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