minetest.is_protected(test_pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
+ door.contains_protected_node = true
+ end
+
+ local test_node_def = minetest.registered_nodes[test_node.name]
+ can_slide_to:set_pos(test_pos, test_node_def.buildable_to == true)
+
+ if test_node_def.paramtype2 == "facedir" then
+ local test_node_dirs = get_dirs(test_node.param2)
+ local coplanar = vector.equals(test_node_dirs.back, door.directions.back)
+
+ if castle_gate_group_value == nil and test_node_def.groups.castle_gate ~= nil then
+ castle_gate_group_value = test_node_def.groups.castle_gate -- read the group value from the first gate node encountered
+ end
+
+ if coplanar and test_node_def.groups.castle_gate == castle_gate_group_value then
+ local entry = {["pos"] = test_pos, ["node"] = test_node}
+ table.insert(door.all, entry)
+ if test_node_def._gate_hinge ~= nil then
+ local axis, placement = interpret_hinge(test_node_def._gate_hinge, test_pos, test_node_dirs)
+ if door.hinge == nil then
+ door.hinge = {axis=axis, placement=placement}
+ elseif door.hinge.axis ~= axis then
+ return nil -- Misaligned hinge axes, door cannot rotate.
+ else
+ local axis_dir = {x=0, y=0, z=0}
+ axis_dir[axis] = 1
+ local displacement = vector.normalize(vector.subtract(placement, door.hinge.placement))
+ if not (vector.equals(displacement, axis_dir) or vector.equals(displacement, vector.multiply(axis_dir, -1))) then
+ return nil -- Misaligned hinge offset, door cannot rotate.
+ end
+ end
+ end
+
+ can_slide_to:set_pos(test_pos, true) -- since this is part of the door, other parts of the door can slide into it
+
+ local test_directions = {"top", "bottom", "left", "right"}
+ for _, dir in pairs(test_directions) do
+ local adjacent_pos = vector.add(test_pos, door.directions[dir])
+ local adjacent_node = minetest.get_node(adjacent_pos)
+ local adjacent_def = minetest.registered_nodes[adjacent_node.name]
+ can_slide_to:set_pos(adjacent_pos, adjacent_def.buildable_to == true or adjacent_def.groups.castle_gate)
+
+ if test_node_def._gate_edges == nil or not test_node_def._gate_edges[dir] then -- if we ourselves are an edge node, don't look in the direction we're an edge in
+ if tested:get_pos(adjacent_pos) == nil then -- don't look at nodes that have already been looked at
+ if adjacent_def.paramtype2 == "facedir" then -- all doors are facedir nodes so we can pre-screen some targets
+
+ local edge_points_back_at_test_pos = false
+ -- Look at the adjacent node's definition. If it's got gate edges, check if they point back at us.
+ if adjacent_def._gate_edges ~= nil then
+ local adjacent_directions = get_dirs(adjacent_node.param2)
+ for dir, val in pairs(adjacent_def._gate_edges) do
+ if vector.equals(vector.add(adjacent_pos, adjacent_directions[dir]), test_pos) then
+ edge_points_back_at_test_pos = true
+ break
+ end
+ end
+ end
+
+ if not edge_points_back_at_test_pos then
+ to_test:set_pos(adjacent_pos, true)
+ end
+ end
+ end
+ end
+ end
+ end
+ end
+
+ test_pos, _ = to_test:pop()
+ end
+
+ if door.hinge == nil then
+ --sliding door, evaluate which directions it can go
+ door.can_slide = {top=true, bottom=true, left=true, right=true}
+ for _,door_node in pairs(door.all) do
+ door.can_slide.top = door.can_slide.top and can_slide_to:get_pos(vector.add(door_node.pos, door.directions.top))
+ door.can_slide.bottom = door.can_slide.bottom and can_slide_to:get_pos(vector.add(door_node.pos, door.directions.bottom))
+ door.can_slide.left = door.can_slide.left and can_slide_to:get_pos(vector.add(door_node.pos, door.directions.left))
+ door.can_slide.right = door.can_slide.right and can_slide_to:get_pos(vector.add(door_node.pos, door.directions.right))
+ end
+ else
+ --rotating door, evaluate which direction it can go. Slightly more complicated.
+ local origin = door.hinge.placement
+ local axis = door.hinge.axis
+ local backfront = dir_to_axis(door.directions.back)
+ local leftright = dir_to_axis(door.directions.right)
+
+ door.swings = {}
+
+ for _, direction in pairs({-1, 1}) do
+ door.swings[direction] = true
+ for _, door_node in pairs(door.all) do
+ origin[axis] = door_node.pos[axis]
+ if not vector.equals(door_node.pos, origin) then -- There's no obstruction if the node is literally located along the rotation axis
+ local newpos = rotate_pos_displaced(door_node.pos, origin, axis, direction)
+ local newnode = minetest.get_node(newpos)
+ local newdef = minetest.registered_nodes[newnode.name]
+ if not newdef.buildable_to then -- check if the destination node is free.
+ door.swings[direction] = false
+ break
+ end
+
+ local swing_corner = {} -- the corner of the square "arc" that a Minetest gate swings through
+ local scan_dir
+ swing_corner[axis] = door_node.pos[axis]
+ swing_corner[backfront] = newpos[backfront]
+ swing_corner[leftright] = door_node.pos[leftright]
+ if not (vector.equals(newpos, swing_corner) or vector.equals(door_node.pos, swing_corner)) then -- we're right next to the hinge, no need for further testing
+ scan_dir = vector.direction(newpos, swing_corner) -- get the direction from the new door position toward the swing corner
+ repeat
+ newpos = vector.add(newpos, scan_dir) -- we start with newpos on the destination node, which has already been tested.
+ if not get_buildable_to(newpos) then
+ door.swings[direction] = false
+ end
+ until vector.equals(newpos, swing_corner) or door.swings[direction] == false
+
+ if not (vector.equals(newpos, door_node.pos) or door.swings[direction] == false) then
+ scan_dir = vector.direction(newpos, door_node.pos)
+ newpos = vector.add(newpos, scan_dir) -- the first step here is a freebie since we've already checked swing_corner
+ while not (vector.equals(newpos, door_node.pos) or door.swings[direction] == false) do
+ if not get_buildable_to(newpos) then
+ door.swings[direction] = false
+ end
+ newpos = vector.add(newpos, scan_dir)
+ end
+ end
+ end
+ end
+
+ if door.swings[direction] == false then
+ break
+ end
+
+ end
+ end
+ end
+ return door
+end
+
+
+local slide_gate = function(door, direction)
+ for _, door_node in pairs(door.all) do
+ door_node.pos = vector.add(door_node.pos, door.directions[direction])
+ end
+ door.previous_move = direction
+end
+
+local rotate_door = function (door, direction)
+ if not door.swings[direction] then
+ return false
+ end
+
+ local origin = door.hinge.placement
+ local axis = door.hinge.axis
+
+ for _, door_node in pairs(door.all) do
+ door_node.pos = rotate_pos_displaced(door_node.pos, origin, axis, direction)
+ door_node.node.param2 = facedir_rotate[axis][direction][door_node.node.param2]
+ end
+ return true
+end
+
+
+----------------------------------------------------------------------------------------------------
+-- When creating new gate pieces use this as the "on_rightclick" method of their node definitions
+-- if you want the player to be able to trigger the gate by clicking on that particular node.
+-- If you just want the node to move with the gate and not trigger it this isn't necessary,
+-- only the "castle_gate" group is needed for that.
+
+castle_gates.trigger_gate = function(pos, node, player)
+ local door = get_door_layout(pos, node.param2, player)
+
+ if door ~= nil then
+ for _, door_node in pairs(door.all) do
+ minetest.set_node(door_node.pos, {name="air"})
+ end
+
+ local door_moved = false
+ if door.can_slide ~= nil then -- this is a sliding door
+ if door.previous_move == "top" and door.can_slide.top then
+ slide_gate(door, "top")
+ door_moved = true
+ elseif door.previous_move == "bottom" and door.can_slide.bottom then
+ slide_gate(door, "bottom")
+ door_moved = true
+ elseif door.previous_move == "left" and door.can_slide.left then
+ slide_gate(door, "left")
+ door_moved = true
+ elseif door.previous_move == "right" and door.can_slide.right then
+ slide_gate(door, "right")
+ door_moved = true
+ end
+
+ if not door_moved then -- reverse door's direction for next time
+ if door.previous_move == "top" and door.can_slide.bottom then
+ door.previous_move = "bottom"
+ elseif door.previous_move == "bottom" and door.can_slide.top then
+ door.previous_move = "top"
+ elseif door.previous_move == "left" and door.can_slide.right then
+ door.previous_move = "right"
+ elseif door.previous_move == "right" and door.can_slide.left then
+ door.previous_move = "left"
+ else
+ -- find any open direction
+ for slide_dir, enabled in pairs(door.can_slide) do
+ if enabled then
+ door.previous_move = slide_dir
+ break
+ end
+ end
+ end
+ end
+ elseif door.hinge ~= nil then -- this is a hinged door
+ if door.previous_move == "deosil" then
+ door_moved = rotate_door(door, 1)
+ elseif door.previous_move == "widdershins" then
+ door_moved = rotate_door(door, -1)
+ end
+
+ if not door_moved then
+ if door.previous_move == "deosil" then
+ door.previous_move = "widdershins"
+ else
+ door.previous_move = "deosil"
+ end
+ end
+ end
+
+ for _, door_node in pairs(door.all) do
+ minetest.set_node(door_node.pos, door_node.node)
+ minetest.get_meta(door_node.pos):set_string("previous_move", door.previous_move)
+ end
+
+ if door_moved then
+ minetest.after(1, function()
+ castle_gates.trigger_gate(door.all[1].pos, door.all[1].node, player)
+ end)
+ end
+ end
+end \ No newline at end of file