diff options
Diffstat (limited to 'homedecor_modpack/homedecor/doors_and_gates.lua')
-rw-r--r-- | homedecor_modpack/homedecor/doors_and_gates.lua | 641 |
1 files changed, 641 insertions, 0 deletions
diff --git a/homedecor_modpack/homedecor/doors_and_gates.lua b/homedecor_modpack/homedecor/doors_and_gates.lua new file mode 100644 index 0000000..82cdec3 --- /dev/null +++ b/homedecor_modpack/homedecor/doors_and_gates.lua @@ -0,0 +1,641 @@ +-- Node definitions for Homedecor doors + +local S = homedecor.gettext + +-- doors + +local function isSolid(pos,adj) + local adj = {x=adj[1],y=adj[2],z=adj[3]} + local node = minetest.get_node(vector.add(pos,adj)) + if node then + local idef = minetest.registered_nodes[minetest.get_node(vector.add(pos,adj)).name] + if idef then + return idef.walkable + end + end + return false +end + +local function countSolids(pos,node,level) + local solids = 0 + for x = -1, 1 do + for z = -1, 1 do + local y = (node.param2 == 5) and -level or level + -- special cases when x == z == 0 + if x == 0 and z == 0 then + if level == 1 then + -- when looking past the trap door, cannot be solid in center + if isSolid(pos,{x,y,z}) then + return false + end + -- no else. it doesn't matter if x == y == z is solid, that's us. + end + elseif isSolid(pos,{x,y,z}) then + solids = solids + 1 + end + end + end + return solids +end + +local function calculateClosed(pos) + local node = minetest.get_node(pos) + -- the door is considered closed if it is closing off something. + + local solids = 0 + local direction = node.param2 % 6 + local isTrap = direction == 0 or direction == 5 + if isTrap then + -- the trap door is considered closed when all nodes on its sides are solid + -- or all nodes in the 3x3 above/below it are solid except the center + for level = 0, 1 do + local fail = false + local solids = countSolids(pos,node,level) + if solids == 8 then + return true + end + end + return false + else + -- the door is considered closed when the nodes on its sides are solid + -- or the 3 nodes in its facing direction are solid nonsolid solid + -- if the door has two levels (i.e. not a gate) then this must + -- be true for the top node as well. + + -- sorry I dunno the math to figure whether to x or z + if direction == 1 or direction == 2 then + if isSolid(pos,{0,0,-1}) and isSolid(pos,{0,0,1}) then + if string.find(node.name,'_bottom_') then + return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z}) + else + return true + end + end + local x = (direction == 1) and 1 or -1 + if isSolid(pos,{x,0,-1}) and not isSolid(pos,{x,0,0}) and isSolid(pos,{x,0,1}) then + if string.find(node.name,'_bottom_') then + return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z}) + else + return true + end + end + return false + else + -- direction == 3 or 4 + if isSolid(pos,{-1,0,0}) and isSolid(pos,{1,0,0}) then + if string.find(node.name,'_bottom_') then + return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z}) + else + return true + end + end + local z = (direction == 3) and 1 or -1 + if isSolid(pos,{-1,0,z}) and not isSolid(pos,{0,0,z}) and isSolid(pos,{1,0,z}) then + if string.find(node.name,'_bottom_') then + return calculateClosed({x=pos.x,y=pos.y+1,z=pos.z}) + else + return true + end + end + return false + end + error("What direction is this???",direction) + end +end + +-- isClosed flag, is 0 or 1 0 = open, 1 = closed +local function getClosed(pos) + local isClosed = minetest.get_meta(pos):get_string('closed') + if isClosed=='' then + return calculateClosed(pos) + else + isClosed = tonumber(isClosed) + -- may be closed or open (1 or 0) + return isClosed == 1 + end +end + +local function addDoorNode(pos,def,isClosed) + minetest.set_node(pos, def) + minetest.get_meta(pos):set_int('closed', isClosed and 1 or 0) +end + +local door_model_list = { + { name = "closet_mahogany", + description = S("Mahogany Closet Door"), + mesh = "homedecor_door_closet.obj" + }, + + { name = "closet_oak", + description = S("Oak Closet Door"), + mesh = "homedecor_door_closet.obj" + }, + + { name = "exterior_fancy", + description = S("Fancy Wood/Glass Door"), + mesh = "homedecor_door_fancy.obj", + tiles = { + "homedecor_door_exterior_fancy.png", + "homedecor_door_exterior_fancy_insert.png" + }, + usealpha = true + }, + + { name = "glass", + description = S("Glass Office Door"), + mesh = "homedecor_door_plain.obj" + }, + + { name = "wood_glass_oak", + description = S("Glass and Wood, Oak-colored"), + mesh = "homedecor_door_wood_glass.obj", + tiles = { + "homedecor_door_wood_glass_oak.png", + "homedecor_door_wood_glass_insert.png", + } + }, + + { name = "wood_glass_mahogany", + description = S("Glass and Wood, Mahogany-colored"), + mesh = "homedecor_door_wood_glass.obj", + tiles = { + "homedecor_door_wood_glass_mahogany.png", + "homedecor_door_wood_glass_insert.png", + } + }, + + { name = "wood_glass_white", + description = S("Glass and Wood, White"), + mesh = "homedecor_door_wood_glass.obj", + tiles = { + "homedecor_door_wood_glass_white.png", + "homedecor_door_wood_glass_insert.png", + } + }, + + { name = "wood_plain", + description = S("Plain Wooden Door"), + mesh = "homedecor_door_plain.obj" + }, + + { name = "bedroom", + description = S("White Bedroom Door"), + mesh = "homedecor_door_plain.obj" + }, + + { name = "wrought_iron", + description = S("Wrought Iron Gate/Door"), + mesh = "homedecor_door_wrought_iron.obj" + }, + + { name = "woodglass", + description = S("Wooden door with glass insert"), + mesh = "homedecor_door_woodglass_typea.obj", + tiles = { + "homedecor_door_woodglass_typea.png", + "homedecor_door_woodglass_typea_insert.png", + }, + usealpha = true + }, + + { name = "woodglass2", + description = S("Wooden door with glass insert, type 2"), + mesh = "homedecor_door_plain.obj", + usealpha = true + }, +} + +local def_selbox = { + type = "fixed", + fixed = { -0.5, -0.5, 0.375, 0.5, 1.5, 0.5 } +} + +local sides = {"left", "right"} + +for i in ipairs(sides) do + local side = sides[i] + + for _, door_model in ipairs(door_model_list) do + + local doorname = door_model.name + + local selbox = door_model.selectbox or def_selbox + local colbox = door_model.collisionbox or door_model.selectbox or def_selbox + local mesh = door_model.mesh + local groups = {snappy = 3} + + if side == "right" then + mesh = string.gsub(door_model.mesh, ".obj", "_right.obj") + groups = {snappy = 3, not_in_creative_inventory = 1} + end + + minetest.register_node("homedecor:door_"..doorname.."_"..side, { + description = door_model.description.." "..S("(%s-opening)"):format(side), + drawtype = "mesh", + mesh = mesh, + tiles = door_model.tiles or { "homedecor_door_"..doorname..".png" }, + inventory_image = "homedecor_door_"..doorname.."_inv.png", + wield_image = "homedecor_door_"..doorname.."_inv.png", + paramtype = "light", + paramtype2 = "facedir", + groups = groups, + sounds = default.node_sound_wood_defaults(), + use_texture_alpha = door_model.usealpha, + selection_box = selbox, + collision_box = colbox, + on_rotate = screwdriver.rotate_simple, + on_place = function(itemstack, placer, pointed_thing) + return homedecor.stack_wing(itemstack, placer, pointed_thing, + "homedecor:door_"..doorname.."_left", "air", + "homedecor:door_"..doorname.."_right", "air") + end, + on_construct = function(pos) + minetest.get_meta(pos):set_int("closed", 1) + end, + on_rightclick = function(pos, node, clicker) + homedecor.flip_door(pos, node, clicker, doorname, side) + end, + -- both left and right doors may be used for open or closed doors + -- so they have to have both action_on and action_off and just + -- check when that action is invoked if to continue + + on_punch = function(pos, node, puncher) + minetest.get_meta(pos):set_string('closed',nil) + end, + drop = "homedecor:door_"..doorname.."_left", + mesecons = { + effector = { + action_on = function(pos,node) + local isClosed = getClosed(pos) + if isClosed then + homedecor.flip_door(pos,node,nil,doorname,side,isClosed) + end + end, + action_off = function(pos,node) + local isClosed = getClosed(pos) + if not isClosed then + homedecor.flip_door(pos,node,nil,doorname,side,isClosed) + end + end + } + } + }) + + minetest.register_alias("homedecor:door_"..doorname.."_top_"..side, "air") + minetest.register_alias("homedecor:door_"..doorname.."_bottom_"..side, "homedecor:door_"..doorname.."_"..side) + + end + + minetest.register_alias("homedecor:door_wood_glass_top_"..side, "air") + minetest.register_alias("homedecor:door_wood_glass_bottom_"..side, "homedecor:door_wood_glass_oak_"..side) + +end + +-- Gates + +local gates_list = { "picket", "picket_white", "barbed_wire", "chainlink" } +local gate_names = { "Unpainted Picket", "White Picket", "Barbed Wire", "Chainlink" } + +local gate_models_closed = { + {{ -0.5, -0.5, 0.498, 0.5, 0.5, 0.498 }}, + + {{ -0.5, -0.5, 0.498, 0.5, 0.5, 0.498 }}, + + {{ -8/16, -8/16, 6/16, -6/16, 8/16, 8/16 }, -- left post + { 6/16, -8/16, 6/16, 8/16, 8/16, 8/16 }, -- right post + { -8/16, 7/16, 13/32, 8/16, 8/16, 15/32 }, -- top piece + { -8/16, -8/16, 13/32, 8/16, -7/16, 15/32 }, -- bottom piece + { -6/16, -8/16, 7/16, 6/16, 8/16, 7/16 }}, -- the wire + + {{ -8/16, -8/16, 6/16, -7/16, 8/16, 8/16 }, -- left post + { 6/16, -8/16, 6/16, 8/16, 8/16, 8/16 }, -- right post + { -8/16, 7/16, 13/32, 8/16, 8/16, 15/32 }, -- top piece + { -8/16, -8/16, 13/32, 8/16, -7/16, 15/32 }, -- bottom piece + { -8/16, -8/16, 7/16, 8/16, 8/16, 7/16 }, -- the chainlink itself + { -8/16, -3/16, 6/16, -6/16, 3/16, 8/16 }} -- the lump representing the lock +} + +local gate_models_open = { + {{ 0.498, -0.5, -0.5, 0.498, 0.5, 0.5 }}, + + {{ 0.498, -0.5, -0.5, 0.498, 0.5, 0.5 }}, + + {{ 6/16, -8/16, -8/16, 8/16, 8/16, -6/16 }, -- left post + { 6/16, -8/16, 6/16, 8/16, 8/16, 8/16 }, -- right post + { 13/32, 7/16, -8/16, 15/32, 8/16, 8/16 }, -- top piece + { 13/32, -8/16, -8/16, 15/32, -7/16, 8/16 }, -- bottom piece + { 7/16, -8/16, -6/16, 7/16, 8/16, 6/16 }}, -- the wire + + {{ 6/16, -8/16, -8/16, 8/16, 8/16, -7/16 }, -- left post + { 6/16, -8/16, 6/16, 8/16, 8/16, 8/16 }, -- right post + { 13/32, 7/16, -8/16, 15/32, 8/16, 8/16 }, -- top piece + { 13/32, -8/16, -8/16, 15/32, -7/16, 8/16 }, -- bottom piece + { 7/16, -8/16, -8/16, 7/16, 8/16, 8/16 }, -- the chainlink itself + { 6/16, -3/16, -8/16, 8/16, 3/16, -6/16 }} -- the lump representing the lock +} + +for i in ipairs(gates_list) do + + local gate=gates_list[i] + + local tiles = { + "homedecor_gate_"..gate.."_tb.png", + "homedecor_gate_"..gate.."_tb.png", + "homedecor_gate_"..gate.."_lr.png", + "homedecor_gate_"..gate.."_lr.png", + "homedecor_gate_"..gate.."_fb.png^[transformFX", + "homedecor_gate_"..gate.."_fb.png" + } + + if gate == "barbed_wire" then + tiles = { + "homedecor_gate_barbed_wire_edges.png", + "homedecor_gate_barbed_wire_edges.png", + "homedecor_gate_barbed_wire_edges.png", + "homedecor_gate_barbed_wire_edges.png", + "homedecor_gate_barbed_wire_fb.png^[transformFX", + "homedecor_gate_barbed_wire_fb.png" + } + end + + if gate == "picket" or gate == "picket_white" then + tiles = { + "homedecor_blanktile.png", + "homedecor_blanktile.png", + "homedecor_blanktile.png", + "homedecor_blanktile.png", + "homedecor_gate_"..gate.."_back.png", + "homedecor_gate_"..gate.."_front.png" + } + end + + local def = { + drawtype = "nodebox", + description = S(gate_names[i].." Fence Gate"), + tiles = tiles, + paramtype = "light", + groups = {snappy=3}, + sounds = default.node_sound_wood_defaults(), + paramtype2 = "facedir", + selection_box = { + type = "fixed", + fixed = { -0.5, -0.5, 0.4, 0.5, 0.5, 0.5 } + }, + node_box = { + type = "fixed", + fixed = gate_models_closed[i] + }, + on_rightclick = function(pos, node, clicker) + homedecor.flip_gate(pos, node, clicker, gate, "closed") + end, + mesecons = { + effector = { + action_on = function(pos,node) homedecor.flip_gate(pos,node,player,gate, "closed") end + } + } + } + + -- gates when placed default to closed, closed. + + minetest.register_node("homedecor:gate_"..gate.."_closed", def) + + -- this is either a terrible idea or a great one + def = table.copy(def) + def.groups.not_in_creative_inventory = 1 + def.selection_box.fixed = { 0.4, -0.5, -0.5, 0.5, 0.5, 0.5 } + def.node_box.fixed = gate_models_open[i] + def.tiles = { + tiles[1], + tiles[2], + tiles[6], + tiles[5], + tiles[4], + tiles[3] + } + def.drop = "homedecor:gate_"..gate.."_closed" + def.on_rightclick = function(pos, node, clicker) + homedecor.flip_gate(pos, node, clicker, gate, "open") + end + def.mesecons.effector = { + action_off = function(pos,node) homedecor.flip_gate(pos,node,player,gate, "open") end + } + + minetest.register_node("homedecor:gate_"..gate.."_open", def) +end + +minetest.register_alias("homedecor:fence_barbed_wire_gate_open", "homedecor:gate_barbed_wire_open") +minetest.register_alias("homedecor:fence_barbed_wire_gate_closed", "homedecor:gate_barbed_wire_closed") +minetest.register_alias("homedecor:fence_chainlink_gate_open", "homedecor:gate_chainlink_open") +minetest.register_alias("homedecor:fence_chainlink_gate_closed", "homedecor:gate_chainlink_closed") +minetest.register_alias("homedecor:fence_picket_gate_open", "homedecor:gate_picket_open") +minetest.register_alias("homedecor:fence_picket_gate_closed", "homedecor:gate_picket_closed") +minetest.register_alias("homedecor:fence_picket_gate_white_open", "homedecor:gate_picket_white_open") +minetest.register_alias("homedecor:fence_picket_gate_white_closed", "homedecor:gate_picket_white_closed") + +-- to open a door, you switch left for right and subtract from param2, or vice versa right for left +-- that is to say open "right" doors become left door nodes, and open left doors right door nodes. +-- also adjusting param2 so the node is at 90 degrees. + +function homedecor.flip_door(pos, node, player, name, side, isClosed) + if isClosed == nil then + isClosed = getClosed(pos) + end + -- this is where we swap the isClosed status! + -- i.e. if isClosed, we're adding an open door + -- and if not isClosed, a closed door + isClosed = not isClosed + + local rside = nil + local nfdir = nil + local ofdir = node.param2 or 0 + if side == "left" then + rside = "right" + nfdir=ofdir - 1 + if nfdir < 0 then nfdir = 3 end + else + rside = "left" + nfdir=ofdir + 1 + if nfdir > 3 then nfdir = 0 end + end + local sound = isClosed and 'close' or 'open' + minetest.sound_play("homedecor_door_"..sound, { + pos=pos, + max_hear_distance = 5, + gain = 2, + }) + -- XXX: does the top half have to remember open/closed too? + minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, { name = "homedecor:door_"..name.."_top_"..rside, param2=nfdir}) + + addDoorNode(pos,{ name = "homedecor:door_"..name.."_bottom_"..rside, param2=nfdir },isClosed) +end + +function homedecor.flip_gate(pos, node, player, gate, oc) + local isClosed = getClosed(pos); + minetest.sound_play("homedecor_gate_open_close", { + pos=pos, + max_hear_distance = 5, + gain = 2, + }) + + local fdir = node.param2 or 0 + + -- since right facing gates use "open" nodes for closed, we need an + -- isClosed flag to tell if it's "really" closed. + + local gateresult = nil + if oc == "closed" then + gateresult = "homedecor:gate_"..gate.."_open" + else + gateresult = "homedecor:gate_"..gate.."_closed" + end + + local def = {name=gateresult, param2=fdir} + + addDoorNode(pos, def, isClosed) + + -- the following opens and closes gates below and above in sync with this one + -- (without three gate open/close sounds) + + local above = {x=pos.x, y=pos.y+1, z=pos.z} + local below = {x=pos.x, y=pos.y-1, z=pos.z} + local nodeabove = minetest.get_node(above) + local nodebelow = minetest.get_node(below) + + if string.find(nodeabove.name, "homedecor:gate_"..gate) then + addDoorNode(above, def, isClosed) + end + + if string.find(nodebelow.name, "homedecor:gate_"..gate) then + addDoorNode(below, def, isClosed) + end +end + +-- Japanese-style wood/paper wall pieces and door + +local jp_cbox = { + type = "fixed", + fixed = {-0.5, -0.5, 0, 0.5, 0.5, 0.0625}, +} + +minetest.register_node("homedecor:japanese_wall_top", { + description = "Japanese wall (top)", + drawtype = "mesh", + mesh = "homedecor_wall_japanese_top.obj", + tiles = { + "homedecor_generic_wood_luxury.png", + "homedecor_japanese_paper.png" + }, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=3}, + selection_box = jp_cbox, + collision_box = jp_cbox, + sounds = default.node_sound_wood_defaults(), +}) + +minetest.register_node("homedecor:japanese_wall_middle", { + description = "Japanese wall", + drawtype = "mesh", + mesh = "homedecor_wall_japanese_middle.obj", + tiles = { + "homedecor_generic_wood_luxury.png", + "homedecor_japanese_paper.png" + }, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=3}, + selection_box = jp_cbox, + collision_box = jp_cbox, + sounds = default.node_sound_wood_defaults(), +}) + +minetest.register_node("homedecor:japanese_wall_bottom", { + description = "Japanese wall (bottom)", + drawtype = "mesh", + mesh = "homedecor_wall_japanese_bottom.obj", + tiles = { + "homedecor_generic_wood_luxury.png", + "homedecor_japanese_paper.png" + }, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=3}, + selection_box = jp_cbox, + collision_box = jp_cbox, + sounds = default.node_sound_wood_defaults(), +}) + +minetest.register_node("homedecor:tatami_mat", { + tiles = { + "homedecor_tatami.png", + "homedecor_tatami.png", + "homedecor_tatami.png", + "homedecor_tatami.png", + "homedecor_tatami.png", + "homedecor_tatami.png" + }, + description = "Japanese tatami", + drawtype = "nodebox", + paramtype = "light", + groups = {snappy=3}, + node_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5}, + } + } +}) + +homedecor.register("door_japanese_closed", { + description = "Japanese-style door", + inventory_image = "homedecor_door_japanese_inv.png", + tiles = { + "homedecor_generic_wood_luxury.png", + "homedecor_japanese_paper.png" + }, + mesh = "homedecor_door_japanese_closed.obj", + groups = { snappy = 3 }, + sounds = default.node_sound_wood_defaults(), + selection_box = { + type = "fixed", + fixed = {-0.5, -0.5, 0, 0.5, 1.5, 0.0625}, + }, + collision_box = { + type = "fixed", + fixed = {-0.5, -0.5, -0.0625, 0.5, 1.5, 0}, + }, + expand = { top = "placeholder" }, + on_rightclick = function(pos, node, clicker) + minetest.set_node(pos, {name = "homedecor:door_japanese_open", param2 = node.param2}) + end +}) + +homedecor.register("door_japanese_open", { + tiles = { + "homedecor_generic_wood_luxury.png", + "homedecor_japanese_paper.png" + }, + mesh = "homedecor_door_japanese_open.obj", + groups = { snappy = 3, not_in_creative_inventory = 1 }, + sounds = default.node_sound_wood_defaults(), + on_rotate = screwdriver.disallow, + selection_box = { + type = "fixed", + fixed = {-1.5, -0.5, -0.0625, 0.5, 1.5, 0}, + }, + collision_box = { + type = "fixed", + fixed = {-1.5, -0.5, -0.0625, -0.5, 1.5, 0}, + }, + expand = { top = "placeholder" }, + on_rightclick = function(pos, node, clicker) + minetest.set_node(pos, {name = "homedecor:door_japanese_closed", param2 = node.param2}) + end, + drop = "homedecor:door_japanese_closed", +}) + +minetest.register_alias("homedecor:jpn_door_top", "air") +minetest.register_alias("homedecor:jpn_door_bottom", "homedecor:door_japanese_closed") + +minetest.register_alias("homedecor:jpn_door_top_open", "air") +minetest.register_alias("homedecor:jpn_door_bottom_open", "homedecor:door_japanese_open") |