Simplify chest animations
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7210dfcc1c
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@ -2,25 +2,13 @@ local S = minetest.get_translator("mcl_chests")
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local mod_doc = minetest.get_modpath("doc")
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-- Chest Entity
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local entity_animations = {}
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local entity_animation_speed = 25
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do
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local names = {"open", "opened", "close", "closed"}
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local following = {["open"] = "opened", ["close"] = "closed"}
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local durations = {10, 0, 10, 5}
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local anim_start = 0
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for index, name in ipairs(names) do
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local duration = durations[index]
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local anim_end = anim_start + duration
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entity_animations[name] = {
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bounds = {x = anim_start, y = anim_end},
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sched_anim = following[name],
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sched_time = duration / entity_animation_speed
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}
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anim_start = anim_end
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end
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end
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local entity_animations = {
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["open"] = {x = 0, y = 10},
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["open_partly"] = {x = 0, y = 7},
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["close"] = {x = 10, y = 20},
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["close_partly"] = {x = 13, y = 20},
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}
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minetest.register_entity("mcl_chests:chest", {
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initial_properties = {
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@ -33,18 +21,16 @@ minetest.register_entity("mcl_chests:chest", {
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set_animation = function(self, animname)
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local anim = entity_animations[animname]
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self.object:set_animation(anim.bounds, entity_animation_speed, 0, false)
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if anim.sched_anim then
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self.sched_anim = anim.sched_anim
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self.sched_time = anim.sched_time
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end
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if not anim then return end
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self.object:set_animation(anim, entity_animation_speed, 0, false)
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end,
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open = function(self, playername)
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self.players[playername] = true
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if not self.is_open then
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self.is_open = true
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self:set_animation("open")
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self.opened_partly = false
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self:set_animation(self.opened_partly and "open_partly" or "open")
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minetest.sound_play(self.sound_prefix .. "_open", {
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pos = self.node_pos,
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})
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@ -58,11 +44,12 @@ minetest.register_entity("mcl_chests:chest", {
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for _ in pairs(playerlist) do
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return
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end
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self.is_open = false
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self:set_animation("close")
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self:set_animation(self.opened_partly and "close_partly" or "close")
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minetest.sound_play(self.sound_prefix .. "_close", {
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pos = self.node_pos,
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})
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self.is_open = false
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self.opened_partly = false
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end
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end,
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@ -100,23 +87,12 @@ minetest.register_entity("mcl_chests:chest", {
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on_activate = function(self)
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self.object:set_armor_groups({immortal = 1})
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self:set_animation("closed")
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self.players = {}
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end,
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on_step = function(self, dtime)
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local sched_anim, sched_time = self.sched_anim, self.sched_time
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if not self:check() then
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self.object:remove()
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elseif sched_anim and sched_time then
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sched_time = sched_time - dtime
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if sched_time < 0 then
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self:set_animation(sched_anim)
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self.sched_time = nil
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self.sched_anim = nil
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else
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self.sched_time = sched_time
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end
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end
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end
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})
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