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authorPilzAdam <pilzadam@minetest.net>2013-03-28 21:40:44 +0100
committerPilzAdam <pilzadam@minetest.net>2013-03-29 20:14:09 +0100
commit7d9329ecfe84733cdefa34eab25ee3d124c94c59 (patch)
treec31fa17924b27fc57e30e5c3fe619d96b75f14d4 /doc
parent3640c8c051bc6b72f4af52752b2d48ced274f539 (diff)
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New damage system, add damageGroups to ToolCapabilities, bump protocol version
Diffstat (limited to 'doc')
-rw-r--r--doc/lua_api.txt28
1 files changed, 17 insertions, 11 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 8ef92bdf3..42ca58239 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -471,9 +471,11 @@ a node is destroyable and how long it takes to destroy by a tool.
Groups of entities
-------------------
For entities, groups are, as of now, used only for calculating damage.
+The rating is the percentage of damage caused by tools with this damage group.
+See "Entity damage mechanism".
-object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
-object.set_armor_groups({level=2, fleshy=2, cracky=2})
+object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
+object.set_armor_groups({fleshy=30, cracky=80})
Groups of tools
----------------
@@ -522,7 +524,6 @@ Special groups
Known damage and digging time defining groups
----------------------------------------------
-Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
- crumbly: dirt, sand
- cracky: tough but crackable stuff like stone.
- snappy: something that can be cut using fine tools; eg. leaves, small
@@ -575,6 +576,7 @@ groups to enable interaction with tools.
* Uses (until the tool breaks)
* Maximum level (usually 0, 1, 2 or 3)
* Digging times
+ * Damage groups
**Full punch interval**:
When used as a weapon, the tool will do full damage if this time is spent
@@ -606,8 +608,9 @@ maximum level.
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.
- * For entities, damage equals the amount of nodes dug in the time spent
- between hits, with a maximum time of ''full_punch_interval''.
+
+**Damage groups**
+List of damage for groups of entities. See "Entity damage mechanism".
Example definition of the capabilities of a tool
-------------------------------------------------
@@ -617,6 +620,7 @@ tool_capabilities = {
groupcaps={
crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
}
+ damage_groups = {fleshy=2},
}
This makes the tool be able to dig nodes that fullfill both of these:
@@ -647,10 +651,12 @@ Notes:
Entity damage mechanism
------------------------
Damage calculation:
-- Take the time spent after the last hit
-- Limit time to full_punch_interval
-- Take the damage groups and imagine a bunch of nodes that have them
-- Damage in HP is the amount of nodes destroyed in this time.
+damage = 0
+foreach group in cap.damage_groups:
+ damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
+ * (object.armor_groups[group] / 100.0)
+ -- Where object.armor_groups[group] is 0 for inexisting values
+return damage
Client predicts damage based on damage groups. Because of this, it is able to
give an immediate response when an entity is damaged or dies; the response is
@@ -1496,10 +1502,10 @@ Item definition (register_node, register_craftitem, register_tool)
max_drop_level=0,
groupcaps={
-- For example:
- fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
- }
+ },
+ damage_groups = {groupname=damage},
}
node_placement_prediction = nil,
^ If nil and item is node, prediction is made automatically