Add speed group and drown in walkable, remove playerplus mod

This commit is contained in:
stujones11 2019-06-13 21:23:37 +01:00 committed by MoNTE48
parent a6deb4287d
commit 49c92b7108
14 changed files with 37 additions and 141 deletions

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@ -1517,6 +1517,9 @@ Another example: Make red wool from white wool and red dye:
connect to each other connect to each other
* `slippery`: Players and items will slide on the node. * `slippery`: Players and items will slide on the node.
Only use `slippery = 3` for now to ensure forwards compatibility. Only use `slippery = 3` for now to ensure forwards compatibility.
* `speed`: Changes movement speed for players and items will moving on the node in percents.
* `speed = -10`: to slow down the movement (min. -99%)
* `speed = 10`: to speed up the movement (max. 1000%)
### Known damage and digging time defining groups ### Known damage and digging time defining groups
* `crumbly`: dirt, sand * `crumbly`: dirt, sand

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@ -105,7 +105,7 @@ minetest.register_node("default:obsidian", {
minetest.register_node("default:bedrock", { minetest.register_node("default:bedrock", {
description = "Bedrock", description = "Bedrock",
tiles = {"default_bedrock.png"}, tiles = {"default_bedrock.png"},
groups = {oddly_breakable_by_hand = 5, not_in_creative_inventory = 1}, groups = {oddly_breakable_by_hand = 5, speed = -30, not_in_creative_inventory = 1},
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
}) })
@ -230,7 +230,7 @@ minetest.register_node("default:snow", {
{-0.5, -0.5, -0.5, 0.5, -0.5+2/16, 0.5}, {-0.5, -0.5, -0.5, 0.5, -0.5+2/16, 0.5},
}, },
}, },
groups = {crumbly = 3, falling_node = 1, snowy = 1, puts_out_fire = 1, misc = 1}, groups = {crumbly = 3, falling_node = 1, snowy = 1, puts_out_fire = 1, misc = 1, speed = -30},
sounds = default.node_sound_snow_defaults(), sounds = default.node_sound_snow_defaults(),
on_use = snow_shoot_snowball, on_use = snow_shoot_snowball,
on_construct = function(pos) on_construct = function(pos)
@ -244,7 +244,7 @@ minetest.register_node("default:snow", {
minetest.register_node("default:snowblock", { minetest.register_node("default:snowblock", {
description = "Snow Block", description = "Snow Block",
tiles = {"default_snow.png"}, tiles = {"default_snow.png"},
groups = {crumbly = 3, cools_lava = 1, snowy = 1}, groups = {crumbly = 3, cools_lava = 1, snowy = 1, speed = -30},
sounds = default.node_sound_snow_defaults(), sounds = default.node_sound_snow_defaults(),
drop = "default:snow 4", drop = "default:snow 4",
on_construct = function(pos) on_construct = function(pos)
@ -1491,7 +1491,7 @@ minetest.register_node("default:slimeblock", {
}, },
use_texture_alpha = true, use_texture_alpha = true,
sunlight_propagates = true, sunlight_propagates = true,
groups = {oddly_breakable_by_hand = 3, disable_jump = 1, fall_damage_add_percent=-100}, groups = {oddly_breakable_by_hand = 3, disable_jump = 1, fall_damage_add_percent = -100, speed = -30},
}) })

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@ -164,7 +164,7 @@ minetest.register_node(":mobs:cobweb", {
liquid_renewable = false, liquid_renewable = false,
liquid_range = 0, liquid_range = 0,
walkable = false, walkable = false,
groups = {snappy = 1, disable_jump = 1}, groups = {snappy = 1, disable_jump = 1, speed = -30},
sounds = default.node_sound_leaves_defaults(), sounds = default.node_sound_leaves_defaults(),
}) })

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@ -1,20 +0,0 @@
MultiCraft Game mod: PlayerPlus
This mod lets the player move faster when walking on ice, slows down the player
when walking on snow, makes touching a cactus hurt and suffocates player when
their head is inside a solid node... enjoy!
https://forum.minetest.net/viewtopic.php?t=10090&p=153667
The mod has been rewritten and optimized to work with Player Physics API:
https://forum.minetest.net/viewtopic.php?f=9&t=22172
Removed POVA, monoids support, knock-back, glitch.
API:
Every second the mod checks which node the player is standing on, which node is
at foot and head level and stores inside a global table to be used by mods:
- playerplus[name].nod_stand
- playerplus[name].nod_foot
- playerplus[name].nod_head

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@ -1,2 +0,0 @@
default
playerphysics

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@ -1,89 +0,0 @@
playerplus = {}
-- get node but use fallback for nil or unknown
local node_ok = function(pos, fallback)
fallback = fallback or "air"
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node.name
end
return fallback
end
local time = 0
-- check interval
local check = 0.5
if not minetest.is_singleplayer() then
local check = 1
end
minetest.register_globalstep(function(dtime)
time = time + dtime
if time < check then
return
end
-- reset time for next check
time = 0
-- define locals outside loop
local name, pos, ndef, nslow
-- loop through players
for _,player in ipairs(minetest.get_connected_players()) do
name = player:get_player_name()
pos = player:get_pos()
pos.y = pos.y - 0.1 -- standing on
playerplus[name].nod_stand = node_ok(pos)
-- Does the node below me have an on_walk_over function set?
ndef = minetest.registered_nodes[playerplus[name].nod_stand]
if ndef and ndef.on_walk_over then
ndef.on_walk_over(pos, ndef, player)
end
pos.y = pos.y + 1.5 -- head level
playerplus[name].nod_head = node_ok(pos)
pos.y = pos.y - 1.2 -- feet level
playerplus[name].nod_feet = node_ok(pos)
pos.y = pos.y - 0.2 -- reset pos
-- are we standing on any nodes that slow player down?
nslow = nil
if playerplus[name].nod_stand == "default:snow"
or playerplus[name].nod_stand == "default:snowblock"
or playerplus[name].nod_stand == "default:bedrock"
or playerplus[name].nod_stand == "default:slimeblock"
or playerplus[name].nod_stand == "mobs:cobweb"
or playerplus[name].nod_feet == "mobs:cobweb"
or playerplus[name].nod_head == "mobs:cobweb" then
nslow = true
end
-- apply slowdown changes
if nslow and not playerplus[name].nslow then
playerphysics.add_physics_factor(player, "speed", "playerplusslow", 0.7)
playerplus[name].nslow = true
elseif not nslow and playerplus[name].nslow then
playerphysics.remove_physics_factor(player, "speed", "playerplusslow")
playerplus[name].nslow = nil
end
end
end)
-- set to blank on join (for 3rd party mods)
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
playerplus[name] = {}
playerplus[name].nod_head = ""
playerplus[name].nod_feet = ""
playerplus[name].nod_stand = ""
end)
-- clear when player leaves
minetest.register_on_leaveplayer(function(player)
playerplus[ player:get_player_name() ] = nil
end)

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@ -1,21 +0,0 @@
The MIT License (MIT)
Copyright (c) 2016 TenPlus1
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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@ -922,7 +922,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n); const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
// If node generates drown // If node generates drown
bool noclip = m_privs.count("noclip") && g_settings->getBool("noclip"); bool noclip = m_privs.count("noclip") && g_settings->getBool("noclip");
if (c.drowning > 0 && m_hp > 0 &&!noclip) { int drowning = c.walkable ? 1 : c.drowning;
if (drowning > 0 && m_hp > 0 && !noclip) {
if (m_breath > 0) if (m_breath > 0)
setBreath(m_breath - 1); setBreath(m_breath - 1);
@ -940,7 +941,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
MapNode n = m_env->getMap().getNodeNoEx(p); MapNode n = m_env->getMap().getNodeNoEx(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n); const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
// If player is alive & no drowning, breath // If player is alive & no drowning, breath
if (m_hp > 0 && m_breath < PLAYER_MAX_BREATH && c.drowning == 0) int drowning = c.walkable ? 1 : c.drowning;
if (m_hp > 0 && m_breath < PLAYER_MAX_BREATH && drowning == 0)
setBreath(m_breath + 1); setBreath(m_breath + 1);
} }

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@ -735,8 +735,15 @@ void LocalPlayer::applyControl(float dtime, ClientEnvironment *env)
incH = incV = movement_acceleration_default * BS * dtime; incH = incV = movement_acceleration_default * BS * dtime;
float slip_factor = 1.0f; float slip_factor = 1.0f;
if (!free_move && !in_liquid && !in_liquid_stable) float speed_factor = 1.0f;
if (!free_move && !in_liquid && !in_liquid_stable) {
slip_factor = getSlipFactor(env, speedH); slip_factor = getSlipFactor(env, speedH);
speed_factor = getSpeedFactor(env);
}
// Apply speed factor
speedH *= speed_factor;
speedV *= speed_factor;
// Accelerate to target speed with maximum increment // Accelerate to target speed with maximum increment
accelerateHorizontal(speedH * physics_override_speed, accelerateHorizontal(speedH * physics_override_speed,
@ -1111,7 +1118,6 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH) float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
{ {
// Slip on slippery nodes // Slip on slippery nodes
const INodeDefManager *nodemgr = env->getGameDef()->ndef(); const INodeDefManager *nodemgr = env->getGameDef()->ndef();
Map *map = &env->getMap(); Map *map = &env->getMap();
@ -1129,3 +1135,19 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
} }
return 1.0f; return 1.0f;
} }
float LocalPlayer::getSpeedFactor(Environment *env)
{
const INodeDefManager *nodemgr = env->getGameDef()->ndef();
Map *map = &env->getMap();
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
getStandingNodePos()));
int speed = 0;
if (f.walkable)
speed = itemgroup_get(f.groups, "speed");
if (speed != 0) {
return core::clamp(1.0f + (float)speed/100, 0.01f, 10.0f);
}
return 1.0f;
}

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@ -146,6 +146,7 @@ private:
void accelerateVertical(const v3f &target_speed, const f32 max_increase); void accelerateVertical(const v3f &target_speed, const f32 max_increase);
bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max); bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
float getSlipFactor(Environment *env, const v3f &speedH); float getSlipFactor(Environment *env, const v3f &speedH);
float getSpeedFactor(Environment *env);
v3f m_position; v3f m_position;
v3s16 m_standing_node; v3s16 m_standing_node;