Fix click-digging torches (#5652)

Torches are dug instantly again.
When the digging time is 0, a delay of 0.15 seconds is added between digging nodes. If the left mouse button is released, the delay is set to 0, thus click-digging.
This commit is contained in:
you 2017-04-28 20:12:28 +02:00 committed by SmallJoker
parent e21a1ab3bd
commit 7f4cdbcbe9
3 changed files with 30 additions and 18 deletions

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@ -1230,9 +1230,9 @@ Another example: Make red wool from white wool and red dye:
from destroyed nodes. from destroyed nodes.
* `0` is something that is directly accessible at the start of gameplay * `0` is something that is directly accessible at the start of gameplay
* There is no upper limit * There is no upper limit
* `dig_immediate`: (player can always pick up node without tool wear) * `dig_immediate`: (player can always pick up node without reducing tool wear)
* `2`: node is removed without tool wear after 0.5 seconds (rail, sign) * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
* `3`: node is removed without tool wear after 0.15 seconds (torch) * `3`: the node always gets the digging time 0 seconds (torch)
* `disable_jump`: Player (and possibly other things) cannot jump from node * `disable_jump`: Player (and possibly other things) cannot jump from node
* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)` * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
* `bouncy`: value is bounce speed in percent * `bouncy`: value is bounce speed in percent
@ -1333,6 +1333,10 @@ result in the tool to be able to dig nodes that have a rating of `2` or `3`
for this group, and unable to dig the rating `1`, which is the toughest. for this group, and unable to dig the rating `1`, which is the toughest.
Unless there is a matching group that enables digging otherwise. Unless there is a matching group that enables digging otherwise.
If the result digging time is 0, a delay of 0.15 seconds is added between
digging nodes; If the player releases LMB after digging, this delay is set to 0,
i.e. players can more quickly click the nodes away instead of holding LMB.
#### Damage groups #### Damage groups
List of damage for groups of entities. See "Entity damage mechanism". List of damage for groups of entities. See "Entity damage mechanism".
@ -3445,7 +3449,7 @@ will place the schematic inside of the VoxelManip.
If `light` is false, no light calculations happen, and you should correct If `light` is false, no light calculations happen, and you should correct
all modified blocks with `minetest.fix_light()` as soon as possible. all modified blocks with `minetest.fix_light()` as soon as possible.
Keep in mind that modifying the map where light is incorrect can cause Keep in mind that modifying the map where light is incorrect can cause
more lighting bugs. more lighting bugs.
* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
the `VoxelManip` at that position the `VoxelManip` at that position
* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position

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@ -1117,6 +1117,7 @@ struct GameRunData {
PointedThing pointed_old; PointedThing pointed_old;
bool digging; bool digging;
bool ldown_for_dig; bool ldown_for_dig;
bool dig_instantly;
bool left_punch; bool left_punch;
bool update_wielded_item_trigger; bool update_wielded_item_trigger;
bool reset_jump_timer; bool reset_jump_timer;
@ -3495,6 +3496,10 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
client->setCrack(-1, v3s16(0, 0, 0)); client->setCrack(-1, v3s16(0, 0, 0));
runData.dig_time = 0.0; runData.dig_time = 0.0;
} }
} else if (runData.dig_instantly && getLeftReleased()) {
// Remove e.g. torches faster when clicking instead of holding LMB
runData.nodig_delay_timer = 0;
runData.dig_instantly = false;
} }
if (!runData.digging && runData.ldown_for_dig && !isLeftPressed()) { if (!runData.digging && runData.ldown_for_dig && !isLeftPressed()) {
@ -3807,15 +3812,6 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
ClientMap &map = client->getEnv().getClientMap(); ClientMap &map = client->getEnv().getClientMap();
MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos); MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);
if (!runData.digging) {
infostream << "Started digging" << std::endl;
if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
return;
client->interact(0, pointed);
runData.digging = true;
runData.ldown_for_dig = true;
}
// NOTE: Similar piece of code exists on the server side for // NOTE: Similar piece of code exists on the server side for
// cheat detection. // cheat detection.
// Get digging parameters // Get digging parameters
@ -3833,6 +3829,16 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
params = getDigParams(nodedef_manager->get(n).groups, tp); params = getDigParams(nodedef_manager->get(n).groups, tp);
} }
if (!runData.digging) {
infostream << "Started digging" << std::endl;
runData.dig_instantly = params.time == 0;
if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
return;
client->interact(0, pointed);
runData.digging = true;
runData.ldown_for_dig = true;
}
if (!params.diggable) { if (!params.diggable) {
// I guess nobody will wait for this long // I guess nobody will wait for this long
runData.dig_time_complete = 10000000.0; runData.dig_time_complete = 10000000.0;
@ -3847,12 +3853,12 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
} }
} }
if (runData.dig_time_complete >= 0.001) { if (!runData.dig_instantly) {
runData.dig_index = (float)crack_animation_length runData.dig_index = (float)crack_animation_length
* runData.dig_time * runData.dig_time
/ runData.dig_time_complete; / runData.dig_time_complete;
} else { } else {
// This is for torches // This is for e.g. torches
runData.dig_index = crack_animation_length; runData.dig_index = crack_animation_length;
} }
@ -3887,10 +3893,12 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
runData.nodig_delay_timer = runData.nodig_delay_timer =
runData.dig_time_complete / (float)crack_animation_length; runData.dig_time_complete / (float)crack_animation_length;
// We don't want a corresponding delay to // We don't want a corresponding delay to very time consuming nodes
// very time consuming nodes // and nodes without digging time (e.g. torches) get a fixed delay.
if (runData.nodig_delay_timer > 0.3) if (runData.nodig_delay_timer > 0.3)
runData.nodig_delay_timer = 0.3; runData.nodig_delay_timer = 0.3;
else if (runData.dig_instantly)
runData.nodig_delay_timer = 0.15;
bool is_valid_position; bool is_valid_position;
MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position); MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);

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@ -98,7 +98,7 @@ DigParams getDigParams(const ItemGroupList &groups,
return DigParams(true, 0.5, 0, "dig_immediate"); return DigParams(true, 0.5, 0, "dig_immediate");
case 3: case 3:
//infostream<<"dig_immediate=3"<<std::endl; //infostream<<"dig_immediate=3"<<std::endl;
return DigParams(true, 0.15, 0, "dig_immediate"); return DigParams(true, 0, 0, "dig_immediate");
default: default:
break; break;
} }