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Add slippery group for nodes (players/items slide)
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@ -99,8 +99,8 @@ core.register_entity(":__builtin:item", {
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self.itemstring = staticdata
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end
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self.object:set_armor_groups({immortal = 1})
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self.object:setvelocity({x = 0, y = 2, z = 0})
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.object:set_velocity({x = 0, y = 2, z = 0})
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self.object:set_acceleration({x = 0, y = -10, z = 0})
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self:set_item(self.itemstring)
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end,
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@ -177,8 +177,8 @@ core.register_entity(":__builtin:item", {
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local in_unloaded = (node == nil)
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if in_unloaded then
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-- Don't infinetly fall into unloaded map
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({physical = false})
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return
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@ -186,7 +186,8 @@ core.register_entity(":__builtin:item", {
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local nn = node.name
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-- If node is not registered or node is walkably solid and resting on nodebox
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local v = self.object:getvelocity()
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if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
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if not core.registered_nodes[nn] or (core.registered_nodes[nn].walkable and
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core.get_item_group(nn, "slippery") == 0) and v.y == 0 then
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if self.physical_state then
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local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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-- Merge with close entities of the same item
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@ -199,17 +200,28 @@ core.register_entity(":__builtin:item", {
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end
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end
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end
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({physical = false})
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end
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else
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if not self.physical_state then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = -10, z = 0})
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self.physical_state = true
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self.object:set_properties({physical = true})
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elseif minetest.get_item_group(nn, "slippery") ~= 0 then
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if math.abs(v.x) < 0.2 and math.abs(v.z) < 0.2 then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({
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physical = false
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})
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else
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self.object:set_acceleration({x = -v.x, y = -10, z = -v.z})
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end
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end
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end
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end,
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@ -1424,6 +1424,9 @@ Another example: Make red wool from white wool and red dye:
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* `soil`: saplings will grow on nodes in this group
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* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
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connect to each other
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* `slippery`: Players and items will slide on the node.
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Only use `slippery = 3` for now to ensure forwards compatibility.
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### Known damage and digging time defining groups
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* `crumbly`: dirt, sand
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@ -403,7 +403,7 @@ void Client::step(float dtime)
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// Control local player (0ms)
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LocalPlayer *player = m_env.getLocalPlayer();
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assert(player);
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player->applyControl(dtime);
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player->applyControl(dtime, &m_env);
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// Step environment
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m_env.step(dtime);
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@ -444,7 +444,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
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move(dtime, env, pos_max_d, NULL);
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}
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void LocalPlayer::applyControl(float dtime)
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void LocalPlayer::applyControl(float dtime, ClientEnvironment *env)
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{
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// Clear stuff
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swimming_vertical = false;
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@ -660,9 +660,16 @@ void LocalPlayer::applyControl(float dtime)
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else
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incH = incV = movement_acceleration_default * BS * dtime;
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INodeDefManager *nodemgr = env->getGameDef()->ndef();
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Map *map = &env->getMap();
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bool slippery = false;
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const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
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slippery = itemgroup_get(f.groups, "slippery");
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// Accelerate to target speed with maximum increment
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accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
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accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
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accelerateHorizontal(speedH * physics_override_speed,
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incH * physics_override_speed, slippery);
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accelerateVertical(speedV * physics_override_speed,
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incV * physics_override_speed);
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}
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v3s16 LocalPlayer::getStandingNodePos()
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@ -699,12 +706,20 @@ v3f LocalPlayer::getEyeOffset() const
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}
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// Horizontal acceleration (X and Z), Y direction is ignored
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void LocalPlayer::accelerateHorizontal(const v3f &target_speed, const f32 max_increase)
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void LocalPlayer::accelerateHorizontal(const v3f &target_speed,
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const f32 max_increase, bool slippery)
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{
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if (max_increase == 0)
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return;
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v3f d_wanted = target_speed - m_speed;
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if (slippery) {
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if (target_speed == v3f(0))
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d_wanted = -m_speed * 0.05f;
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else
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d_wanted = target_speed * 0.1f - m_speed * 0.1f;
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}
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d_wanted.Y = 0;
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f32 dl = d_wanted.getLength();
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if (dl > max_increase)
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@ -29,6 +29,7 @@ class Client;
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class Environment;
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class GenericCAO;
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class ClientActiveObject;
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class ClientEnvironment;
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class IGameDef;
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enum LocalPlayerAnimations
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@ -78,7 +79,7 @@ public:
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void old_move(f32 dtime, Environment *env, f32 pos_max_d,
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std::vector<CollisionInfo> *collision_info);
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void applyControl(float dtime);
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void applyControl(float dtime, ClientEnvironment *env);
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v3s16 getStandingNodePos();
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v3s16 getFootstepNodePos();
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@ -143,7 +144,8 @@ public:
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void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
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private:
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void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
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void accelerateHorizontal(const v3f &target_speed,
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const f32 max_increase, bool slippery);
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void accelerateVertical(const v3f &target_speed, const f32 max_increase);
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bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
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