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- local MP = minetest.get_modpath(minetest.get_current_modname())
- -- Given a facedir, returns a set of all the corresponding directions
- local get_dirs = function(facedir)
- local dirs = {}
- local top = {[0]={x=0, y=1, z=0},
- {x=0, y=0, z=1},
- {x=0, y=0, z=-1},
- {x=1, y=0, z=0},
- {x=-1, y=0, z=0},
- {x=0, y=-1, z=0}}
- dirs.back = minetest.facedir_to_dir(facedir)
- dirs.top = top[math.floor(facedir/4)]
- dirs.right = {
- x=dirs.top.y*dirs.back.z - dirs.back.y*dirs.top.z,
- y=dirs.top.z*dirs.back.x - dirs.back.z*dirs.top.x,
- z=dirs.top.x*dirs.back.y - dirs.back.x*dirs.top.y
- }
- dirs.front = vector.multiply(dirs.back, -1)
- dirs.bottom = vector.multiply(dirs.top, -1)
- dirs.left = vector.multiply(dirs.right, -1)
- return dirs
- end
- -- Returns the axis that dir points along
- local dir_to_axis = function(dir)
- if dir.x ~= 0 then
- return "x"
- elseif dir.y ~= 0 then
- return "y"
- else
- return "z"
- end
- end
- -- Given a hinge definition, turns it into an axis and placement that can be used by the door rotation.
- local interpret_hinge = function(hinge_def, pos, node_dirs)
- local axis = dir_to_axis(node_dirs[hinge_def.axis])
-
- local placement
- if type(hinge_def.offset) == "string" then
- placement = vector.add(pos, node_dirs[hinge_def.offset])
- elseif type(hinge_def.offset) == "table" then
- placement = vector.new(0,0,0)
- local divisor = 0
- for _, val in pairs(hinge_def.offset) do
- placement = vector.add(placement, node_dirs[val])
- divisor = divisor + 1
- end
- placement = vector.add(pos, vector.divide(placement, divisor))
- else
- placement = pos
- end
- return axis, placement
- end
- --------------------------------------------------------------------------
- -- Rotation (slightly more complex than sliding)
- local facedir_rotate = {
- ['x'] = {
- [-1] = {[0]=4, 5, 6, 7, 22, 23, 20, 21, 0, 1, 2, 3, 13, 14, 15, 12, 19, 16, 17, 18, 10, 11, 8, 9}, -- 270 degrees
- [1] = {[0]=8, 9, 10, 11, 0, 1, 2, 3, 22, 23, 20, 21, 15, 12, 13, 14, 17, 18, 19, 16, 6, 7, 4, 5}, -- 90 degrees
- },
- ['y'] = {
- [-1] = {[0]=3, 0, 1, 2, 19, 16, 17, 18, 15, 12, 13, 14, 7, 4, 5, 6, 11, 8, 9, 10, 21, 22, 23, 20}, -- 270 degrees
- [1] = {[0]=1, 2, 3, 0, 13, 14, 15, 12, 17, 18, 19, 16, 9, 10, 11, 8, 5, 6, 7, 4, 23, 20, 21, 22}, -- 90 degrees
- },
- ['z'] = {
- [-1] = {[0]=16, 17, 18, 19, 5, 6, 7, 4, 11, 8, 9, 10, 0, 1, 2, 3, 20, 21, 22, 23, 12, 13, 14, 15}, -- 270 degrees
- [1] = {[0]=12, 13, 14, 15, 7, 4, 5, 6, 9, 10, 11, 8, 20, 21, 22, 23, 0, 1, 2, 3, 16, 17, 18, 19}, -- 90 degrees
- }
- }
- --90 degrees CW about x-axis: (x, y, z) -> (x, -z, y)
- --90 degrees CCW about x-axis: (x, y, z) -> (x, z, -y)
- --90 degrees CW about y-axis: (x, y, z) -> (-z, y, x)
- --90 degrees CCW about y-axis: (x, y, z) -> (z, y, -x)
- --90 degrees CW about z-axis: (x, y, z) -> (y, -x, z)
- --90 degrees CCW about z-axis: (x, y, z) -> (-y, x, z)
- local rotate_pos = function(axis, direction, pos)
- if axis == "x" then
- if direction < 0 then
- return {x= pos.x, y= -pos.z, z= pos.y}
- else
- return {x= pos.x, y= pos.z, z= -pos.y}
- end
- elseif axis == "y" then
- if direction < 0 then
- return {x= -pos.z, y= pos.y, z= pos.x}
- else
- return {x= pos.z, y= pos.y, z= -pos.x}
- end
- else
- if direction < 0 then
- return {x= -pos.y, y= pos.x, z= pos.z}
- else
- return {x= pos.y, y= -pos.x, z= pos.z}
- end
- end
- end
- local rotate_pos_displaced = function(pos, origin, axis, direction)
- -- position in space relative to origin
- local newpos = vector.subtract(pos, origin)
- newpos = rotate_pos(axis, direction, newpos)
- -- Move back to original reference frame
- return vector.add(newpos, origin)
- end
- local get_buildable_to = function(pos)
- return minetest.registered_nodes[minetest.get_node(pos).name].buildable_to
- end
- local get_door_layout = function(pos, facedir, player)
- if facedir > 23 then return nil end -- A bug in another mod once resulted in bad param2s being written to nodes, this will at least prevent crashes if something like that happens again.
- -- This method does a flood-fill looking for all nodes that meet the following criteria:
- -- belongs to a "castle_gate" group
- -- has the same "back" direction as the initial node
- -- is accessible via up, down, left or right directions unless one of those directions goes through an edge that one of the two nodes has marked as a gate edge
- local door = {}
- door.all = {}
- door.contains_protected_node = false
- door.directions = get_dirs(facedir)
- door.previous_move = minetest.get_meta(pos):get_string("previous_move")
- -- temporary pointsets used while searching
- local to_test = {}
- local tested = {}
- local can_slide_to = {}
-
- local castle_gate_group_value -- this will be populated from the first gate node we encounter, which will be the one that was clicked on
-
- local test_pos = pos
- while test_pos ~= nil do
- local test_pos_hash = minetest.hash_node_position(test_pos)
- tested[test_pos_hash] = true -- track nodes we've looked at
- local test_node = minetest.get_node(test_pos)
- if test_node.name == "ignore" then
- --array is next to unloaded nodes, too dangerous to do anything. Abort.
- return nil
- end
-
- if minetest.is_protected(test_pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
- door.contains_protected_node = true
- end
-
- local test_node_def = minetest.registered_nodes[test_node.name]
- if test_node_def.buildable_to then
- can_slide_to[test_pos_hash] = true
- end
-
- if test_node_def.paramtype2 == "facedir" and test_node.param2 <= 23 then -- prospective door nodes need to be of type facedir and have a valid param2
- local test_node_dirs = get_dirs(test_node.param2)
- local coplanar = vector.equals(test_node_dirs.back, door.directions.back) -- the "back" vector needs to point in the same direction as the rest of the door
-
- if castle_gate_group_value == nil and test_node_def.groups.castle_gate ~= nil then
- castle_gate_group_value = test_node_def.groups.castle_gate -- read the group value from the first gate node encountered
- end
- if coplanar and test_node_def.groups.castle_gate == castle_gate_group_value then
- local entry = {["pos"] = test_pos, ["node"] = test_node}
- table.insert(door.all, entry) -- it's definitely a gate node of some sort.
- if test_node_def._gate_hinge ~= nil then -- it's a hinge type of node, need to do extra work
- local axis, placement = interpret_hinge(test_node_def._gate_hinge, test_pos, test_node_dirs)
- if door.hinge == nil then -- this is the first hinge we've encountered.
- door.hinge = {axis=axis, placement=placement}
- door.directions = test_node_dirs -- force the door as a whole to use the same reference frame as the first hinge
- elseif door.hinge.axis ~= axis then -- there was a previous hinge. Do they rotate on the same axis?
- return nil -- Misaligned hinge axes, door cannot rotate.
- else
- local axis_dir = {x=0, y=0, z=0}
- axis_dir[axis] = 1
- local displacement = vector.normalize(vector.subtract(placement, door.hinge.placement)) -- check if this new hinge is displaced relative to the first hinge on any axis other than the rotation axis
- if not (vector.equals(displacement, axis_dir) or vector.equals(displacement, vector.multiply(axis_dir, -1))) then
- return nil -- Misaligned hinge offset, door cannot rotate.
- end
- end
- end
-
- can_slide_to[test_pos_hash] = true -- since this is part of the door, other parts of the door can slide into it
- local test_directions = {"top", "bottom", "left", "right"}
- for _, dir in pairs(test_directions) do
- local adjacent_pos = vector.add(test_pos, door.directions[dir])
- local adjacent_node = minetest.get_node(adjacent_pos)
- local adjacent_def = minetest.registered_nodes[adjacent_node.name]
- local adjacent_pos_hash = minetest.hash_node_position(adjacent_pos)
-
- if adjacent_def.buildable_to then
- can_slide_to[adjacent_pos_hash] = true
- end
-
- if test_node_def._gate_edges == nil or not test_node_def._gate_edges[dir] then -- if we ourselves are an edge node, don't look in the direction we're an edge in
-
- if tested[adjacent_pos_hash] == nil then -- don't look at nodes that have already been looked at
- if adjacent_def.paramtype2 == "facedir" then -- all doors are facedir nodes so we can pre-screen some targets
- local edge_points_back_at_test_pos = false
- -- Look at the adjacent node's definition. If it's got gate edges, check if they point back at us.
- if adjacent_def._gate_edges ~= nil then
- local adjacent_directions = get_dirs(adjacent_node.param2)
- for dir, val in pairs(adjacent_def._gate_edges) do
- if vector.equals(vector.add(adjacent_pos, adjacent_directions[dir]), test_pos) then
- edge_points_back_at_test_pos = true
- break
- end
- end
- end
-
- if not edge_points_back_at_test_pos then
- table.insert(to_test, adjacent_pos_hash)
- end
- end
- end
- end
- end
- end
- end
-
- test_pos = table.remove(to_test)
- if test_pos ~= nil then
- test_pos = minetest.get_position_from_hash(test_pos)
- end
- end
-
- if door.hinge == nil then
- --sliding door, evaluate which directions it can go
- door.can_slide = {top=true, bottom=true, left=true, right=true}
- for _,door_node in pairs(door.all) do
- door.can_slide.top = door.can_slide.top and can_slide_to[minetest.hash_node_position(vector.add(door_node.pos, door.directions.top))]
- door.can_slide.bottom = door.can_slide.bottom and can_slide_to[minetest.hash_node_position(vector.add(door_node.pos, door.directions.bottom))]
- door.can_slide.left = door.can_slide.left and can_slide_to[minetest.hash_node_position(vector.add(door_node.pos, door.directions.left))]
- door.can_slide.right = door.can_slide.right and can_slide_to[minetest.hash_node_position(vector.add(door_node.pos, door.directions.right))]
- end
- else
- --rotating door, evaluate which direction it can go. Slightly more complicated.
- local origin = door.hinge.placement
- local axis = door.hinge.axis
- local backfront = dir_to_axis(door.directions.back)
- local leftright = dir_to_axis(door.directions.right)
- door.swings = {}
- for _, direction in pairs({-1, 1}) do
- door.swings[direction] = true
- for _, door_node in pairs(door.all) do
- origin[axis] = door_node.pos[axis]
- if not vector.equals(door_node.pos, origin) then -- There's no obstruction if the node is literally located along the rotation axis
- local newpos = rotate_pos_displaced(door_node.pos, origin, axis, direction)
- local newnode = minetest.get_node(newpos)
- local newdef = minetest.registered_nodes[newnode.name]
- if not newdef.buildable_to then -- check if the destination node is free.
- door.swings[direction] = false
- break
- end
-
- local swing_corner = {} -- the corner of the square "arc" that a Minetest gate swings through
- local scan_dir
- swing_corner[axis] = door_node.pos[axis]
- swing_corner[backfront] = newpos[backfront]
- swing_corner[leftright] = door_node.pos[leftright]
- if not (vector.equals(newpos, swing_corner) or vector.equals(door_node.pos, swing_corner)) then -- we're right next to the hinge, no need for further testing
- scan_dir = vector.direction(newpos, swing_corner) -- get the direction from the new door position toward the swing corner
- repeat
- newpos = vector.add(newpos, scan_dir) -- we start with newpos on the destination node, which has already been tested.
- if not get_buildable_to(newpos) then
- door.swings[direction] = false
- end
- until vector.equals(newpos, swing_corner) or door.swings[direction] == false
- if not (vector.equals(newpos, door_node.pos) or door.swings[direction] == false) then
- scan_dir = vector.direction(newpos, door_node.pos)
- newpos = vector.add(newpos, scan_dir) -- the first step here is a freebie since we've already checked swing_corner
- while not (vector.equals(newpos, door_node.pos) or door.swings[direction] == false) do
- if not get_buildable_to(newpos) then
- door.swings[direction] = false
- end
- newpos = vector.add(newpos, scan_dir)
- end
- end
- end
- end
-
- if door.swings[direction] == false then
- break
- end
-
- end
- end
- end
- return door
- end
- local slide_gate = function(door, direction)
- for _, door_node in pairs(door.all) do
- door_node.pos = vector.add(door_node.pos, door.directions[direction])
- end
- door.previous_move = direction
- end
- local rotate_door = function (door, direction)
- if not door.swings[direction] then
- return false
- end
- local origin = door.hinge.placement
- local axis = door.hinge.axis
-
- for _, door_node in pairs(door.all) do
- door_node.pos = rotate_pos_displaced(door_node.pos, origin, axis, direction)
- door_node.node.param2 = facedir_rotate[axis][direction][door_node.node.param2]
- end
- return true
- end
- ----------------------------------------------------------------------------------------------------
- -- When creating new gate pieces use this as the "on_rightclick" method of their node definitions
- -- if you want the player to be able to trigger the gate by clicking on that particular node.
- -- If you just want the node to move with the gate and not trigger it this isn't necessary,
- -- only the "castle_gate" group is needed for that.
- castle_gates.trigger_gate = function(pos, node, player)
- local door = get_door_layout(pos, node.param2, player)
-
- if door ~= nil then
- for _, door_node in pairs(door.all) do
- minetest.set_node(door_node.pos, {name="air"})
- end
-
- local door_moved = false
- if door.can_slide ~= nil then -- this is a sliding door
- if door.previous_move == "top" and door.can_slide.top then
- slide_gate(door, "top")
- door_moved = true
- elseif door.previous_move == "bottom" and door.can_slide.bottom then
- slide_gate(door, "bottom")
- door_moved = true
- elseif door.previous_move == "left" and door.can_slide.left then
- slide_gate(door, "left")
- door_moved = true
- elseif door.previous_move == "right" and door.can_slide.right then
- slide_gate(door, "right")
- door_moved = true
- end
-
- if not door_moved then -- reverse door's direction for next time
- if door.previous_move == "top" and door.can_slide.bottom then
- door.previous_move = "bottom"
- elseif door.previous_move == "bottom" and door.can_slide.top then
- door.previous_move = "top"
- elseif door.previous_move == "left" and door.can_slide.right then
- door.previous_move = "right"
- elseif door.previous_move == "right" and door.can_slide.left then
- door.previous_move = "left"
- else
- -- find any open direction
- for slide_dir, enabled in pairs(door.can_slide) do
- if enabled then
- door.previous_move = slide_dir
- break
- end
- end
- end
- end
- elseif door.hinge ~= nil then -- this is a hinged door
- if door.previous_move == "deosil" then
- door_moved = rotate_door(door, 1)
- elseif door.previous_move == "widdershins" then
- door_moved = rotate_door(door, -1)
- end
-
- if not door_moved then
- if door.previous_move == "deosil" then
- door.previous_move = "widdershins"
- else
- door.previous_move = "deosil"
- end
- end
- end
- for _, door_node in pairs(door.all) do
- minetest.set_node(door_node.pos, door_node.node)
- minetest.get_meta(door_node.pos):set_string("previous_move", door.previous_move)
- end
-
- if door_moved then
- minetest.after(1, function()
- castle_gates.trigger_gate(door.all[1].pos, door.all[1].node, player)
- end)
- end
- end
- end
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