Add chests, doors, and levers, and improve progressive interaction.

This commit is contained in:
Signal 2025-11-11 01:29:41 -05:00
parent 6439f11c2f
commit 8f98a7fa2d
18 changed files with 692 additions and 107 deletions

View file

@ -1,14 +1,94 @@
local function make_lever_entity(pos)
end
local levers = {}
minetest.register_entity(":artifact:lever_display", {
initial_properties = {
visual = "mesh",
mesh = "artifact_lever.gltf",
textures = {"artifact_lever_wood.png"},
seelctionbox = {
}
},
_interact_time = 0.3,
_interact_marker_offset = function(e)
return vector.new(0, -0.4, 0):rotate(e.rotation)
end,
on_activate = function(e, data)
if not minetest.get_node(e.object:get_pos()).name:find "lever" then
e.object:remove()
return
end
e.object:set_armor_groups{immortal = 1}
extend(e, minetest.deserialize(data) or {})
levers[e.object:get_pos():round():to_string()] = e
end,
on_deactivte = function(e)
levers[e.object:get_pos():round():to_string()] = nil
end,
get_staticdata = function(e)
return {rotation = e.rotation}
end,
on_interact = function(e)
if e._active then
e._active = false
e._no_interact = true
e.object:set_animation({x=1,y=2}, 2, 0.1, false)
minetest.after(0.5, function()
e._no_interact = nil
end)
else
e._active = true
e._no_interact = true
e.object:set_animation({x=0,y=1}, 2, 0.1, false)
minetest.after(0.5, function()
e._no_interact = nil
end)
end
end,
rotate = function(e, rot)
e.object:set_rotation(rot)
e.rotation = rot
e.object:set_properties {
selectionbox = artifact.rotate_selectionbox({
-3/16, -0.5, -4/16,
3/16, -3/16, 4/16
}, e.rotation)
}
end
})
artifact.register_node("lever", {
drawtype = "airlike",
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "facedir",
pointable = false,
on_construct = function(pos)
local m = minetest.get_meta(pos)
m:set_string("initialized", "true")
local rot = minetest.facedir_to_dir(minetest.get_node(pos).param2):dir_to_rotation()
minetest.add_entity(pos, "artifact:lever_display", minetest.serialize{type = "wood"}):get_luaentity():rotate(rot)
end,
on_destruct = function(pos)
levers[pos:to_string()].object:remove()
levers[pos:to_string()] = nil
end,
on_load = function(pos)
local m = minetest.get_meta(pos)
-- Dynamically initialize doors that were mapgen'd in.
if not m:contains("initialized") then
m:set_string("initialized", "true")
local rot = minetest.facedir_to_dir(minetest.get_node(pos).param2):dir_to_rotation()
minetest.add_entity(pos, "artifact:lever_display", minetest.serialize{type = "wood"}):get_luaentity():rotate(rot)
end
end,
on_rotate = function(pos, node, p, click, param2)
local node = minetest.get_node(pos)
node.param2 = param2
minetest.swap_node(pos, node)
local rot = minetest.facedir_to_dir(node.param2):dir_to_rotation()
levers[pos:to_string()]:rotate(rot)
return true
end
})

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@ -0,0 +1,182 @@
local ns = artifact
local chests = {}
minetest.register_entity(":artifact:chest_slot", {
initial_properties = {
static_save = false,
visual = "mesh",
mesh = "artifact_animator.gltf",
selectionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2}
},
_interact_time = 0.25,
on_activate = function(e, item)
e._visual = minetest.add_entity(e.object:get_pos(), "display")
e._visual:set_properties {
visual = "item",
wield_item = item,
pointable = false
}
e._visual:set_attach(e.object, "root")
-- That's _one_ way to get a unique ID...
e._name = ""..math.random()
end,
on_deactivate = function(e)
e._visual:remove()
end,
on_hover = function(e, m)
e.object:set_bone_override("root", {
scale = {
vec = vector.new(0.15, 0.15, 0.15), interpolation = 0.2, absolute = true
},
position = {
vec = vector.new(0, 0.01, 0), interpolation = 0.2, absolute = true
}
})
end,
on_unhover = function(e, m)
e.object:set_bone_override("root", {
scale = {
vec = vector.new(0.1, 0.1, 0.1), interpolation = 0.2, absolute = true
},
position = {
vec = vector.new(0, 0.01, 0), interpolation = 0.2, absolute = true
}
})
end
})
minetest.register_entity(":artifact:chest_display", {
initial_properties = {
visual = "mesh",
mesh = "artifact_chest.gltf",
textures = {"artifact_chest_wood.png"},
},
_interact_time = 0.6,
_interact_marker_offset = function(e)
return vector.new(0, 0, 0.5):rotate(e.object:get_rotation())
end,
on_activate = function(e, data)
if not minetest.get_node(e.object:get_pos()).name:find "chest" then
e.object:remove()
return
end
e.object:set_armor_groups{immortal = 1}
e._pos = minetest.deserialize(data)
chests[vector.to_string(e._pos)] = e
end,
on_deactivate = function(e)
chests[vector.to_string(e._pos)] = nil
end,
get_staticdata = function(e)
return minetest.serialize(e._pos)
end,
on_interact = function(e)
e:open()
end,
on_step = function(e)
if e._open then
local found = false
for obj in minetest.objects_inside_radius(e.object:get_pos(), 5) do
if minetest.is_player(obj) then
found = true
break
end
end
if not found then
e:close()
end
end
end,
open = function(e)
e._open = true
e._no_interact = true
e.object:set_properties{pointable = false}
e.object:set_animation({x=0,y=0.5}, 1, 0.1, false)
local pos = e.object:get_pos()
local rot = e.object:get_rotation()
e._slot_main = minetest.add_entity(pos +vector.new(0.2, 0.1, 0):rotate(rot), "artifact:chest_slot", "artifact:stone"):get_luaentity()
e._slot_main.object:set_bone_override("root", {
scale = {
vec = vector.new(0.01, 0.01, 0.01), absolute = true
},
position = {
vec = vector.new(0, -5, 0), absolute = true
}
})
minetest.after(0, function()
e._slot_main.object:set_bone_override("root", {
scale = {
vec = vector.new(0.1, 0.1, 0.1), interpolation = 0.4, absolute = true
},
position = {
vec = vector.new(0, 0.01, 0), interpolation = 0.4, absolute = true
}
})
end)
e._slot_main.master = e
e._slot_main.on_interact = function()
end
e._slot_cancel = minetest.add_entity(pos +vector.new(-0.2, 0.1, 0):rotate(rot), "artifact:chest_slot", "artifact:cancel"):get_luaentity()
e._slot_cancel.object:set_bone_override("root", {
scale = {
vec = vector.new(0.01, 0.01, 0.01), absolute = true
},
position = {
vec = vector.new(0, -5, 0), absolute = true
}
})
minetest.after(0, function()
e._slot_cancel.object:set_bone_override("root", {
scale = {
vec = vector.new(0.1, 0.1, 0.1), interpolation = 0.4, absolute = true
},
position = {
vec = vector.new(0, 0.01, 0), interpolation = 0.4, absolute = true
}
})
end)
e._slot_cancel.master = e
e._slot_cancel.on_interact = function()
e:close()
end
end,
close = function(e)
e._open = false
e._no_interact = nil
e.object:set_properties{pointable = true}
e.object:set_animation({x=0.5,y=1}, 1, 0.1, false)
e._slot_main.object:remove()
e._slot_cancel.object:remove()
end
})
artifact.register_node("chest", {
drawtype = "airlike",
paramtype = "light",
paramtype2 = "facedir",
pointable = false,
groups = {call_on_load = 1},
on_construct = function(pos)
local m = minetest.get_meta(pos)
m:set_string("initialized", "true")
local rot = minetest.facedir_to_dir(minetest.get_node(pos).param2):dir_to_rotation()
rot.y = rot.y -math.pi
minetest.add_entity(pos, "artifact:chest_display", minetest.serialize(pos)):set_rotation(rot)
end,
on_destruct = function(pos)
chests[pos:to_string()].object:remove()
chests[pos:to_string()] = nil
end,
on_load = function(pos)
local m = minetest.get_meta(pos)
-- Dynamically initialize chests that were mapgen'd in.
if not m:contains("initialized") then
m:set_string("initialized", "true")
local rot = minetest.facedir_to_dir(minetest.get_node(pos).param2):dir_to_rotation()
rot.y = rot.y -math.pi
minetest.add_entity(pos, "artifact:chest_display", minetest.serialize(pos)):set_rotation(rot)
end
end
})

View file

@ -0,0 +1,197 @@
local doors = {}
function artifact.rotate_selectionbox(box, rot)
local a = vector.new(box[1], box[2], box[3]):rotate(rot)
local b = vector.new(box[4], box[5], box[6]):rotate(rot)
return {
a.x, a.y, a.z,
b.x, b.y, b.z
}
end
minetest.register_entity(":artifact:door", {
initial_properties = {
visual = "mesh",
mesh = "artifact_door.gltf",
textures = {"artifact_door_wood.png"},
selectionbox = {
-0.5, -0.5, -0.5,
0.5, 1.5, -6/16
}
},
_interact_time = 0.2,
_interact_marker_offset = function(e)
return (e._open and vector.new(-0.5, 0.5, 0) or vector.new(0, 0.5, 0.5)):rotate(e.object:get_rotation())
end,
on_activate = function(e, data)
if not minetest.get_node(e.object:get_pos()).name:find "door" then
e.object:remove()
return
end
e.object:set_armor_groups{immortal = 1}
extend(e, minetest.deserialize(data) or {})
if e.type == "iron" and e._locked == nil then
e._locked = true
e.object:set_properties {
textures = {"artifact_door_iron.png"},
}
end
if e.rotation then
e.rotation.y = e.rotation.y +math.pi
e:rotate(e.rotation)
end
if e._locked then
e._no_interact = true
end
e._name = ""..math.random()
doors[e.object:get_pos():round():to_string()] = e
end,
on_deactivate = function(e)
doors[e.object:get_pos():round():to_string()] = nil
end,
on_interact = function(e)
if e._open then
e._open = nil
e._no_interact = true
e._name = ""..math.random()
e.object:set_animation({x=0.5,y=1}, 1.5, 0.1, false)
minetest.after(0.1, function()
local pos = e.object:get_pos():round()
local node = minetest.get_node(pos)
node.name = "door_"..e.type
minetest.swap_node(pos, node)
e.object:set_properties {
selectionbox = artifact.rotate_selectionbox({
-0.5, -0.5, -0.5,
0.5, 1.5, -6/16
}, e.rotation)
}
end)
minetest.after(0.25, function()
e._no_interact = nil
end)
else
e._open = true
e._no_interact = true
e._name = ""..math.random()
e.object:set_animation({x=0,y=0.5}, 1.5, 0.1, false)
minetest.after(0.1, function()
local pos = e.object:get_pos():round()
local node = minetest.get_node(pos)
node.name = "door_"..e.type.."_open"
minetest.swap_node(pos, node)
e.object:set_properties {
selectionbox = artifact.rotate_selectionbox({
0.5, -0.5, -0.5,
6/16, 1.5, 0.5
}, e.rotation)
}
end)
minetest.after(0.25, function()
e._no_interact = nil
end)
end
end,
get_staticdata = function(e)
return minetest.serialize{type = e.type, _locked = e._locked, rotation = e.rotation}
end,
unlock = function(e)
if e._locked then
e._locked = false
e._no_interact = nil
end
end,
rotate = function(e, rot)
e.object:set_rotation(rot)
rot.y = rot.y -math.pi
e.rotation = rot
e.object:set_properties {
selectionbox = artifact.rotate_selectionbox(e.object:get_properties().selectionbox, e.rotation)
}
end
})
local function register_basic_door(type)
artifact.register_node("door_"..type, {
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
-0.5, -0.5, -0.5,
0.5, 1.5, -6/16
}
},
paramtype2 = "facedir",
tiles = {"blank.png"},
use_texture_alpha = "clip",
paramtype = "light",
pointable = false,
groups = {call_on_load = 1, whackable = type == "wood" and 1 or nil},
on_construct = function(pos)
local m = minetest.get_meta(pos)
m:set_string("initialized", "true")
local rot = minetest.facedir_to_dir(minetest.get_node(pos).param2):dir_to_rotation()
rot.y = rot.y -math.pi
minetest.add_entity(pos, "artifact:door", minetest.serialize{type = type}):get_luaentity():rotate(rot)
end,
on_destruct = function(pos, reason)
if reason == "whack" then
-- TODO: Particles
end
doors[pos:to_string()].object:remove()
doors[pos:to_string()] = nil
end,
on_load = function(pos)
local m = minetest.get_meta(pos)
-- Dynamically initialize doors that were mapgen'd in.
if not m:contains("initialized") then
m:set_string("initialized", "true")
local rot = minetest.facedir_to_dir(minetest.get_node(pos).param2):dir_to_rotation()
rot.y = rot.y -math.pi
minetest.add_entity(pos, "artifact:door", minetest.serialize{type = type}):get_luaentity():rotate(rot)
end
end
})
artifact.register_node("door_"..type.."_open", {
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
0.5, -0.5, -0.5,
6/16, 1.5, 0.5
}
},
paramtype2 = "facedir",
tiles = {"blank.png"},
use_texture_alpha = "clip",
paramtype = "light",
pointable = false,
groups = {call_on_load = 1, whackable = type == "wood" and 1 or nil},
on_construct = function(pos)
local m = minetest.get_meta(pos)
m:set_string("initialized", "true")
local rot = minetest.facedir_to_dir(minetest.get_node(pos).param2):dir_to_rotation()
rot.y = rot.y -math.pi
minetest.add_entity(pos, "artifact:door", minetest.serialize{type = type}):get_luaentity():rotate(rot)
end,
on_destruct = function(pos)
doors[pos:to_string()].object:remove()
doors[pos:to_string()] = nil
end,
on_load = function(pos)
local m = minetest.get_meta(pos)
-- Dynamically initialize doors that were mapgen'd in.
if not m:contains("initialized") then
m:set_string("initialized", "true")
local rot = minetest.facedir_to_dir(minetest.get_node(pos).param2):dir_to_rotation()
rot.y = rot.y -math.pi
minetest.add_entity(pos, "artifact:door", minetest.serialize{type = type}):get_luaentity():rotate(rot)
end
end
})
end
register_basic_door("wood")
register_basic_door("iron")

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@ -9,22 +9,10 @@ minetest.register_entity(":display", {
end
})
minetest.register_entity(":test", {
initial_properties = {
visual = "sprite",
textures = {"blank.png"},
use_texture_alpha = true,
static_save = false
},
on_rightclick = function(e, p)
artifact.players[p:get_player_name()].interacting_with = e
end,
on_hover = function() say "!" end,
on_interact = function(e, m)
end
artifact.register_craftitem("cancel", {
inventory_image = "artifact_cancel.png"
})
include "basics.lua"
include "doors.lua"
include "chest.lua"

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