Slippery nodes

Updated and improved 'slippery' factor in a new groups setting(I'd
prefer to have a new property, but that'd require a new protocol, which
may not be wished?  Suggestions?).

Modified from: Zeg9's: minetest#817
This commit is contained in:
cmdskp 2015-12-28 19:27:41 +00:00
parent 382ab969d4
commit e7a121c5d3
5 changed files with 23 additions and 6 deletions

View File

@ -464,7 +464,7 @@ void Client::step(float dtime)
// Control local player (0ms)
LocalPlayer *player = m_env.getLocalPlayer();
assert(player != NULL);
player->applyControl(dtime);
player->applyControl(dtime, &m_env);
// Step environment
m_env.step(dtime);

View File

@ -398,7 +398,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
move(dtime, env, pos_max_d, NULL);
}
void LocalPlayer::applyControl(float dtime)
void LocalPlayer::applyControl(float dtime, Environment *env)
{
// Clear stuff
swimming_vertical = false;
@ -611,7 +611,17 @@ void LocalPlayer::applyControl(float dtime)
incH = incV = movement_acceleration_default * BS * dtime;
// Accelerate to target speed with maximum increment
accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
INodeDefManager *nodemgr = m_gamedef->ndef();
Map *map = &env->getMap();
v3s16 p = floatToInt(getPosition() - v3f(0,BS/2,0), BS);
ContentFeatures node = nodemgr->get(map->getNodeNoEx(p));
int slippery = itemgroup_get(node.groups, "slippery");
if (slippery==0 && (node.name=="air" || itemgroup_get(node.groups, "liquid")) && !free_move && !is_climbing && !control.sneak)
{
slippery = 10;
}
accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed, slippery);
accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
}

View File

@ -50,7 +50,7 @@ public:
void move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info);
void applyControl(float dtime);
void applyControl(float dtime, Environment *env);
v3s16 getStandingNodePos();

View File

@ -112,12 +112,19 @@ Player::~Player()
}
// Horizontal acceleration (X and Z), Y direction is ignored
void Player::accelerateHorizontal(v3f target_speed, f32 max_increase)
void Player::accelerateHorizontal(v3f target_speed, f32 max_increase, int slippery)
{
if(max_increase == 0)
return;
v3f d_wanted = target_speed - m_speed;
if (slippery)
{
if (target_speed == v3f(0))
d_wanted = -m_speed*.5/slippery;
else
d_wanted = target_speed*.1 - m_speed*.1;
}
d_wanted.Y = 0;
f32 dl = d_wanted.getLength();
if(dl > max_increase)

View File

@ -119,7 +119,7 @@ public:
m_speed = speed;
}
void accelerateHorizontal(v3f target_speed, f32 max_increase);
void accelerateHorizontal(v3f target_speed, f32 max_increase, int slippery);
void accelerateVertical(v3f target_speed, f32 max_increase);
v3f getPosition()