artifact_one/mods/artifact_mechanisms/large_doors.lua
2025-11-29 17:45:59 -05:00

304 lines
10 KiB
Lua

local large_doors = {}
artifact.large_doors = large_doors
minetest.register_entity(":artifact:large_door_display", {
initial_properties = {
visual = "mesh",
mesh = "artifact_door_large.gltf",
textures = {"artifact_door_large.png"},
selectionbox = {
-1.5, -0.5, -2/16,
1.5, 2.5, 2/16
},
pointable = artifact.debug
},
on_activate = function(e, data)
local pos = e.object:get_pos():round()
local node = minetest.get_node(pos)
if not node.name:find "large_door" then
e.object:remove()
return
end
e.object:set_armor_groups{immortal = 1}
extend(e, minetest.deserialize(data) or {})
if e.rotation then
e.rotation.y = e.rotation.y +math.pi
e:rotate(e.rotation)
else
e.rotation = vector.zero()
end
e._name = ""..math.random()
if e._locked == nil then
e._locked = true
end
local nm = minetest.get_meta(e.object:get_pos())
if (node.name:find "_open") and not e._open then
e:open(true)
elseif not (node.name:find "_open") and e._open then
e:close(true)
end
-- In case our saved state differs from the node's stored state, e.g. if a trigger
-- updated an effector in an unloaded area and couldn't get at the display entity,
-- we should always be sure to match the node meta.
if nm:get_string("locked") == "true" then
e._locked = true
end
if nm:contains("locks") then
e.locks = minetest.deserialize(nm:get_string("locks"))
end
if e.locks then
e:set_locks(e.locks)
end
e.collider_a = minetest.add_entity(pos, "display")
e.collider_a:set_properties {
physical = true,
collisionbox = artifact.rotate_selectionbox({
-0.75, -1.5, -2/16,
0.75, 1.5, 2/16
}, e.rotation)
}
e.collider_a:set_attach(e.object, "a")
e.collider_b = minetest.add_entity(pos, "display")
e.collider_b:set_properties {
physical = true,
collisionbox = artifact.rotate_selectionbox({
-0.75, -1.5, -2/16,
0.75, 1.5, 2/16
}, e.rotation)
}
e.collider_b:set_attach(e.object, "b")
large_doors[e.object:get_pos():round():to_string()] = e
end,
on_deactivate = function(e)
large_doors[e.object:get_pos():round():to_string()] = nil
if e.collider_a then
e.collider_a:remove()
e.collider_a = nil
end
if e.collider_b then
e.collider_b:remove()
e.collider_b = nil
end
end,
get_staticdata = function(e)
return minetest.serialize{type = e.type, _locked = e._locked, rotation = e.rotation, locks = e.locks}
end,
open = function(e)
-- We're already open, so there's nothing to do.
if e._open then return end
e._open = true
e._animating = true
e.object:set_animation({x=0,y=1}, 1.25, 0.1, false)
local pos = e.object:get_pos():round()
minetest.get_meta(pos):set_string("open", "true")
artifact.play_sound {
name = "artifact_large_door_open",
pos = e.object:get_pos(),
range = 10,
}
local m = minetest.get_meta(pos)
local on_open = m:get("on_open")
if not artifact.debug and on_open then
if on_open == "play_final_scene" then
artifact.story.play_final_scene()
elseif on_open == "play_end_scene" then
artifact.story.play_end_scene()
end
m:set_string("on_open", "")
end
minetest.after(0.75, function()
e._animating = nil
end)
end,
close = function(e)
if not e._open then return end
e._open = false
e._animating = true
e.object:set_animation({x=1,y=2}, 1.25, 0.1, false)
local pos = e.object:get_pos():round()
minetest.get_meta(pos):set_string("open", "false")
artifact.play_sound {
name = "artifact_large_door_close",
pos = e.object:get_pos(),
range = 10,
}
minetest.after(0.75, function()
e._animating = nil
end)
end,
on_step = function(e)
-- If we're locked or in a transition state, there's no need to run these checks.
if e._locked or e._animating then return end
-- We don't use objects_inside_radius to avoid wasting time finding and ignoring display entities.
-- Instead, we just do a radius check on each player.
local pos = e.object:get_pos()
local found = artifact.sidekick.pos and artifact.sidekick.pos:distance(pos) < 4
for _, m in pairs(artifact.players) do
if m.object:get_pos():distance(pos) < 4 then
found = true
break
end
end
if found and not e._open then
e:open()
elseif not found and e._open then
e:close()
end
end,
rotate = function(e, rot)
e.object:set_rotation(rot)
e.rotation = rot
e.object:set_properties {
selectionbox = artifact.rotate_selectionbox({
-1.5, -0.5, -2/16,
1.5, 2.5, 2/16
}, e.rotation)
}
if e.collider_a then
e.collider_a:set_properties {
collisionbox = artifact.rotate_selectionbox({
-0.75, -1.5, -2/16,
0.75, 1.5, 2/16
}, e.rotation)
}
end
if e.collider_b then
e.collider_b:set_properties {
collisionbox = artifact.rotate_selectionbox({
-0.75, -1.5, -2/16,
0.75, 1.5, 2/16
}, e.rotation)
}
end
end,
-- We include this so we can update the entity's locks without having to unload and reload them.
on_punch = function(e)
local locks = minetest.deserialize(minetest.get_meta(e.object:get_pos():round()):get_string("locks"))
e:set_locks(locks)
end,
set_locks = function(e, locks)
e.locks = locks
local mod = ""
local locked = false
for i, color in ipairs(locks) do
if not locks[color] then locked = true end
mod = mod..":"..((i -1) *5 +74)..",0=artifact_lock_"..color.."_"..(locks[color] and "on" or "off")..".png"
end
e._locked = locked
e.object:set_properties {
textures = {"[combine:128x128:0,0=artifact_door_large.png"..mod}
}
end,
})
local function onload(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 = artifact.facedir_to_rotation(minetest.get_node(pos).param2)
local locks = minetest.deserialize(m:get("locks") or "return nil") or {red = false, blue = false, green = false, "red", "green", "blue"}
minetest.add_entity(pos, "artifact:large_door_display", minetest.serialize{locks = locks}):get_luaentity():rotate(rot)
m:set_string("locks", minetest.serialize(locks))
end
end
local function ondestruct(pos)
large_doors[pos:to_string()].object:remove()
large_doors[pos:to_string()] = nil
end
local function onsignal(pos, event, channel)
if event.type == "on" or event.type == "pulse" then
local e = large_doors[vector.to_string(pos)]
if e then
local locks = e.locks
if locks[channel] ~= nil then
locks[channel] = true
end
artifact.play_sound {
name = "artifact_lock_light",
pos = e.object:get_pos(),
range = 10,
}
local idx = table.indexof(locks, channel)
local rot = artifact.facedir_to_rotation(minetest.get_node(pos).param2)
minetest.add_particlespawner {
pos = pos +vector.new(-0.6 +(idx *0.3), 2.25, -0.2):rotate(rot),
vel = {
min = vector.new(-1, 0, -1):rotate(rot),
max = vector.new(1, 2, -0.2):rotate(rot),
},
acc = vector.new(0, -9.81, 0),
texture = {
name = "[fill:1x1:0,0:"..artifact.colors[channel],
alpha_tween = {1, 0}
},
glow = 8,
time = 0.1,
size = 0.25,
amount = 20,
exptime = 0.3
}
minetest.add_particlespawner {
pos = pos +vector.new(-0.6 +(idx *0.3), 2.25, 0.2):rotate(rot),
vel = {
min = vector.new(-1, 0, 0.2):rotate(rot),
max = vector.new(1, 2, 1):rotate(rot),
},
acc = vector.new(0, -8, 0),
texture = {
name = "[fill:1x1:0,0:"..artifact.colors[channel],
alpha_tween = {1, 0}
},
glow = 8,
time = 0.1,
size = 0.25,
amount = 20,
exptime = 0.3
}
e:set_locks(locks)
minetest.get_meta(pos):set_string("locks", minetest.serialize(locks))
else
local m = minetest.get_meta(pos)
local locks = minetest.deserialize(m:get_string("locks"))
if locks[channel] ~= nil then
locks[channel] = true
end
e:set_locks(locks)
m:set_string("locks", minetest.serialize(locks))
end
end
end
artifact.register_node("large_door", {
drawtype = "airlike",
paramtype = "light",
walkable = false,
selection_box = {
type = "fixed",
fixed = {
-1.5, -0.5, -2/16,
1.5, 3.5, 2/16
}
},
paramtype2 = "facedir",
groups = {call_on_load = 1},
on_construct = onload,
on_load = onload,
on_destruct = ondestruct,
on_signal = onsignal
})