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Add per-node climb speed modifier

This commit is contained in:
Wuzzy 2024-12-23 14:20:22 +01:00
parent c49ff76955
commit a76bfcc6ac
7 changed files with 68 additions and 7 deletions

View file

@ -9849,6 +9849,13 @@ Used by `core.register_node`.
-- (see `liquid_move_physics`), the movement speed will also be
-- affected by the `movement_liquid_*` settings.
climb_factor = 1.0,
-- The speed at which a climbable node can be climbed is multiplied
-- with this number. Must not be negative. No effect if node isn't
-- climbable.
-- Note: To set the base climbing speed in your game,
-- change the setting "movement_speed_climb".
buildable_to = false, -- If true, placed nodes can replace this node
floodable = false,

View file

@ -209,6 +209,41 @@ core.register_node("testnodes:climbable", {
groups = {dig_immediate=3},
})
minetest.register_node("testnodes:climbable_fast", {
description = S("Fast Climbable Node").."\n"..
S("You can climb up and down, faster than usual"),
climbable = true,
climb_factor = 2.0,
walkable = false,
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
tiles = {"testnodes_climbable_top.png^[colorize:#FFFFFF:140","testnodes_climbable_top.png^[colorize:#FFFFFF:140","testnodes_climbable_side.png^[colorize:#FFFFFF:140"},
use_texture_alpha = "clip",
drawtype = "nodebox",
node_box = climbable_nodebox,
groups = {dig_immediate=3},
})
minetest.register_node("testnodes:climbable_slow", {
description = S("Slow Climbable Node").."\n"..
S("You can climb up and down, slower than usual"),
climbable = true,
climb_factor = 0.5,
walkable = false,
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
tiles = {"testnodes_climbable_top.png^[colorize:#000000:140","testnodes_climbable_top.png^[colorize:#000000:140","testnodes_climbable_side.png^[colorize:#000000:140"},
use_texture_alpha = "clip",
drawtype = "nodebox",
node_box = climbable_nodebox,
groups = {dig_immediate=3},
})
-- Climbable only downwards with sneak key
core.register_node("testnodes:climbable_nojump", {
description = S("Downwards-climbable Node").."\n"..
@ -227,7 +262,8 @@ core.register_node("testnodes:climbable_nojump", {
core.register_node("testnodes:climbable_nodescend", {
description = S("Upwards-climbable Node"),
description = S("Upwards-climbable Node").."\n"..
S("You can climb only upwards"),
climbable = true,
walkable = false,
@ -241,7 +277,8 @@ core.register_node("testnodes:climbable_nodescend", {
})
core.register_node("testnodes:climbable_nodescend_nojump", {
description = S("Horizontal-only Climbable Node"),
description = S("Horizontal-only Climbable Node").."\n"..
S("You hold on to this node but can't climb vertically"),
climbable = true,
walkable = false,

View file

@ -318,6 +318,9 @@ void LocalPlayer::move(f32 dtime, Environment *env,
} else {
is_climbing = (nodemgr->get(node.getContent()).climbable ||
nodemgr->get(node2.getContent()).climbable) && !free_move;
if (is_climbing) {
node_climb_factor = nodemgr->get(node.getContent()).climb_factor;
}
}
// Player object property step height is multiplied by BS in
@ -584,7 +587,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
speedV.Y = -speed_walk;
swimming_vertical = true;
} else if (is_climbing && !m_disable_descend) {
speedV.Y = -movement_speed_climb * physics_override.speed_climb;
speedV.Y = -movement_speed_climb * physics_override.speed_climb * node_climb_factor;
} else {
// If not free movement but fast is allowed, aux1 is
// "Turbo button"
@ -620,9 +623,9 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
swimming_vertical = true;
} else if (is_climbing && !m_disable_descend) {
if (fast_climb)
speedV.Y = -speed_fast;
speedV.Y = -speed_fast * node_climb_factor;
else
speedV.Y = -movement_speed_climb * physics_override.speed_climb;
speedV.Y = -movement_speed_climb * physics_override.speed_climb * node_climb_factor;
}
}
}
@ -675,7 +678,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
if (fast_climb)
speedV.Y = speed_fast;
else
speedV.Y = movement_speed_climb * physics_override.speed_climb;
speedV.Y = movement_speed_climb * physics_override.speed_climb * node_climb_factor;
}
}

View file

@ -64,6 +64,7 @@ public:
// Slows down the player when moving through
u8 move_resistance = 0;
bool is_climbing = false;
f32 node_climb_factor = 1.0f;
bool swimming_vertical = false;
bool swimming_pitch = false;

View file

@ -406,6 +406,7 @@ void ContentFeatures::reset()
move_resistance = 0;
liquid_move_physics = false;
post_effect_color_shaded = false;
climb_factor = 1.0;
}
void ContentFeatures::setAlphaFromLegacy(u8 legacy_alpha)
@ -533,6 +534,7 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) const
writeU8(os, move_resistance);
writeU8(os, liquid_move_physics);
writeU8(os, post_effect_color_shaded);
writeF32(os, climb_factor);
}
void ContentFeatures::deSerialize(std::istream &is, u16 protocol_version)
@ -663,7 +665,12 @@ void ContentFeatures::deSerialize(std::istream &is, u16 protocol_version)
if (is.eof())
throw SerializationError("");
post_effect_color_shaded = tmp;
} catch (SerializationError &e) {};
f32 ftmp = readF32(is);
if (is.eof())
throw SerializationError("");
climb_factor = ftmp;
} catch(SerializationError &e) {};
}
#if CHECK_CLIENT_BUILD()

View file

@ -387,6 +387,8 @@ struct ContentFeatures
bool diggable;
// Player can climb these
bool climbable;
// Climb speed factor
f32 climb_factor;
// Player can build on these
bool buildable_to;
// Player cannot build to these (placement prediction disabled)

View file

@ -951,6 +951,8 @@ void read_content_features(lua_State *L, ContentFeatures &f, int index)
errorstream << "Field \"liquid_move_physics\": Invalid type!" << std::endl;
}
lua_pop(L, 1);
getfloatfield(L, index, "climb_factor", f.climb_factor);
}
void push_content_features(lua_State *L, const ContentFeatures &c)
@ -1084,6 +1086,8 @@ void push_content_features(lua_State *L, const ContentFeatures &c)
lua_setfield(L, -2, "move_resistance");
lua_pushboolean(L, c.liquid_move_physics);
lua_setfield(L, -2, "liquid_move_physics");
lua_pushnumber(L, c.climb_factor);
lua_setfield(L, -2, "climb_factor");
}
/******************************************************************************/