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
197
mods/artifact_mechanisms/doors.lua
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197
mods/artifact_mechanisms/doors.lua
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local doors = {}
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function artifact.rotate_selectionbox(box, rot)
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local a = vector.new(box[1], box[2], box[3]):rotate(rot)
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local b = vector.new(box[4], box[5], box[6]):rotate(rot)
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return {
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a.x, a.y, a.z,
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b.x, b.y, b.z
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}
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end
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minetest.register_entity(":artifact:door", {
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initial_properties = {
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visual = "mesh",
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mesh = "artifact_door.gltf",
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textures = {"artifact_door_wood.png"},
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selectionbox = {
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-0.5, -0.5, -0.5,
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0.5, 1.5, -6/16
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}
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},
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_interact_time = 0.2,
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_interact_marker_offset = function(e)
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return (e._open and vector.new(-0.5, 0.5, 0) or vector.new(0, 0.5, 0.5)):rotate(e.object:get_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 "door" 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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if e.type == "iron" and e._locked == nil then
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e._locked = true
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e.object:set_properties {
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textures = {"artifact_door_iron.png"},
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}
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end
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if e.rotation then
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e.rotation.y = e.rotation.y +math.pi
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e:rotate(e.rotation)
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end
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if e._locked then
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e._no_interact = true
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end
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e._name = ""..math.random()
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doors[e.object:get_pos():round():to_string()] = e
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end,
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on_deactivate = function(e)
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doors[e.object:get_pos():round():to_string()] = nil
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end,
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on_interact = function(e)
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if e._open then
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e._open = nil
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e._no_interact = true
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e._name = ""..math.random()
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e.object:set_animation({x=0.5,y=1}, 1.5, 0.1, false)
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minetest.after(0.1, function()
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local pos = e.object:get_pos():round()
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local node = minetest.get_node(pos)
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node.name = "door_"..e.type
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minetest.swap_node(pos, node)
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e.object:set_properties {
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selectionbox = artifact.rotate_selectionbox({
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-0.5, -0.5, -0.5,
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0.5, 1.5, -6/16
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}, e.rotation)
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}
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end)
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minetest.after(0.25, function()
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e._no_interact = nil
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end)
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else
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e._open = true
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e._no_interact = true
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e._name = ""..math.random()
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e.object:set_animation({x=0,y=0.5}, 1.5, 0.1, false)
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minetest.after(0.1, function()
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local pos = e.object:get_pos():round()
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local node = minetest.get_node(pos)
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node.name = "door_"..e.type.."_open"
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minetest.swap_node(pos, node)
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e.object:set_properties {
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selectionbox = artifact.rotate_selectionbox({
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0.5, -0.5, -0.5,
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6/16, 1.5, 0.5
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}, e.rotation)
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}
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end)
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minetest.after(0.25, 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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get_staticdata = function(e)
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return minetest.serialize{type = e.type, _locked = e._locked, rotation = e.rotation}
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end,
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unlock = function(e)
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if e._locked then
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e._locked = false
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e._no_interact = nil
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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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rot.y = rot.y -math.pi
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e.rotation = rot
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e.object:set_properties {
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selectionbox = artifact.rotate_selectionbox(e.object:get_properties().selectionbox, e.rotation)
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}
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end
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})
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local function register_basic_door(type)
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artifact.register_node("door_"..type, {
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drawtype = "nodebox",
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node_box = {
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type = "fixed",
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fixed = {
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-0.5, -0.5, -0.5,
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0.5, 1.5, -6/16
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}
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},
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paramtype2 = "facedir",
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tiles = {"blank.png"},
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use_texture_alpha = "clip",
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paramtype = "light",
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pointable = false,
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groups = {call_on_load = 1, whackable = type == "wood" and 1 or nil},
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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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rot.y = rot.y -math.pi
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minetest.add_entity(pos, "artifact:door", minetest.serialize{type = type}):get_luaentity():rotate(rot)
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end,
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on_destruct = function(pos, reason)
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if reason == "whack" then
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-- TODO: Particles
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end
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doors[pos:to_string()].object:remove()
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doors[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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rot.y = rot.y -math.pi
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minetest.add_entity(pos, "artifact:door", minetest.serialize{type = type}):get_luaentity():rotate(rot)
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end
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end
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})
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artifact.register_node("door_"..type.."_open", {
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drawtype = "nodebox",
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node_box = {
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type = "fixed",
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fixed = {
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0.5, -0.5, -0.5,
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6/16, 1.5, 0.5
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}
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},
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paramtype2 = "facedir",
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tiles = {"blank.png"},
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use_texture_alpha = "clip",
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paramtype = "light",
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pointable = false,
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groups = {call_on_load = 1, whackable = type == "wood" and 1 or nil},
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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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rot.y = rot.y -math.pi
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minetest.add_entity(pos, "artifact:door", minetest.serialize{type = type}):get_luaentity():rotate(rot)
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end,
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on_destruct = function(pos)
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doors[pos:to_string()].object:remove()
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doors[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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rot.y = rot.y -math.pi
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minetest.add_entity(pos, "artifact:door", minetest.serialize{type = type}):get_luaentity():rotate(rot)
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end
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end
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})
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end
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register_basic_door("wood")
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register_basic_door("iron")
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