Add chests, doors, and levers, and improve progressive interaction.
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parent
6439f11c2f
commit
8f98a7fa2d
18 changed files with 692 additions and 107 deletions
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@ -1,14 +1,94 @@
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local function make_lever_entity(pos)
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end
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local levers = {}
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minetest.register_entity(":artifact:lever_display", {
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initial_properties = {
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visual = "mesh",
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mesh = "artifact_lever.gltf",
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textures = {"artifact_lever_wood.png"},
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seelctionbox = {
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}
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},
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_interact_time = 0.3,
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_interact_marker_offset = function(e)
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return vector.new(0, -0.4, 0):rotate(e.rotation)
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end,
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on_activate = function(e, data)
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if not minetest.get_node(e.object:get_pos()).name:find "lever" then
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e.object:remove()
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return
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end
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e.object:set_armor_groups{immortal = 1}
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extend(e, minetest.deserialize(data) or {})
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levers[e.object:get_pos():round():to_string()] = e
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end,
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on_deactivte = function(e)
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levers[e.object:get_pos():round():to_string()] = nil
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end,
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get_staticdata = function(e)
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return {rotation = e.rotation}
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end,
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on_interact = function(e)
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if e._active then
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e._active = false
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e._no_interact = true
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e.object:set_animation({x=1,y=2}, 2, 0.1, false)
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minetest.after(0.5, function()
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e._no_interact = nil
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end)
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else
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e._active = true
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e._no_interact = true
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e.object:set_animation({x=0,y=1}, 2, 0.1, false)
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minetest.after(0.5, function()
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e._no_interact = nil
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end)
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end
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end,
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rotate = function(e, rot)
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e.object:set_rotation(rot)
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e.rotation = rot
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e.object:set_properties {
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selectionbox = artifact.rotate_selectionbox({
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-3/16, -0.5, -4/16,
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3/16, -3/16, 4/16
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}, e.rotation)
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}
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end
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})
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artifact.register_node("lever", {
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drawtype = "airlike",
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paramtype = "light",
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sunlight_propagates = true,
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paramtype2 = "facedir",
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pointable = false,
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on_construct = function(pos)
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local m = minetest.get_meta(pos)
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m:set_string("initialized", "true")
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local rot = minetest.facedir_to_dir(minetest.get_node(pos).param2):dir_to_rotation()
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minetest.add_entity(pos, "artifact:lever_display", minetest.serialize{type = "wood"}):get_luaentity():rotate(rot)
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end,
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on_destruct = function(pos)
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levers[pos:to_string()].object:remove()
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levers[pos:to_string()] = nil
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end,
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on_load = function(pos)
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local m = minetest.get_meta(pos)
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-- Dynamically initialize doors that were mapgen'd in.
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if not m:contains("initialized") then
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m:set_string("initialized", "true")
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local rot = minetest.facedir_to_dir(minetest.get_node(pos).param2):dir_to_rotation()
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minetest.add_entity(pos, "artifact:lever_display", minetest.serialize{type = "wood"}):get_luaentity():rotate(rot)
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end
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end,
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on_rotate = function(pos, node, p, click, param2)
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local node = minetest.get_node(pos)
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node.param2 = param2
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minetest.swap_node(pos, node)
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local rot = minetest.facedir_to_dir(node.param2):dir_to_rotation()
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levers[pos:to_string()]:rotate(rot)
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return true
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end
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})
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