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|
-- 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")
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