techage/move_controller/doorcontroller2.lua

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--[[
TechAge
=======
Copyright (C) 2020-2021 Joachim Stolberg
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AGPL v3
See LICENSE.txt for more information
Door/Gate Controller II
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]]--
-- for lazy programmers
local M = minetest.get_meta
local P2S = function(pos) if pos then return minetest.pos_to_string(pos) end end
local S = techage.S
local logic = techage.logic
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local MarkedNodes = {} -- t[player] = {{entity, pos},...}
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local CurrentPos -- to mark punched entities
local RegisteredNodes = {} -- to be checked before removed/placed
local function is_simple_node(name)
-- special handling
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if RegisteredNodes[name] ~= nil then
return RegisteredNodes[name]
end
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local ndef = minetest.registered_nodes[name]
if not ndef or name == "air" then return true end
if ndef.groups and ndef.groups.techage_door == 1 then return true end
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-- don't remove nodes with some intelligence or undiggable nodes
if ndef.drop == "" then return false end
if ndef.diggable == false then return false end
if ndef.after_dig_node then return false end
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return true
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end
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local function unmark_position(name, pos)
pos = vector.round(pos)
for idx,item in ipairs(MarkedNodes[name] or {}) do
if vector.equals(pos, item.pos) then
item.entity:remove()
table.remove(MarkedNodes[name], idx)
CurrentPos = pos
return
end
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end
end
local function unmark_all(name)
for _,item in ipairs(MarkedNodes[name] or {}) do
item.entity:remove()
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end
MarkedNodes[name] = nil
end
local function mark_position(name, pos)
MarkedNodes[name] = MarkedNodes[name] or {}
pos = vector.round(pos)
if not CurrentPos or not vector.equals(pos, CurrentPos) then -- entity not punched?
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local entity = minetest.add_entity(pos, "techage:marker")
if entity ~= nil then
entity:get_luaentity().player_name = name
table.insert(MarkedNodes[name], {pos = pos, entity = entity})
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end
CurrentPos = nil
return true
end
CurrentPos = nil
end
local function get_poslist(name)
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local lst = {}
for _,item in ipairs(MarkedNodes[name] or {}) do
table.insert(lst, item.pos)
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end
return lst
end
minetest.register_entity(":techage:marker", {
initial_properties = {
visual = "cube",
textures = {
"techage_cube_mark.png",
"techage_cube_mark.png",
"techage_cube_mark.png",
"techage_cube_mark.png",
"techage_cube_mark.png",
"techage_cube_mark.png",
},
--use_texture_alpha = true,
physical = false,
visual_size = {x = 1.1, y = 1.1},
collisionbox = {-0.55,-0.55,-0.55, 0.55,0.55,0.55},
glow = 8,
},
on_step = function(self, dtime)
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self.ttl = (self.ttl or 2400) - 1
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if self.ttl <= 0 then
local pos = self.object:get_pos()
unmark_position(self.player_name, pos)
end
end,
on_punch = function(self, hitter)
local pos = self.object:get_pos()
local name = hitter:get_player_name()
if name == self.player_name then
unmark_position(name, pos)
end
end,
})
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local function formspec1(nvm, meta)
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local status = meta:get_string("status")
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local play_sound = dump(nvm.play_sound or false)
return "size[8,7]"..
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"tabheader[0,0;tab;"..S("Ctrl,Inv")..";1;;true]"..
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"button[0.7,0.2;3,1;record;"..S("Record").."]"..
"button[4.3,0.2;3,1;ready;"..S("Done").."]"..
"button[0.7,1.2;3,1;show;"..S("Set").."]"..
"button[4.3,1.2;3,1;hide;"..S("Remove").."]"..
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"checkbox[4.3,2.1;play_sound;"..S("with door sound")..";"..play_sound.."]"..
"label[0.5,2.3;"..status.."]"..
"list[current_player;main;0,3.3;8,4;]"
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end
local function formspec2()
return "size[8,7]"..
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"tabheader[0,0;tab;"..S("Ctrl,Inv")..";2;;true]"..
"label[0.3,0.0;1]"..
"label[7.3,0.0;8]"..
"label[0.3,2.4;9]"..
"label[7.3,2.4;16]"..
"list[context;main;0,0.5;8,2;]"..
"list[current_player;main;0,3.3;8,4;]"..
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"listring[context;main]"..
"listring[current_player;main]"
end
local function play_sound(pos)
minetest.sound_play("techage_button", {
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pos = pos,
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gain = 1,
max_hear_distance = 15})
end
local function exchange_node(pos, item, param2)
local node = minetest.get_node_or_nil(pos)
if node and is_simple_node(node.name) then
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if item and item:get_name() ~= "" and minetest.registered_nodes[item:get_name()] then
minetest.swap_node(pos, {name = item:get_name(), param2 = param2})
else
minetest.remove_node(pos)
end
if node.name ~= "air" then
return ItemStack(node.name), node.param2
else
return ItemStack(), nil
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end
end
return item, param2
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end
local function exchange_nodes(pos, nvm, slot)
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local meta = M(pos)
local inv = meta:get_inventory()
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local item_list = inv:get_list("main")
local owner = meta:get_string("owner")
local res = false
nvm.pos_list = nvm.pos_list or {}
nvm.param2_list = nvm.param2_list or {}
for idx = (slot or 1), (slot or 16) do
local pos = nvm.pos_list[idx]
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if pos then
item_list[idx], nvm.param2_list[idx] = exchange_node(pos, item_list[idx], nvm.param2_list[idx])
res = true
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end
end
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inv:set_list("main", item_list)
return res
end
local function show_nodes(pos)
local nvm = techage.get_nvm(pos)
if not nvm.is_on then
nvm.is_on = true
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if nvm.play_sound then
minetest.sound_play("doors_door_close", {
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pos = pos,
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gain = 1,
max_hear_distance = 15})
end
return exchange_nodes(pos, nvm)
end
end
local function hide_nodes(pos)
local nvm = techage.get_nvm(pos)
if nvm.is_on then
nvm.is_on = false
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if nvm.play_sound then
minetest.sound_play("doors_door_open", {
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pos = pos,
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gain = 1,
max_hear_distance = 15})
end
return exchange_nodes(pos, nvm)
end
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end
minetest.register_node("techage:ta3_doorcontroller2", {
description = S("TA3 Door Controller II"),
tiles = {
-- up, down, right, left, back, front
"techage_filling_ta3.png^techage_frame_ta3_top.png",
"techage_filling_ta3.png^techage_frame_ta3_top.png",
"techage_filling_ta3.png^techage_frame_ta3.png^techage_appl_doorcontroller.png",
},
after_place_node = function(pos, placer, itemstack)
local meta = M(pos)
local inv = meta:get_inventory()
inv:set_size('main', 16)
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logic.after_place_node(pos, placer, "techage:ta3_doorcontroller2", S("TA3 Door Controller II"))
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logic.infotext(meta, S("TA3 Door Controller II"))
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local nvm = techage.get_nvm(pos)
meta:set_string("formspec", formspec1(nvm, meta))
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end,
on_receive_fields = function(pos, formname, fields, player)
if minetest.is_protected(pos, player:get_player_name()) then
return
end
local meta = M(pos)
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local nvm = techage.get_nvm(pos)
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if fields.tab == "2" then
meta:set_string("formspec", formspec2(meta))
return
elseif fields.tab == "1" then
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meta:set_string("formspec", formspec1(nvm, meta))
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return
elseif fields.record then
local inv = meta:get_inventory()
nvm.pos_list = nil
nvm.is_on = false
meta:set_string("status", S("Recording..."))
local name = player:get_player_name()
minetest.chat_send_player(name, S("Click on all the blocks that are part of the door/gate"))
MarkedNodes[name] = {}
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meta:set_string("formspec", formspec1(nvm, meta))
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elseif fields.ready then
local name = player:get_player_name()
local pos_list = get_poslist(name)
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local text = #pos_list.." "..S("block positions are stored.")
meta:set_string("status", text)
nvm.pos_list = pos_list
nvm.is_on = true
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unmark_all(name)
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meta:set_string("formspec", formspec1(nvm, meta))
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elseif fields.show then
if show_nodes(pos) then
play_sound(pos)
meta:set_string("status", S("Blocks are back"))
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meta:set_string("formspec", formspec1(nvm, meta))
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local name = player:get_player_name()
MarkedNodes[name] = nil
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end
elseif fields.hide then
if hide_nodes(pos) then
play_sound(pos)
meta:set_string("status", S("Blocks are disappeared"))
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meta:set_string("formspec", formspec1(nvm, meta))
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local name = player:get_player_name()
MarkedNodes[name] = nil
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end
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elseif fields.play_sound then
nvm.play_sound = fields.play_sound == "true"
meta:set_string("formspec", formspec1(nvm, meta))
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end
end,
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allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
if minetest.is_protected(pos, player:get_player_name()) then
return 0
end
return 1
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end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if minetest.is_protected(pos, player:get_player_name()) then
return 0
end
return 1
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if minetest.is_protected(pos, player:get_player_name()) then
return 0
end
if is_simple_node(stack:get_name()) then
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return 1
end
return 0
end,
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can_dig = function(pos, player)
if player and minetest.is_protected(pos, player:get_player_name()) then
return 0
end
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local inv = minetest.get_inventory({type="node", pos=pos})
return inv:is_empty("main")
end,
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
local name = digger:get_player_name()
unmark_all(name)
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techage.remove_node(pos, oldnode, oldmetadata)
end,
paramtype2 = "facedir",
groups = {choppy=2, cracky=2, crumbly=2},
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
})
techage.register_node({"techage:ta3_doorcontroller2"}, {
on_recv_message = function(pos, src, topic, payload)
if topic == "on" then
return hide_nodes(pos)
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elseif topic == "off" then
return show_nodes(pos)
elseif topic == "exchange" then
local nvm = techage.get_nvm(pos)
return exchange_nodes(pos, nvm, tonumber(payload))
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end
return false
end,
on_node_load = function(pos)
local meta = M(pos)
local nvm = techage.get_nvm(pos)
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meta:set_string("status", "")
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meta:set_string("formspec", formspec1(nvm, meta))
local pos_list = minetest.deserialize(meta:get_string("pos_list"))
if pos_list then
nvm.pos_list = pos_list
meta:set_string("pos_list", "")
local inv = meta:get_inventory()
if inv:is_empty("main") then
nvm.is_on = true
end
end
local param2_list = minetest.deserialize(meta:get_string("param2_list"))
if param2_list then
nvm.param2_list = param2_list
meta:set_string("param2_list", "")
end
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end,
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})
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minetest.register_craft({
type = "shapeless",
output = "techage:ta3_doorcontroller2",
recipe = {"techage:ta3_doorcontroller"},
})
minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
if puncher and puncher:is_player() then
local name = puncher:get_player_name()
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if not MarkedNodes[name] then
return
end
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if not minetest.is_protected(pointed_thing.under, name) then
mark_position(name, pointed_thing.under)
end
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end
end)
function logic.register_doorcontroller_nodes(node_names)
for _,name in ipairs(node_names or {}) do
RegisteredNodes[name] = true
end
end
local Doors = {
"doors:door_steel",
"doors:prison_door",
"doors:rusty_prison_door",
"doors:trapdoor_steel",
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"doors:door_glass",
"doors:door_obsidian_glass",
"doors:japanese_door",
"doors:screen_door",
"doors:slide_door",
"doors:trapdoor",
"doors:woodglass_door",
"xpanes:door_steel_bar",
"xpanes:trapdoor_steel_bar",
}
for _, name in ipairs(Doors) do
for _, postfix in ipairs({"a", "b", "c", "d"}) do
logic.register_doorcontroller_nodes({name .. "_" .. postfix})
end
end
local ProtectorDoors = {
"protector:door_steel",
"protector:door_wood",
"protector:trapdoor",
"protector:trapdoor_steel",
}
for _, name in ipairs(ProtectorDoors) do
for _, postfix in ipairs({"b_1", "b_2", "t_1", "t_2"}) do
logic.register_doorcontroller_nodes({name .. "_" .. postfix})
end
end
logic.SimpleNodes = RegisteredNodes