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) if facedir > 23 then return nil end -- A bug in another mod once resulted in bad param2s being written to nodes, this will at least prevent crashes if something like that happens again. -- 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" and test_node.param2 <= 23 then -- prospective door nodes need to be of type facedir and have a valid param2 local test_node_dirs = get_dirs(test_node.param2) local coplanar = vector.equals(test_node_dirs.back, door.directions.back) -- the "back" vector needs to point in the same direction as the rest of the door 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) -- it's definitely a gate node of some sort. if test_node_def._gate_hinge ~= nil then -- it's a hinge type of node, need to do extra work local axis, placement = interpret_hinge(test_node_def._gate_hinge, test_pos, test_node_dirs) if door.hinge == nil then -- this is the first hinge we've encountered. door.hinge = {axis=axis, placement=placement} door.directions = test_node_dirs -- force the door as a whole to use the same reference frame as the first hinge elseif door.hinge.axis ~= axis then -- there was a previous hinge. Do they rotate on the same axis? 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)) -- check if this new hinge is displaced relative to the first hinge on any axis other than the rotation axis 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