-- Modified, from minetest_game/mods/doors/init.lua local function on_rightclick(pos, dir, check_name, replace, replace_dir, params) pos.y = pos.y + dir if not minetest.get_node(pos).name == check_name then return end local p2 = minetest.get_node(pos).param2 p2 = params[p2 + 1] minetest.swap_node(pos, {name = replace_dir, param2 = p2}) pos.y = pos.y - dir minetest.swap_node(pos, {name = replace, param2 = p2}) if (minetest.get_meta(pos):get_int("right") ~= 0) == (params[1] ~= 3) then minetest.sound_play("doors_door_close", {pos = pos, gain = 0.3, max_hear_distance = 10}) else minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10}) end end local function meseconify_door(name) if minetest.registered_items[name .. "_b_1"] then -- old style double-node doors local function toggle_state1 (pos, node) on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0}) end local function toggle_state2 (pos, node) on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2}) end minetest.override_item(name.."_b_1", { mesecons = {effector = { action_on = toggle_state1, action_off = toggle_state1, rules = mesecon.rules.pplate }} }) minetest.override_item(name.."_b_2", { mesecons = {effector = { action_on = toggle_state2, action_off = toggle_state2, rules = mesecon.rules.pplate }} }) elseif minetest.registered_items[name .. "_a"] then -- new style mesh node based doors local override = { mesecons = {effector = { action_on = function(pos, node) local door = doors.get(pos) if door then door:open() end end, action_off = function(pos, node) local door = doors.get(pos) if door then door:close() end end, rules = mesecon.rules.pplate }} } minetest.override_item(name .. "_a", override) minetest.override_item(name .. "_b", override) end end meseconify_door("doors:door_wood") meseconify_door("doors:door_steel") meseconify_door("doors:door_glass") meseconify_door("doors:door_obsidian_glass") -- Trapdoor local function trapdoor_switch(pos, node) local state = minetest.get_meta(pos):get_int("state") if state == 1 then minetest.sound_play("doors_door_close", {pos = pos, gain = 0.3, max_hear_distance = 10}) minetest.set_node(pos, {name="doors:trapdoor", param2 = node.param2}) else minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10}) minetest.set_node(pos, {name="doors:trapdoor_open", param2 = node.param2}) end minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1) end if doors and doors.get then local override = { mesecons = {effector = { action_on = function(pos, node) local door = doors.get(pos) if door then door:open() end end, action_off = function(pos, node) local door = doors.get(pos) if door then door:close() end end, }}, } minetest.override_item("doors:trapdoor", override) minetest.override_item("doors:trapdoor_open", override) minetest.override_item("doors:trapdoor_steel", override) minetest.override_item("doors:trapdoor_steel_open", override) else if minetest.registered_nodes["doors:trapdoor"] then minetest.override_item("doors:trapdoor", { mesecons = {effector = { action_on = trapdoor_switch, action_off = trapdoor_switch }}, }) minetest.override_item("doors:trapdoor_open", { mesecons = {effector = { action_on = trapdoor_switch, action_off = trapdoor_switch }}, }) end end