Difference between revisions of "Player-World Interaction"
Jump to navigation
Jump to search
Hybrid Dog (talk | contribs) (Created page with "TODO == Digging a node == * first look at the node, it becomes pointed. Note that on android the node is pointed without looking (referring to the ...") |
ROllerozxa (talk | contribs) (remove randomly interspersed broken wikilinks) |
||
(8 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
− | + | {{Incomplete}} | |
− | |||
− | |||
+ | == Digging a node == | ||
+ | Preconditions are a node somewhere in the map.<br/> | ||
+ | This node is pointable, has a selection box and can be dug by the hand or the tool the player is wielding.<br/> | ||
+ | The player has interact priv and the tool has a tool range that the node can be pointed.<br/> | ||
+ | The node is not stuck somewhere the player can't point it. | ||
+ | * First look at the node, it becomes pointed_thing. | ||
+ | : Note that on android the node is pointed without looking (referring to the cross position) at it. | ||
+ | * Then LMB is pressed down while holding an item which does not have on_use. | ||
+ | : If LMB wasn't released before, a click happens, which causes a punch event. | ||
+ | :: The client send a punch event (client->interact(4, pointed), see game.cpp:3657 (28.02.2017)). | ||
+ | :: On server side the punch event is passed to mods, see on_punch and the deprecated register_on_punchnode. | ||
+ | : Then the client sends the digging start event to the server (interact(0, pointed), game.cpp:3948). | ||
+ | :: The server uses this information for anticheat measurements. | ||
+ | * Now continue looking at the node, i.e. keep pointing it, and hold down LMB. | ||
+ | : Periodically client-side: Crack animation is updated, digging particles are spawned (if not disabled in the settings) and the node dig sound is played. | ||
+ | :: The dig sound is either the "dig" field in the "sounds" table in the nodedef | ||
+ | :: or, if it's not present, the client uses the sound "default_dig_${groupname}" (file name extension omitted here), where $groupname is one of the groups the node has, see (game.cpp:4001), and gain is set to 0.5. | ||
+ | :: The default_dig_ thing should be banned from source code in my opinion. | ||
+ | * Some time later, when the digging time elapsed, | ||
+ | : the client sends a digging completion event to the server (interact(2, pointed), game.cpp:4018), | ||
+ | : the node disappears client-side, | ||
+ | : more particles are spawned (if enabled) and | ||
+ | : the dug sound is played. | ||
+ | * Now the server recieves the digging completion event. | ||
+ | : Anticheat probably, e.g due to lag, thinks the player dug the node too fast. | ||
+ | :: dug_too_fast cheat is passed to mods, see register_on_cheat, and digging aborts. | ||
+ | : If the nodedef has a can_dig function, it's executed and probably stops the digging. | ||
+ | : The on_dig function in the nodedef is called now. | ||
+ | :: The default on_dig function problably removes the node: | ||
+ | ::: The on_destruct is executed, air is set and after_destruct is executed. | ||
+ | :: And probably (the same probably as before) it then calls the after_dig_node function in the nodedef if present. | ||
− | + | [[Category:Core Engine]] | |
− | |||
− | |||
− | |||
− | |||
− |
Latest revision as of 19:08, 25 January 2023
This article is incomplete. Please help expand this article to include more useful information. |
Digging a node
Preconditions are a node somewhere in the map.
This node is pointable, has a selection box and can be dug by the hand or the tool the player is wielding.
The player has interact priv and the tool has a tool range that the node can be pointed.
The node is not stuck somewhere the player can't point it.
- First look at the node, it becomes pointed_thing.
- Note that on android the node is pointed without looking (referring to the cross position) at it.
- Then LMB is pressed down while holding an item which does not have on_use.
- If LMB wasn't released before, a click happens, which causes a punch event.
- The client send a punch event (client->interact(4, pointed), see game.cpp:3657 (28.02.2017)).
- On server side the punch event is passed to mods, see on_punch and the deprecated register_on_punchnode.
- Then the client sends the digging start event to the server (interact(0, pointed), game.cpp:3948).
- The server uses this information for anticheat measurements.
- Now continue looking at the node, i.e. keep pointing it, and hold down LMB.
- Periodically client-side: Crack animation is updated, digging particles are spawned (if not disabled in the settings) and the node dig sound is played.
- The dig sound is either the "dig" field in the "sounds" table in the nodedef
- or, if it's not present, the client uses the sound "default_dig_${groupname}" (file name extension omitted here), where $groupname is one of the groups the node has, see (game.cpp:4001), and gain is set to 0.5.
- The default_dig_ thing should be banned from source code in my opinion.
- Some time later, when the digging time elapsed,
- the client sends a digging completion event to the server (interact(2, pointed), game.cpp:4018),
- the node disappears client-side,
- more particles are spawned (if enabled) and
- the dug sound is played.
- Now the server recieves the digging completion event.
- Anticheat probably, e.g due to lag, thinks the player dug the node too fast.
- dug_too_fast cheat is passed to mods, see register_on_cheat, and digging aborts.
- If the nodedef has a can_dig function, it's executed and probably stops the digging.
- The on_dig function in the nodedef is called now.
- The default on_dig function problably removes the node:
- The on_destruct is executed, air is set and after_destruct is executed.
- And probably (the same probably as before) it then calls the after_dig_node function in the nodedef if present.
- The default on_dig function problably removes the node: