Boats: Properly use 'dtime' for consistent responsiveness

Previously, boat responsiveness varied greatly depending on server
lag and singleplayer / multiplayer.
'dtime' is the time from the last execution of the boat entity
'on step' function, so must multiply acceleration and yaw change.

Retune acceleration, turn rate and drift deceleration.

Make reversed turn only happen with significant backwards speed.
This commit is contained in:
Paramat 2018-07-07 21:00:31 +01:00 committed by GitHub
parent 7e1b07fddd
commit 5c8bd34957
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 9 additions and 9 deletions

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@ -141,26 +141,26 @@ function boat.on_step(self, dtime)
"[boats] Cruise on") "[boats] Cruise on")
end end
elseif ctrl.down then elseif ctrl.down then
self.v = self.v - 0.1 self.v = self.v - dtime * 1.8
if self.auto then if self.auto then
self.auto = false self.auto = false
minetest.chat_send_player(driver_name, minetest.chat_send_player(driver_name,
"[boats] Cruise off") "[boats] Cruise off")
end end
elseif ctrl.up or self.auto then elseif ctrl.up or self.auto then
self.v = self.v + 0.1 self.v = self.v + dtime * 1.8
end end
if ctrl.left then if ctrl.left then
if self.v < 0 then if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() - (1 + dtime) * 0.03) self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
else else
self.object:set_yaw(self.object:get_yaw() + (1 + dtime) * 0.03) self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
end end
elseif ctrl.right then elseif ctrl.right then
if self.v < 0 then if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() + (1 + dtime) * 0.03) self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
else else
self.object:set_yaw(self.object:get_yaw() - (1 + dtime) * 0.03) self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
end end
end end
end end
@ -170,7 +170,7 @@ function boat.on_step(self, dtime)
return return
end end
local s = get_sign(self.v) local s = get_sign(self.v)
self.v = self.v - 0.02 * s self.v = self.v - dtime * 0.6 * s
if s ~= get_sign(self.v) then if s ~= get_sign(self.v) then
self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0})
self.v = 0 self.v = 0