Difference between revisions of "Player-World Interaction"
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== Digging a node == | == Digging a node == | ||
− | Preconditions are a [[node]] somewhere in the [[ | + | Preconditions are a [[node]] somewhere in the [[map]].<br/> |
− | This node is [[pointable]], has a selection box | + | This node is [[pointable]], has a [[selection box]] and [[diggable| can be dug]] by the [[hand]] or the [[tool]] the [[player]] is wearing.<br/> |
The player has interact [[priv]] and the tool has a [[tool range]] that the node can be pointed.<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. | The node is not stuck somewhere the player can't point it. |
Revision as of 14:43, 28 February 2017
TODO
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 wearing.
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.
- Note that on android the node is pointed without looking (referring to the cross position) at it.
- 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 function checks privileges (doesn't abort digging), wears out the tool and removes the node, which calls the on_destruct, sets air and calls after_destruct.
- And in the end, the after_dig_node function in the nodedef is called, if present.