Added item sliding, renamed groups setting to 'slip'

Renamed groups 'slippery' to 'slip' to avoid name collision with clones
and to match override_physics_slip.
This commit is contained in:
cmdskp 2015-12-31 16:14:27 +00:00
parent 54ede741a9
commit f3e1237a27
6 changed files with 48 additions and 40 deletions

View File

@ -163,7 +163,7 @@ core.register_entity(":__builtin:item", {
local node = core.get_node_or_nil(p)
local in_unloaded = (node == nil)
if in_unloaded then
-- Don't infinetly fall into unloaded map
-- Don't infinitely fall into unloaded map
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = 0, z = 0})
self.physical_state = false
@ -174,30 +174,38 @@ core.register_entity(":__builtin:item", {
-- If node is not registered or node is walkably solid and resting on nodebox
local v = self.object:getvelocity()
if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
-- Must check (above) first, if sitting on node to prevent flipping physical_state continuously!
if self.physical_state then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item
for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item"
and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then
return
local total_velocity = math.abs(v.x) + math.abs(v.z)
local slip = core.get_item_group(nn, "slip")
if slip == 0 or total_velocity < .5 then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item
for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item"
and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then
return
end
end
end
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = 0, z = 0})
self.physical_state = false
self.object:set_properties({physical = false})
elseif slip ~= 0 then
self.object:setacceleration({x = v.x * -120 / slip, y = -10, z = v.z * -120 / slip})
end
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = 0, z = 0})
self.physical_state = false
self.object:set_properties({physical = false})
end
else
if not self.physical_state then
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = -10, z = 0})
self.physical_state = true
self.object:set_properties({physical = true})
end
elseif not self.physical_state then
-- Re-activate & apply gravity if not resting on a walkable nodebox
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = -10, z = 0})
self.physical_state = true
self.object:set_properties({physical = true})
end
end,

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@ -1118,6 +1118,10 @@ Another example: Make red wool from white wool and red dye:
* `soil`: saplings will grow on nodes in this group
* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
connect to each other
* `slip`: players and items will slide on the node. A value of 100 produces
medium slip. Positive values slow to stop, negative values continue speeding up!
Larger positive & negative values produce more gradual change in speed. Small
negative values cause rapid acceleration!
### Known damage and digging time defining groups
* `crumbly`: dirt, sand

View File

@ -1661,7 +1661,6 @@ void GenericCAO::processMessage(const std::string &data)
float override_speed = readF1000(is);
float override_jump = readF1000(is);
float override_gravity = readF1000(is);
///TODO: detect protocol VERSION!
float override_slip = readF1000(is);
// these are sent inverted so we get true when the server sends nothing
bool sneak = !readU8(is);

View File

@ -610,7 +610,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
else
incH = incV = movement_acceleration_default * BS * dtime;
int slippery;
int slip;
if (!free_move && !control.sneak && !is_climbing)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
@ -618,17 +618,17 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
v3s16 position = floatToInt(getPosition() - v3f(0,BS/2,0), BS);
ContentFeatures node = nodemgr->get(map->getNodeNoEx(position));
slippery = itemgroup_get(node.groups, "slippery");
slip = itemgroup_get(node.groups, "slip");
// Sliding onto a non-walkable node that you should fall through?
if (slippery==0 && !node.walkable)
slippery = 100; // override to allow sliding off edges into
if (slip==0 && !node.walkable)
slip = 100; // override to allow sliding off edges into
}
else
slippery = 0;
slip = 0;
// Accelerate to target speed with maximum increment
accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed, slippery * physics_override_slip);
accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed, slip * physics_override_slip);
accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
}

View File

@ -113,29 +113,26 @@ Player::~Player()
}
// Horizontal acceleration (X and Z), Y direction is ignored
void Player::accelerateHorizontal(v3f target_speed, f32 max_increase, int slippery)
void Player::accelerateHorizontal(v3f target_speed, f32 max_increase, int slip)
{
if(max_increase == 0)
return;
v3f d_wanted = target_speed - m_speed;
if (slippery)
if(slip)
{
if (target_speed == v3f(0))
d_wanted = -m_speed * 5 / slippery;
if(target_speed == v3f(0))
d_wanted = -m_speed * 5 / slip;
else
d_wanted = target_speed * .1 - m_speed * .1;
}
d_wanted.Y = 0;
f32 dl = d_wanted.getLength();
if(dl > max_increase)
dl = max_increase;
v3f d = d_wanted.normalize() * dl;
m_speed.X += d.X;
m_speed.Z += d.Z;
f32 wanted_speed = d_wanted.getLength();
if(wanted_speed > max_increase)
d_wanted = d_wanted * (max_increase / wanted_speed);
m_speed.X += d_wanted.X;
m_speed.Z += d_wanted.Z;
}
// Vertical acceleration (Y), X and Z directions are ignored

View File

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