--[[ TechAge ======= Copyright (C) 2020-2021 Joachim Stolberg AGPL v3 See LICENSE.txt for more information Door/Gate Controller II ]]-- -- 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 local MarkedNodes = {} -- t[player] = {{entity, pos},...} local CurrentPos -- to mark punched entities local RegisteredNodes = {} -- to be checked before removed/placed local function is_simple_node(name) -- special handling if RegisteredNodes[name] ~= nil then return RegisteredNodes[name] end 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 -- 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 return true end 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 end end local function unmark_all(name) for _,item in ipairs(MarkedNodes[name] or {}) do item.entity:remove() 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? 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}) end CurrentPos = nil return true end CurrentPos = nil end local function get_poslist(name) local lst = {} for _,item in ipairs(MarkedNodes[name] or {}) do table.insert(lst, item.pos) 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) self.ttl = (self.ttl or 2400) - 1 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, }) local function formspec1(nvm, meta) local status = meta:get_string("status") local play_sound = dump(nvm.play_sound or false) return "size[8,7]".. "tabheader[0,0;tab;"..S("Ctrl,Inv")..";1;;true]".. "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").."]".. "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;]" end local function formspec2() return "size[8,7]".. "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;]".. "listring[context;main]".. "listring[current_player;main]" end local function play_sound(pos) minetest.sound_play("techage_button", { pos = pos, 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 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 end end return item, param2 end local function exchange_nodes(pos, nvm, slot) local meta = M(pos) local inv = meta:get_inventory() 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] if pos then item_list[idx], nvm.param2_list[idx] = exchange_node(pos, item_list[idx], nvm.param2_list[idx]) res = true end end 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 if nvm.play_sound then minetest.sound_play("doors_door_close", { pos = pos, 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 if nvm.play_sound then minetest.sound_play("doors_door_open", { pos = pos, gain = 1, max_hear_distance = 15}) end return exchange_nodes(pos, nvm) end 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) logic.after_place_node(pos, placer, "techage:ta3_doorcontroller2", S("TA3 Door Controller II")) logic.infotext(meta, S("TA3 Door Controller II")) local nvm = techage.get_nvm(pos) meta:set_string("formspec", formspec1(nvm, meta)) 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) local nvm = techage.get_nvm(pos) if fields.tab == "2" then meta:set_string("formspec", formspec2(meta)) return elseif fields.tab == "1" then meta:set_string("formspec", formspec1(nvm, meta)) 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] = {} meta:set_string("formspec", formspec1(nvm, meta)) elseif fields.ready then local name = player:get_player_name() local pos_list = get_poslist(name) local text = #pos_list.." "..S("block positions are stored.") meta:set_string("status", text) nvm.pos_list = pos_list nvm.is_on = true unmark_all(name) meta:set_string("formspec", formspec1(nvm, meta)) elseif fields.show then if show_nodes(pos) then play_sound(pos) meta:set_string("status", S("Blocks are back")) meta:set_string("formspec", formspec1(nvm, meta)) local name = player:get_player_name() MarkedNodes[name] = nil end elseif fields.hide then if hide_nodes(pos) then play_sound(pos) meta:set_string("status", S("Blocks are disappeared")) meta:set_string("formspec", formspec1(nvm, meta)) local name = player:get_player_name() MarkedNodes[name] = nil end elseif fields.play_sound then nvm.play_sound = fields.play_sound == "true" meta:set_string("formspec", formspec1(nvm, meta)) end end, 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 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 return 1 end return 0 end, can_dig = function(pos, player) if player and minetest.is_protected(pos, player:get_player_name()) then return 0 end local inv = minetest.get_inventory({type="node", pos=pos}) return inv:is_empty("main") end, after_dig_node = function(pos, oldnode, oldmetadata, digger) local name = digger:get_player_name() unmark_all(name) 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) 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)) end return false end, on_node_load = function(pos) local meta = M(pos) local nvm = techage.get_nvm(pos) meta:set_string("status", "") 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 end, }) 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() if not MarkedNodes[name] then return end if not minetest.is_protected(pointed_thing.under, name) then mark_position(name, pointed_thing.under) end 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", "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