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Modifying fall damage via armor group (#11080)
Adds a new fall_damage_add_percent armor group which influences the fall damage in addition to the existing node group.
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@ -1730,7 +1730,15 @@ to games.
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* `3`: the node always gets the digging time 0 seconds (torch)
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* `disable_jump`: Player (and possibly other things) cannot jump from node
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or if their feet are in the node. Note: not supported for `new_move = false`
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* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
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* `fall_damage_add_percent`: modifies the fall damage suffered when hitting
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the top of this node. There's also an armor group with the same name.
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The final player damage is determined by the following formula:
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damage =
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collision speed
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* ((node_fall_damage_add_percent + 100) / 100) -- node group
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* ((player_fall_damage_add_percent + 100) / 100) -- player armor group
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- (14) -- constant tolerance
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Negative damage values are discarded as no damage.
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* `falling_node`: if there is no walkable block under the node it will fall
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* `float`: the node will not fall through liquids
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* `level`: Can be used to give an additional sense of progression in the game.
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@ -1750,12 +1758,15 @@ to games.
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`"toolrepair"` crafting recipe
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### `ObjectRef` groups
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### `ObjectRef` armor groups
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* `immortal`: Skips all damage and breath handling for an object. This group
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will also hide the integrated HUD status bars for players. It is
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automatically set to all players when damage is disabled on the server and
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cannot be reset (subject to change).
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* `fall_damage_add_percent`: Modifies the fall damage suffered by players
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when they hit the ground. It is analog to the node group with the same
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name. See the node group above for the exact calculation.
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* `punch_operable`: For entities; disables the regular damage mechanism for
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players punching it by hand or a non-tool item, so that it can do something
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else than take damage.
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@ -235,7 +235,16 @@ void ClientEnvironment::step(float dtime)
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&player_collisions);
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}
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bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();
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bool player_immortal = false;
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f32 player_fall_factor = 1.0f;
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GenericCAO *playercao = lplayer->getCAO();
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if (playercao) {
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player_immortal = playercao->isImmortal();
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int addp_p = itemgroup_get(playercao->getGroups(),
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"fall_damage_add_percent");
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// convert armor group into an usable fall damage factor
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player_fall_factor = 1.0f + (float)addp_p / 100.0f;
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}
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for (const CollisionInfo &info : player_collisions) {
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v3f speed_diff = info.new_speed - info.old_speed;;
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@ -248,17 +257,20 @@ void ClientEnvironment::step(float dtime)
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speed_diff.Z = 0;
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f32 pre_factor = 1; // 1 hp per node/s
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f32 tolerance = BS*14; // 5 without damage
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f32 post_factor = 1; // 1 hp per node/s
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if (info.type == COLLISION_NODE) {
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const ContentFeatures &f = m_client->ndef()->
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get(m_map->getNode(info.node_p));
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// Determine fall damage multiplier
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int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
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pre_factor = 1.0f + (float)addp / 100.0f;
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// Determine fall damage modifier
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int addp_n = itemgroup_get(f.groups, "fall_damage_add_percent");
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// convert node group to an usable fall damage factor
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f32 node_fall_factor = 1.0f + (float)addp_n / 100.0f;
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// combine both player fall damage modifiers
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pre_factor = node_fall_factor * player_fall_factor;
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}
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float speed = pre_factor * speed_diff.getLength();
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if (speed > tolerance && !player_immortal) {
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f32 damage_f = (speed - tolerance) / BS * post_factor;
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if (speed > tolerance && !player_immortal && pre_factor > 0.0f) {
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f32 damage_f = (speed - tolerance) / BS;
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u16 damage = (u16)MYMIN(damage_f + 0.5, U16_MAX);
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if (damage != 0) {
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damageLocalPlayer(damage, true);
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