self.itemstring = staticdata
end
self.object:set_armor_groups({immortal = 1})
- self.object:setvelocity({x = 0, y = 2, z = 0})
- self.object:setacceleration({x = 0, y = -10, z = 0})
+ self.object:set_velocity({x = 0, y = 2, z = 0})
+ self.object:set_acceleration({x = 0, y = -10, z = 0})
self:set_item(self.itemstring)
end,
local in_unloaded = (node == nil)
if in_unloaded then
-- Don't infinetly fall into unloaded map
- self.object:setvelocity({x = 0, y = 0, z = 0})
- self.object:setacceleration({x = 0, y = 0, z = 0})
+ self.object:set_velocity({x = 0, y = 0, z = 0})
+ self.object:set_acceleration({x = 0, y = 0, z = 0})
self.physical_state = false
self.object:set_properties({physical = false})
return
local nn = node.name
-- If node is not registered or node is walkably solid and resting on nodebox
local v = self.object:getvelocity()
- if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
+ if not core.registered_nodes[nn] or (core.registered_nodes[nn].walkable and
+ core.get_item_group(nn, "slippery") == 0) and v.y == 0 then
if self.physical_state then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item
end
end
end
- self.object:setvelocity({x = 0, y = 0, z = 0})
- self.object:setacceleration({x = 0, y = 0, z = 0})
+ self.object:set_velocity({x = 0, y = 0, z = 0})
+ self.object:set_acceleration({x = 0, y = 0, z = 0})
self.physical_state = false
self.object:set_properties({physical = false})
end
else
if not self.physical_state then
- self.object:setvelocity({x = 0, y = 0, z = 0})
- self.object:setacceleration({x = 0, y = -10, z = 0})
+ self.object:set_velocity({x = 0, y = 0, z = 0})
+ self.object:set_acceleration({x = 0, y = -10, z = 0})
self.physical_state = true
self.object:set_properties({physical = true})
+ elseif minetest.get_item_group(nn, "slippery") ~= 0 then
+ if math.abs(v.x) < 0.2 and math.abs(v.z) < 0.2 then
+ self.object:set_velocity({x = 0, y = 0, z = 0})
+ self.object:set_acceleration({x = 0, y = 0, z = 0})
+ self.physical_state = false
+ self.object:set_properties({
+ physical = false
+ })
+ else
+ self.object:set_acceleration({x = -v.x, y = -10, z = -v.z})
+ end
end
end
end,
* `soil`: saplings will grow on nodes in this group
* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
connect to each other
+* `slippery`: Players and items will slide on the node.
+ Only use `slippery = 3` for now to ensure forwards compatibility.
+
### Known damage and digging time defining groups
* `crumbly`: dirt, sand
// Control local player (0ms)
LocalPlayer *player = m_env.getLocalPlayer();
assert(player);
- player->applyControl(dtime);
+ player->applyControl(dtime, &m_env);
// Step environment
m_env.step(dtime);
move(dtime, env, pos_max_d, NULL);
}
-void LocalPlayer::applyControl(float dtime)
+void LocalPlayer::applyControl(float dtime, ClientEnvironment *env)
{
// Clear stuff
swimming_vertical = false;
else
incH = incV = movement_acceleration_default * BS * dtime;
+ INodeDefManager *nodemgr = env->getGameDef()->ndef();
+ Map *map = &env->getMap();
+ bool slippery = false;
+ const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
+ slippery = itemgroup_get(f.groups, "slippery");
// Accelerate to target speed with maximum increment
- accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
- accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
+ accelerateHorizontal(speedH * physics_override_speed,
+ incH * physics_override_speed, slippery);
+ accelerateVertical(speedV * physics_override_speed,
+ incV * physics_override_speed);
}
v3s16 LocalPlayer::getStandingNodePos()
}
// Horizontal acceleration (X and Z), Y direction is ignored
-void LocalPlayer::accelerateHorizontal(const v3f &target_speed, const f32 max_increase)
+void LocalPlayer::accelerateHorizontal(const v3f &target_speed,
+ const f32 max_increase, bool slippery)
{
if (max_increase == 0)
return;
- v3f d_wanted = target_speed - m_speed;
+ v3f d_wanted = target_speed - m_speed;
+ if (slippery) {
+ if (target_speed == v3f(0))
+ d_wanted = -m_speed * 0.05f;
+ else
+ d_wanted = target_speed * 0.1f - m_speed * 0.1f;
+ }
+
d_wanted.Y = 0;
f32 dl = d_wanted.getLength();
if (dl > max_increase)
class Environment;
class GenericCAO;
class ClientActiveObject;
+class ClientEnvironment;
class IGameDef;
enum LocalPlayerAnimations
void old_move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info);
- void applyControl(float dtime);
+ void applyControl(float dtime, ClientEnvironment *env);
v3s16 getStandingNodePos();
v3s16 getFootstepNodePos();
void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
private:
- void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
+ void accelerateHorizontal(const v3f &target_speed,
+ const f32 max_increase, bool slippery);
void accelerateVertical(const v3f &target_speed, const f32 max_increase);
bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);