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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.
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HybridDog authored and SmallJoker committed Apr 28, 2017
1 parent e21a1ab commit 7f4cdbcbe9b5b4655c2c5eba2043628487668e24
Showing with 30 additions and 18 deletions.
  1. +8 −4 doc/lua_api.txt
  2. +21 −13 src/game.cpp
  3. +1 −1 src/tool.cpp
@@ -1230,9 +1230,9 @@ Another example: Make red wool from white wool and red dye:
from destroyed nodes.
* `0` is something that is directly accessible at the start of gameplay
* There is no upper limit
* `dig_immediate`: (player can always pick up node without tool wear)
* `2`: node is removed without tool wear after 0.5 seconds (rail, sign)
* `3`: node is removed without tool wear after 0.15 seconds (torch)
* `dig_immediate`: (player can always pick up node without reducing tool wear)
* `2`: the node always gets the digging time 0.5 seconds (rail, sign)
* `3`: the node always gets the digging time 0 seconds (torch)
* `disable_jump`: Player (and possibly other things) cannot jump from node
* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
* `bouncy`: value is bounce speed in percent
@@ -1333,6 +1333,10 @@ result in the tool to be able to dig nodes that have a rating of `2` or `3`
for this group, and unable to dig the rating `1`, which is the toughest.
Unless there is a matching group that enables digging otherwise.

If the result digging time is 0, a delay of 0.15 seconds is added between
digging nodes; If the player releases LMB after digging, this delay is set to 0,
i.e. players can more quickly click the nodes away instead of holding LMB.

#### Damage groups
List of damage for groups of entities. See "Entity damage mechanism".

@@ -3445,7 +3449,7 @@ will place the schematic inside of the VoxelManip.
If `light` is false, no light calculations happen, and you should correct
all modified blocks with `minetest.fix_light()` as soon as possible.
Keep in mind that modifying the map where light is incorrect can cause
more lighting bugs.
more lighting bugs.
* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
the `VoxelManip` at that position
* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
@@ -1117,6 +1117,7 @@ struct GameRunData {
PointedThing pointed_old;
bool digging;
bool ldown_for_dig;
bool dig_instantly;
bool left_punch;
bool update_wielded_item_trigger;
bool reset_jump_timer;
@@ -3495,6 +3496,10 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
client->setCrack(-1, v3s16(0, 0, 0));
runData.dig_time = 0.0;
}
} else if (runData.dig_instantly && getLeftReleased()) {
// Remove e.g. torches faster when clicking instead of holding LMB
runData.nodig_delay_timer = 0;
runData.dig_instantly = false;
}

if (!runData.digging && runData.ldown_for_dig && !isLeftPressed()) {
@@ -3807,15 +3812,6 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
ClientMap &map = client->getEnv().getClientMap();
MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);

if (!runData.digging) {
infostream << "Started digging" << std::endl;
if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
return;
client->interact(0, pointed);
runData.digging = true;
runData.ldown_for_dig = true;
}

// NOTE: Similar piece of code exists on the server side for
// cheat detection.
// Get digging parameters
@@ -3833,6 +3829,16 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
params = getDigParams(nodedef_manager->get(n).groups, tp);
}

if (!runData.digging) {
infostream << "Started digging" << std::endl;
runData.dig_instantly = params.time == 0;
if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
return;
client->interact(0, pointed);
runData.digging = true;
runData.ldown_for_dig = true;
}

if (!params.diggable) {
// I guess nobody will wait for this long
runData.dig_time_complete = 10000000.0;
@@ -3847,12 +3853,12 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
}
}

if (runData.dig_time_complete >= 0.001) {
if (!runData.dig_instantly) {
runData.dig_index = (float)crack_animation_length
* runData.dig_time
/ runData.dig_time_complete;
} else {
// This is for torches
// This is for e.g. torches
runData.dig_index = crack_animation_length;
}

@@ -3887,10 +3893,12 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
runData.nodig_delay_timer =
runData.dig_time_complete / (float)crack_animation_length;

// We don't want a corresponding delay to
// very time consuming nodes
// We don't want a corresponding delay to very time consuming nodes
// and nodes without digging time (e.g. torches) get a fixed delay.
if (runData.nodig_delay_timer > 0.3)
runData.nodig_delay_timer = 0.3;
else if (runData.dig_instantly)
runData.nodig_delay_timer = 0.15;

bool is_valid_position;
MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
@@ -98,7 +98,7 @@ DigParams getDigParams(const ItemGroupList &groups,
return DigParams(true, 0.5, 0, "dig_immediate");
case 3:
//infostream<<"dig_immediate=3"<<std::endl;
return DigParams(true, 0.15, 0, "dig_immediate");
return DigParams(true, 0, 0, "dig_immediate");
default:
break;
}

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