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.master
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@ -1230,9 +1230,9 @@ Another example: Make red wool from white wool and red dye:
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from destroyed nodes.
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* `0` is something that is directly accessible at the start of gameplay
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* There is no upper limit
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* `dig_immediate`: (player can always pick up node without tool wear)
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* `2`: node is removed without tool wear after 0.5 seconds (rail, sign)
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* `3`: node is removed without tool wear after 0.15 seconds (torch)
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* `dig_immediate`: (player can always pick up node without reducing tool wear)
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* `2`: the node always gets the digging time 0.5 seconds (rail, sign)
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* `3`: the node always gets the digging time 0 seconds (torch)
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* `disable_jump`: Player (and possibly other things) cannot jump from node
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* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
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* `bouncy`: value is bounce speed in percent
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@ -1333,6 +1333,10 @@ result in the tool to be able to dig nodes that have a rating of `2` or `3`
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for this group, and unable to dig the rating `1`, which is the toughest.
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Unless there is a matching group that enables digging otherwise.
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If the result digging time is 0, a delay of 0.15 seconds is added between
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digging nodes; If the player releases LMB after digging, this delay is set to 0,
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i.e. players can more quickly click the nodes away instead of holding LMB.
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#### Damage groups
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List of damage for groups of entities. See "Entity damage mechanism".
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34
src/game.cpp
34
src/game.cpp
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@ -1117,6 +1117,7 @@ struct GameRunData {
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PointedThing pointed_old;
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bool digging;
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bool ldown_for_dig;
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bool dig_instantly;
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bool left_punch;
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bool update_wielded_item_trigger;
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bool reset_jump_timer;
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@ -3495,6 +3496,10 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
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client->setCrack(-1, v3s16(0, 0, 0));
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runData.dig_time = 0.0;
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}
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} else if (runData.dig_instantly && getLeftReleased()) {
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// Remove e.g. torches faster when clicking instead of holding LMB
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runData.nodig_delay_timer = 0;
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runData.dig_instantly = false;
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}
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if (!runData.digging && runData.ldown_for_dig && !isLeftPressed()) {
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@ -3807,15 +3812,6 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
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ClientMap &map = client->getEnv().getClientMap();
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MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);
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if (!runData.digging) {
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infostream << "Started digging" << std::endl;
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if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
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return;
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client->interact(0, pointed);
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runData.digging = true;
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runData.ldown_for_dig = true;
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}
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// NOTE: Similar piece of code exists on the server side for
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// cheat detection.
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// Get digging parameters
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@ -3833,6 +3829,16 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
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params = getDigParams(nodedef_manager->get(n).groups, tp);
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}
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if (!runData.digging) {
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infostream << "Started digging" << std::endl;
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runData.dig_instantly = params.time == 0;
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if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
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return;
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client->interact(0, pointed);
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runData.digging = true;
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runData.ldown_for_dig = true;
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}
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if (!params.diggable) {
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// I guess nobody will wait for this long
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runData.dig_time_complete = 10000000.0;
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@ -3847,12 +3853,12 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
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}
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}
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if (runData.dig_time_complete >= 0.001) {
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if (!runData.dig_instantly) {
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runData.dig_index = (float)crack_animation_length
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* runData.dig_time
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/ runData.dig_time_complete;
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} else {
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// This is for torches
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// This is for e.g. torches
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runData.dig_index = crack_animation_length;
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}
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@ -3887,10 +3893,12 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
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runData.nodig_delay_timer =
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runData.dig_time_complete / (float)crack_animation_length;
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// We don't want a corresponding delay to
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// very time consuming nodes
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// We don't want a corresponding delay to very time consuming nodes
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// and nodes without digging time (e.g. torches) get a fixed delay.
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if (runData.nodig_delay_timer > 0.3)
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runData.nodig_delay_timer = 0.3;
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else if (runData.dig_instantly)
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runData.nodig_delay_timer = 0.15;
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bool is_valid_position;
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MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
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@ -98,7 +98,7 @@ DigParams getDigParams(const ItemGroupList &groups,
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return DigParams(true, 0.5, 0, "dig_immediate");
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case 3:
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//infostream<<"dig_immediate=3"<<std::endl;
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return DigParams(true, 0.15, 0, "dig_immediate");
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return DigParams(true, 0, 0, "dig_immediate");
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default:
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break;
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}
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