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|
-- Initial speed of a box.
local SPEED = 10
-- Acceleration of a box.
local ACCEL = 0.1
-- Elevator interface/database version.
local VERSION = 8
-- Maximum time a box can go without players nearby.
local PTIMEOUT = 120
-- Detect optional mods.
local technic_path = minetest.get_modpath("technic")
local chains_path = minetest.get_modpath("chains")
local homedecor_path = minetest.get_modpath("homedecor")
local armor_path = minetest.get_modpath("3d_armor")
-- Central "network" table.
local elevator = {
motors = {},
}
local str = minetest.get_mod_storage and minetest.get_mod_storage()
local elevator_file = minetest.get_worldpath() .. "/elevator"
local function load_elevator()
if str and str:contains("data") then
elevator = minetest.deserialize(str:get_string("data"))
return
end
local file = io.open(elevator_file)
if file then
elevator = minetest.deserialize(file:read("*all")) or {}
file:close()
end
end
local function save_elevator()
if str then
str:set_string("data", minetest.serialize(elevator))
return
end
local f = io.open(elevator_file, "w")
f:write(minetest.serialize(elevator))
f:close()
end
load_elevator()
-- Elevator boxes in action.
local boxes = {}
-- Player formspecs.
local formspecs = {}
-- Player near box timeout.
local lastboxes = {}
-- Players riding boxes.
local riding = {}
-- Globalstep timer.
local time = 0
-- Helper function to read unloaded nodes.
local function get_node(pos)
local node = minetest.get_node_or_nil(pos)
if node then return node end
local _,_ = VoxelManip():read_from_map(pos, pos)
return minetest.get_node_or_nil(pos)
end
-- Use homedecor's placeholder if possible.
local placeholder = homedecor_path and "homedecor:expansion_placeholder" or "elevator:placeholder"
if homedecor_path then
minetest.register_alias("elevator:placeholder", "homedecor:expansion_placeholder")
else
-- Placeholder node, in the style of homedecor.
minetest.register_node(placeholder, {
description = "Expansion Placeholder",
selection_box = {
type = "fixed",
fixed = {0, 0, 0, 0, 0, 0},
},
groups = {
not_in_creative_inventory=1
},
drawtype = "airlike",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
buildable_to = false,
is_ground_content = false,
on_dig = function(pos, node, player)
minetest.remove_node(pos)
minetest.set_node(pos, {name=placeholder})
end
})
end
local VISUAL_INCREASE = 1.75
-- Cause <sender> to ride <motorhash> beginning at <pos> and targetting <target>.
local function create_box(motorhash, pos, target, sender)
-- First create the box.
local obj = minetest.add_entity(pos, "elevator:box")
obj:setpos(pos)
-- Attach the player.
sender:setpos(pos)
sender:set_attach(obj, "", {x=0, y=9, z=0}, {x=0, y=0, z=0})
sender:set_eye_offset({x=0, y=-9, z=0},{x=0, y=-9, z=0})
sender:set_properties({visual_size = {x=VISUAL_INCREASE, y=VISUAL_INCREASE}})
if armor_path then
armor:update_player_visuals(sender)
end
-- Set the box properties.
obj:get_luaentity().motor = motorhash
obj:get_luaentity().uid = math.floor(math.random() * 1000000)
obj:get_luaentity().attached = sender:get_player_name()
obj:get_luaentity().start = pos
obj:get_luaentity().target = target
obj:get_luaentity().halfway = {x=pos.x, y=(pos.y+target.y)/2, z=pos.z}
obj:get_luaentity().vmult = (target.y < pos.y) and -1 or 1
-- Set the speed.
obj:setvelocity({x=0, y=SPEED*obj:get_luaentity().vmult, z=0})
obj:setacceleration({x=0, y=ACCEL*obj:get_luaentity().vmult, z=0})
-- Set the tables.
boxes[motorhash] = obj
riding[sender:get_player_name()] = {
motor = motorhash,
pos = pos,
target = target,
box = obj,
}
return obj
end
-- Try to teleport player away from any closed (on) elevator node.
local function teleport_player_from_elevator(player)
local function solid(pos)
if not minetest.registered_nodes[minetest.get_node(pos).name] then
return true
end
return minetest.registered_nodes[minetest.get_node(pos).name].walkable
end
local pos = vector.round(player:getpos())
local node = minetest.get_node(pos)
-- elevator_off is like a shaft, so the player would already be falling.
if node.name == "elevator:elevator_on" then
local front = vector.subtract(pos, minetest.facedir_to_dir(node.param2))
local front_above = vector.add(front, {x=0, y=1, z=0})
local front_below = vector.subtract(front, {x=0, y=1, z=0})
-- If the front isn't solid, it's ok to teleport the player.
if not solid(front) and not solid(front_above) then
player:setpos(front)
end
end
end
minetest.register_globalstep(function(dtime)
-- Don't want to run this too often.
time = time + dtime
if time < 0.5 then
return
end
time = 0
-- Only count riders who are still logged in.
local newriding = {}
for _,p in ipairs(minetest.get_connected_players()) do
local pos = p:getpos()
local name = p:get_player_name()
newriding[name] = riding[name]
-- If the player is indeed riding, update their position.
if newriding[name] then
newriding[name].pos = pos
end
end
riding = newriding
for name,r in pairs(riding) do
-- If the box is no longer loaded or existent, create another.
local ok = r.box and r.box.getpos and r.box:getpos() and r.box:get_luaentity() and r.box:get_luaentity().attached == name
if not ok then
minetest.log("action", "[elevator] "..minetest.pos_to_string(r.pos).." created due to lost rider.")
minetest.after(0, create_box, r.motor, r.pos, r.target, minetest.get_player_by_name(name))
end
end
-- Ensure boxes are deleted after <PTIMEOUT> seconds if there are no players nearby.
for motor,obj in pairs(boxes) do
if type(obj) ~= "table" then
return
end
lastboxes[motor] = lastboxes[motor] and math.min(lastboxes[motor], PTIMEOUT) or PTIMEOUT
lastboxes[motor] = math.max(lastboxes[motor] - 1, 0)
local pos = obj:getpos()
if pos then
for _,object in ipairs(minetest.get_objects_inside_radius(pos, 5)) do
if object.is_player and object:is_player() then
lastboxes[motor] = PTIMEOUT
break
end
end
if lastboxes[motor] < 1 then
minetest.log("action", "[elevator] "..minetest.pos_to_string(pos).." broke due to lack of players.")
boxes[motor] = false
end
else
minetest.log("action", "[elevator] "..minetest.pos_to_string(pos).." broke due to lack of position during player check.")
boxes[motor] = false
end
end
end)
minetest.register_on_leaveplayer(function(player)
-- We don't want players potentially logging into open elevators.
teleport_player_from_elevator(player)
end)
local function phash(pos)
return minetest.pos_to_string(pos)
end
local function punhash(pos)
return minetest.string_to_pos(pos)
end
-- Starting from <pos>, locate a motor hash.
local function locate_motor(pos)
local p = vector.new(pos)
while true do
local node = get_node(p)
if node.name == "elevator:elevator_on" or node.name == "elevator:elevator_off" then
p.y = p.y + 2
elseif node.name == "elevator:shaft" then
p.y = p.y + 1
elseif node.name == "elevator:motor" then
return phash(p)
else
return nil
end
end
end
local function build_motor(hash)
local need_saving = false
local motor = elevator.motors[hash]
-- Just ignore motors that don't exist.
if not motor then
return
end
local p = punhash(hash)
local node = get_node(p)
-- And ignore motors that aren't motors.
if node.name ~= "elevator:motor" then
return
end
p.y = p.y - 1
motor.elevators = {}
motor.pnames = {}
motor.labels = {}
-- Run down through the shaft, storing information about elevators.
while true do
local node = get_node(p)
if node.name == "elevator:shaft" then
p.y = p.y - 1
else
p.y = p.y - 1
local node = get_node(p)
if node.name == "elevator:elevator_on" or node.name == "elevator:elevator_off" then
table.insert(motor.elevators, phash(p))
table.insert(motor.pnames, tostring(p.y))
table.insert(motor.labels, "")
p.y = p.y - 1
need_saving = true
else
break
end
end
end
-- Set the elevators fully.
for i,m in ipairs(motor.elevators) do
local pos = punhash(m)
local meta = minetest.get_meta(pos)
meta:set_int("version", VERSION)
if meta:get_string("motor") ~= hash then
build_motor(meta:get_string("motor"))
end
motor.labels[i] = meta:get_string("label")
meta:set_string("motor", hash)
if motor.labels[i] ~= meta:get_string("infotext") then
meta:set_string("infotext", motor.labels[i])
end
end
if need_saving then
save_elevator()
end
end
local function unbuild(pos, add)
local need_saving = false
local p = table.copy(pos)
p.y = p.y - 1
-- Loop down through the network, set any elevators below this to the off position.
while true do
local node = get_node(p)
if node.name == "elevator:shaft" then
p.y = p.y - 1
else
p.y = p.y - 1
local node = get_node(p)
if node.name == "elevator:elevator_on" or node.name == "elevator:elevator_off" then
local meta = minetest.get_meta(p)
meta:set_string("motor", "")
p.y = p.y - 1
else
break
end
end
end
-- After a short delay, build the motor and handle box removal.
minetest.after(0.01, function(p2, add)
if not p2 or not add then
return
end
p2.y = p2.y + add
local motorhash = locate_motor(p2)
build_motor(motorhash)
-- If there's a box below this point, break it.
if boxes[motorhash] and boxes[motorhash]:getpos() and p2.y >= boxes[motorhash]:getpos().y then
boxes[motorhash] = nil
end
-- If the box does not exist, just clear it.
if boxes[motorhash] and not boxes[motorhash]:getpos() then
boxes[motorhash] = nil
end
end, table.copy(pos), add)
end
minetest.register_node("elevator:motor", {
description = "Elevator Motor",
tiles = {
"default_steel_block.png",
"default_steel_block.png",
"elevator_motor.png",
"elevator_motor.png",
"elevator_motor.png",
"elevator_motor.png",
},
groups = {cracky=1},
sounds = default.node_sound_stone_defaults(),
after_place_node = function(pos, placer, itemstack)
-- Set up the motor table.
elevator.motors[phash(pos)] = {
elevators = {},
pnames = {},
labels = {},
}
save_elevator()
build_motor(phash(pos))
end,
on_destruct = function(pos)
-- Destroy everything related to this motor.
boxes[phash(pos)] = nil
elevator.motors[phash(pos)] = nil
save_elevator()
end,
})
for _,mode in ipairs({"on", "off"}) do
local nodename = "elevator:elevator_"..mode
local on = (mode == "on")
local box
local cbox
if on then
-- Active elevators have a ceiling and floor.
box = {
{ 0.48, -0.5,-0.5, 0.5, 1.5, 0.5},
{-0.5 , -0.5, 0.48, 0.48, 1.5, 0.5},
{-0.5, -0.5,-0.5 ,-0.48, 1.5, 0.5},
{ -0.5,-0.5,-0.5,0.5,-0.48, 0.5},
{ -0.5, 1.45,-0.5,0.5, 1.5, 0.5},
}
cbox = table.copy(box)
-- But you can enter them from the top.
cbox[5] = nil
else
-- Inactive elevators are almost like shafts.
box = {
{ 0.48, -0.5,-0.5, 0.5, 1.5, 0.5},
{-0.5 , -0.5, 0.48, 0.48, 1.5, 0.5},
{-0.5, -0.5,-0.5 ,-0.48, 1.5, 0.5},
{-0.5 , -0.5, -0.48, 0.5, 1.5, -0.5},
}
cbox = box
end
minetest.register_node(nodename, {
description = "Elevator",
drawtype = "nodebox",
sunlight_propagates = false,
paramtype = "light",
paramtype2 = "facedir",
on_rotate = screwdriver.disallow,
selection_box = {
type = "fixed",
fixed = box,
},
collision_box = {
type = "fixed",
fixed = cbox,
},
node_box = {
type = "fixed",
fixed = box,
},
tiles = on and {
"default_steel_block.png",
"default_steel_block.png",
"elevator_box.png",
"elevator_box.png",
"elevator_box.png",
"elevator_box.png",
} or {
"elevator_box.png",
"elevator_box.png",
"elevator_box.png",
"elevator_box.png",
"elevator_box.png",
"elevator_box.png",
},
groups = {cracky=1, choppy=1, snappy=1},
drop = "elevator:elevator_off",
-- Emit a bit of light when active.
light_source = (on and 4 or nil),
after_place_node = function(pos, placer, itemstack)
local meta = minetest.get_meta(pos)
meta:set_int("version", VERSION)
-- Add a placeholder to avoid nodes being placed in the top.
local p = vector.add(pos, {x=0, y=1, z=0})
local p2 = minetest.dir_to_facedir(placer:get_look_dir())
minetest.set_node(p, {name=placeholder, paramtype2="facedir", param2=p2})
-- Try to build a motor above.
local motor = locate_motor(pos)
if motor then
build_motor(motor)
end
end,
after_dig_node = function(pos, node, meta, digger)
unbuild(pos, 2)
end,
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
local node = minetest.get_node(vector.add(pos, {x=0, y=1, z=0}))
if (node ~= nil and node.name ~= "air" and node.name ~= placeholder) then
return
end
return minetest.item_place(itemstack, placer, pointed_thing)
end,
on_rightclick = function(pos, node, sender)
if not sender or not sender:is_player() then
return
end
local formspec
local meta = minetest.get_meta(pos)
formspecs[sender:get_player_name()] = {pos}
if on then
if vector.distance(sender:getpos(), pos) > 1 or minetest.get_node(sender:getpos()).name ~= nodename then
minetest.chat_send_player(sender:get_player_name(), "You are not inside the booth.")
return
end
-- Build the formspec from the motor table.
local tpnames = {}
local tpnames_l = {}
local motorhash = meta:get_string("motor")
local motor = elevator.motors[motorhash]
for ji,jv in ipairs(motor.pnames) do
if tonumber(jv) ~= pos.y then
table.insert(tpnames, jv)
table.insert(tpnames_l, (motor.labels[ji] and motor.labels[ji] ~= "") and (jv.." - "..minetest.formspec_escape(motor.labels[ji])) or jv)
end
end
formspecs[sender:get_player_name()] = {pos, tpnames}
if #tpnames > 0 then
if not minetest.is_protected(pos, sender:get_player_name()) then
formspec = "size[4,6]"
.."label[0,0;Click once to travel.]"
.."textlist[-0.1,0.5;4,4;target;"..table.concat(tpnames_l, ",").."]"
.."field[0.25,5.25;4,0;label;;"..minetest.formspec_escape(meta:get_string("label")).."]"
.."button_exit[-0.05,5.5;4,1;setlabel;Set label]"
else
formspec = "size[4,4.4]"
.."label[0,0;Click once to travel.]"
.."textlist[-0.1,0.5;4,4;target;"..table.concat(tpnames_l, ",").."]"
end
else
if not minetest.is_protected(pos, sender:get_player_name()) then
formspec = "size[4,2]"
.."label[0,0;No targets available.]"
.."field[0.25,1.25;4,0;label;;"..minetest.formspec_escape(meta:get_string("label")).."]"
.."button_exit[-0.05,1.5;4,1;setlabel;Set label]"
else
formspec = "size[4,0.4]"
.."label[0,0;No targets available.]"
end
end
minetest.show_formspec(sender:get_player_name(), "elevator:elevator", formspec)
elseif not elevator.motors[meta:get_string("motor")] then
if not minetest.is_protected(pos, sender:get_player_name()) then
formspec = "size[4,2]"
.."label[0,0;This elevator is inactive.]"
.."field[0.25,1.25;4,0;label;;"..minetest.formspec_escape(meta:get_string("label")).."]"
.."button_exit[-0.05,1.5;4,1;setlabel;Set label]"
else
formspec = "size[4,0.4]"
.."label[0,0;This elevator is inactive.]"
end
minetest.show_formspec(sender:get_player_name(), "elevator:elevator", formspec)
elseif boxes[meta:get_string("motor")] then
if not minetest.is_protected(pos, sender:get_player_name()) then
formspec = "size[4,2]"
.."label[0,0;This elevator is in use.]"
.."field[0.25,1.25;4,0;label;;"..minetest.formspec_escape(meta:get_string("label")).."]"
.."button_exit[-0.05,1.5;4,1;setlabel;Set label]"
else
formspec = "size[4,0.4]"
.."label[0,0;This elevator is in use.]"
end
minetest.show_formspec(sender:get_player_name(), "elevator:elevator", formspec)
end
end,
on_destruct = function(pos)
local p = vector.add(pos, {x=0, y=1, z=0})
if get_node(p).name == placeholder then
minetest.remove_node(p)
end
end,
})
end
minetest.register_on_player_receive_fields(function(sender, formname, fields)
if formname ~= "elevator:elevator" then
return
end
local pos = formspecs[sender:get_player_name()] and formspecs[sender:get_player_name()][1] or nil
if not pos then
return true
end
local meta = minetest.get_meta(pos)
if fields.setlabel then
if minetest.is_protected(pos, sender:get_player_name()) then
return true
end
meta:set_string("label", fields.label)
meta:set_string("infotext", fields.label)
-- Rebuild the elevator shaft so the other elevators can read this label.
local motorhash = meta:get_string("motor")
build_motor(elevator.motors[motorhash] and motorhash or locate_motor(pos))
return true
end
-- Double check if it's ok to go.
if vector.distance(sender:getpos(), pos) > 1 then
return true
end
if fields.target then
local closeformspec = ""
-- HACK: With player information extensions enabled, we can check if closing formspecs are now allowed. This is specifically used on Survival in Ethereal.
local pi = minetest.get_player_information(sender:get_player_name())
if (not (pi.major == 0 and pi.minor == 4 and pi.patch == 15)) and (pi.protocol_version or 29) < 29 then
closeformspec = "size[4,2] label[0,0;You are now using the elevator.\nUpgrade Minetest to avoid this dialog.] button_exit[0,1;4,1;close;Close]"
end
-- End hacky HACK.
minetest.after(0.2, minetest.show_formspec, sender:get_player_name(), "elevator:elevator", closeformspec)
-- Ensure we're connected to a motor.
local motorhash = meta:get_string("motor")
local motor = elevator.motors[motorhash]
if not motor then
motorhash = locate_motor(pos)
motor = elevator.motors[motorhash]
if motor then
meta:set_string("motor", "")
build_motor(motorhash)
minetest.chat_send_player(sender:get_player_name(), "Recalibrated to a new motor, please try again.")
return true
end
end
if not motor then
minetest.chat_send_player(sender:get_player_name(), "This elevator is not attached to a motor.")
return true
end
if not formspecs[sender:get_player_name()][2] or not formspecs[sender:get_player_name()][2][minetest.explode_textlist_event(fields.target).index] then
return true
end
-- Locate our target elevator.
local target = nil
local selected_target = formspecs[sender:get_player_name()][2][minetest.explode_textlist_event(fields.target).index]
for i,v in ipairs(motor.pnames) do
if v == selected_target then
target = punhash(motor.elevators[i])
end
end
-- Found the elevator? Then go!
if target then
-- Final check.
if boxes[motorhash] then
minetest.chat_send_player(sender:get_player_name(), "This elevator is in use.")
return true
end
local obj = create_box(motorhash, pos, target, sender)
-- Teleport anyone standing within an on elevator out, or they'd fall through the off elevators.
for _,p in ipairs(motor.elevators) do
local p = punhash(p)
for _,object in ipairs(minetest.get_objects_inside_radius(p, 0.6)) do
if object.is_player and object:is_player() then
if object:get_player_name() ~= obj:get_luaentity().attached then
teleport_player_from_elevator(object)
end
end
end
end
else
minetest.chat_send_player(sender:get_player_name(), "This target is invalid.")
return true
end
return true
end
return true
end)
-- Compatability with an older version.
minetest.register_alias("elevator:elevator", "elevator:elevator_off")
-- Ensure an elevator is up to the latest version.
local function upgrade_elevator(pos, meta)
if meta:get_int("version") ~= VERSION then
minetest.log("action", "[elevator] Updating elevator with old version at "..minetest.pos_to_string(pos))
minetest.after(0, function(pos) build_motor(locate_motor(pos)) end, pos)
meta:set_int("version", VERSION)
meta:set_string("formspec", "")
meta:set_string("infotext", meta:get_string("label"))
end
end
-- Convert off to on when applicable.
local offabm = function(pos, node)
local meta = minetest.get_meta(pos)
upgrade_elevator(pos, meta)
if not boxes[meta:get_string("motor")] and elevator.motors[meta:get_string("motor")] then
node.name = "elevator:elevator_on"
minetest.swap_node(pos, node)
end
end
minetest.register_abm({
nodenames = {"elevator:elevator_off"},
interval = 1,
chance = 1,
action = offabm,
label = "Elevator (Off)",
})
-- Convert on to off when applicable.
minetest.register_abm({
nodenames = {"elevator:elevator_on"},
interval = 1,
chance = 1,
action = function(pos, node)
local meta = minetest.get_meta(pos)
upgrade_elevator(pos, meta)
if boxes[meta:get_string("motor")] or not elevator.motors[meta:get_string("motor")] then
node.name = "elevator:elevator_off"
minetest.swap_node(pos, node)
end
end,
label = "Elevator (On)",
})
minetest.register_node("elevator:shaft", {
description = "Elevator Shaft",
tiles = { "elevator_shaft.png" },
drawtype = "nodebox",
paramtype = "light",
on_rotate = screwdriver.disallow,
sunlight_propagates = true,
groups = {cracky=2, oddly_breakable_by_hand=1},
sounds = default.node_sound_stone_defaults(),
node_box = {
type = "fixed",
fixed = {
{-8/16,-8/16,-8/16,-7/16,8/16,8/16},
{7/16,-8/16,-8/16,8/16,8/16,8/16},
{-7/16,-8/16,-8/16,7/16,8/16,-7/16},
{-7/16,-8/16,8/16,7/16,8/16,7/16},
},
},
collisionbox = {
type = "fixed",
fixed = {
{-8/16,-8/16,-8/16,-7/16,8/16,8/16},
{7/16,-8/16,-8/16,8/16,8/16,8/16},
{-7/16,-8/16,-8/16,7/16,8/16,-7/16},
{-7/16,-8/16,8/16,7/16,8/16,7/16},
},
},
after_place_node = function(pos)
-- We might have connected a motor above to an elevator below.
build_motor(locate_motor(pos))
end,
on_destruct = function(pos)
-- Remove boxes and deactivate elevators below us.
unbuild(pos, 1)
end,
})
local box = {
{ 0.48, -0.5,-0.5, 0.5, 1.5, 0.5},
{-0.5 , -0.5, 0.48, 0.48, 1.5, 0.5},
{-0.5, -0.5,-0.5 ,-0.48, 1.5, 0.5},
{-0.5 , -0.5, -0.48, 0.5, 1.5, -0.5},
{ -0.5,-0.5,-0.5,0.5,-0.48, 0.5},
{ -0.5, 1.45,-0.5,0.5, 1.5, 0.5},
}
-- Elevator box node. Not intended to be placeable.
minetest.register_node("elevator:elevator_box", {
description = "Elevator",
drawtype = "nodebox",
paramtype = 'light',
paramtype2 = "facedir",
wield_scale = {x=0.6, y=0.6, z=0.6},
selection_box = {
type = "fixed",
fixed = { -0.5, -0.5, -0.5, 0.5, 1.5, 0.5 }
},
collision_box = {
type = "fixed",
fixed = box,
},
node_box = {
type = "fixed",
fixed = box,
},
tiles = {
"default_steel_block.png",
"default_steel_block.png",
"elevator_box.png",
"elevator_box.png",
"elevator_box.png",
"elevator_box.png",
},
groups = {not_in_creative_inventory = 1},
light_source = 4,
})
-- Remove the player from self, and teleport them to pos if specified.
local function detach(self, pos)
local player = minetest.get_player_by_name(self.attached)
local attached = player:get_attach()
if not attached or attached:get_luaentity().uid ~= self.uid then
return
end
player:set_detach()
player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})
player:set_properties({visual_size = {x=1, y=1}})
if armor_path then
armor:update_player_visuals(player)
end
if pos then
player:setpos(pos)
minetest.after(0.1, function(pl, p)
pl:setpos(p)
end, player, pos)
end
riding[self.attached] = nil
end
local box_entity = {
physical = false,
collisionbox = {0,0,0,0,0,0},
visual = "wielditem",
visual_size = {x=1, y=1},
textures = {"elevator:elevator_box"},
attached = "",
motor = false,
target = false,
start = false,
lastpos = false,
halfway = false,
vmult = 0,
on_activate = function(self, staticdata)
-- Don't want the box being destroyed by anything except the elevator system.
self.object:set_armor_groups({immortal=1})
end,
on_step = function(self, dtime)
local pos = self.object:getpos()
-- First, check if this box needs removed.
-- If the motor has a box and it isn't this box.
if boxes[self.motor] and boxes[self.motor] ~= self.object then
minetest.log("action", "[elevator] "..minetest.pos_to_string(pos).." broke due to duplication.")
self.object:remove()
return
end
-- If our attached player can't be found.
if not minetest.get_player_by_name(self.attached) then
minetest.log("action", "[elevator] "..minetest.pos_to_string(pos).." broke due to lack of attachee logged in.")
self.object:remove()
boxes[self.motor] = nil
return
end
-- If our attached player is no longer with us.
if not minetest.get_player_by_name(self.attached):get_attach() or minetest.get_player_by_name(self.attached):get_attach():get_luaentity().uid ~= self.uid then
minetest.log("action", "[elevator] "..minetest.pos_to_string(pos).." broke due to lack of attachee.")
self.object:remove()
boxes[self.motor] = nil
return
end
-- If our motor's box is nil, we should self-destruct.
if not boxes[self.motor] then
minetest.log("action", "[elevator] "..minetest.pos_to_string(pos).." broke due to nil entry in boxes.")
detach(self)
self.object:remove()
boxes[self.motor] = nil
return
end
minetest.get_player_by_name(self.attached):setpos(pos)
-- Ensure lastpos is set to something.
self.lastpos = self.lastpos or pos
-- Loop through all travelled nodes.
for y=self.lastpos.y,pos.y,((self.lastpos.y > pos.y) and -0.3 or 0.3) do
local p = vector.round({x=pos.x, y=y, z=pos.z})
local node = get_node(p)
if node.name == "elevator:shaft" then
-- Nothing, just continue on our way.
elseif node.name == "elevator:elevator_on" or node.name == "elevator:elevator_off" then
-- If this is our target, detach the player here, destroy this box, and update the target elevator without waiting for the abm.
if vector.distance(p, self.target) < 1 then
minetest.log("action", "[elevator] "..minetest.pos_to_string(p).." broke due to arrival.")
detach(self, vector.add(self.target, {x=0, y=-0.4, z=0}))
self.object:remove()
boxes[self.motor] = nil
offabm(self.target, node)
return
end
else
-- Check if we're in the top part of an elevator, if so it's fine.
local below = vector.add(p, {x=0,y=-1,z=0})
local belownode = get_node(below)
if belownode.name ~= "elevator:elevator_on" and belownode.name ~= "elevator:elevator_off" then
-- If we aren't, then break the box.
minetest.log("action", "[elevator] "..minetest.pos_to_string(p).." broke on "..node.name)
boxes[self.motor] = nil
detach(self, p)
self.object:remove()
return
end
end
end
self.lastpos = pos
end,
}
minetest.register_entity("elevator:box", box_entity)
if technic_path and chains_path then
minetest.register_craft({
output = "elevator:elevator",
recipe = {
{"technic:cast_iron_ingot", "chains:chain", "technic:cast_iron_ingot"},
{"technic:cast_iron_ingot", "default:mese_crystal", "technic:cast_iron_ingot"},
{"technic:stainless_steel_ingot", "default:glass", "technic:stainless_steel_ingot"},
},
})
minetest.register_craft({
output = "elevator:shaft",
recipe = {
{"technic:cast_iron_ingot", "default:glass"},
{"default:glass", "glooptest:chainlink"},
},
})
minetest.register_craft({
output = "elevator:motor",
recipe = {
{"default:diamond", "technic:control_logic_unit", "default:diamond"},
{"default:steelblock", "technic:motor", "default:steelblock"},
{"chains:chain", "default:diamond", "chains:chain"}
},
})
elseif technic_path and farming and farming.mod and farming.mod == "redo" then
-- add alternative recipe with hemp rope
minetest.register_craft({
output = "elevator:elevator",
recipe = {
{"technic:cast_iron_ingot", "farming:hemp_rope", "technic:cast_iron_ingot"},
{"technic:cast_iron_ingot", "default:mese_crystal", "technic:cast_iron_ingot"},
{"technic:stainless_steel_ingot", "default:glass", "technic:stainless_steel_ingot"},
},
})
minetest.register_craft({
output = "elevator:shaft",
recipe = {
{"technic:cast_iron_ingot", "default:glass"},
{"default:glass", "farming:hemp_rope"},
},
})
minetest.register_craft({
output = "elevator:motor",
recipe = {
{"default:diamond", "technic:control_logic_unit", "default:diamond"},
{"default:steelblock", "technic:motor", "default:steelblock"},
{"farming:hemp_rope", "default:diamond", "farming:hemp_rope"}
},
})
-- Recipes without technic & chains required.
-- Recipes for default dependency fallback.
else
minetest.register_craft({
output = "elevator:elevator",
recipe = {
{"default:steel_ingot", "farming:cotton", "default:steel_ingot"},
{"default:steel_ingot", "default:mese_crystal", "default:steel_ingot"},
{"xpanes:pane_flat", "default:glass", "xpanes:pane_flat"},
},
})
minetest.register_craft({
output = "elevator:shaft",
recipe = {
{"default:steel_ingot", "default:obsidian_glass"},
{"default:obsidian_glass", "default:steel_ingot"},
},
})
minetest.register_craft({
output = "elevator:motor",
recipe = {
{"default:diamond", "default:copper_ingot", "default:diamond"},
{"default:steelblock", "default:furnace", "default:steelblock"},
{"farming:cotton", "default:diamond", "farming:cotton"}
},
})
end
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