From 440e9cdbef19d154f134a85c7e2601f0aff63459 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Thu, 29 Mar 2012 13:35:20 +0300 Subject: Rework tool_capabilities a bit (maxwear->uses, scale dig time according to leveldiff) --- doc/lua_api.txt | 120 +++++++++++++++++++++++++++++++++++++++----------------- 1 file changed, 84 insertions(+), 36 deletions(-) (limited to 'doc') diff --git a/doc/lua_api.txt b/doc/lua_api.txt index a8386406e..c09a5815f 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -255,8 +255,8 @@ Groups of items can define what kind of an item it is (eg. wool). Groups of nodes ---------------- -In addition to the general item things, whether a node is diggable and how -long it takes is defined by using groups. +In addition to the general item things, groups are used to define whether +a node is destroyable and how long it takes to destroy by a tool. Groups of entities ------------------- @@ -292,6 +292,7 @@ Special groups damage, and get weared out much faster, or not be able to get drops 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 or so (rail, sign) @@ -299,6 +300,7 @@ 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 @@ -334,59 +336,105 @@ Groups such as **crumbly**, **cracky** and **snappy** are used for this purpose. Rating is 1, 2 or 3. A higher rating for such a group implies faster digging time. -Also, the **level** group is used. +The **level** group is used to limit the toughness of nodes a tool can dig +and to scale the digging times / damage to a greater extent. + +^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's + full potential. Tools define their properties by a list of parameters for groups. They cannot dig other groups; thus it is important to use a standard bunch of groups to enable interaction with tools. -**Example definition of the digging capabilities of a tool:** +**Tools define:** + * Full punch interval + * Maximum drop level + * For an arbitrary list of groups: + * Uses (until the tool breaks) + * Maximum level (usually 0, 1, 2 or 3) + * Digging times + +**Full punch interval**: +When used as a weapon, the tool will do full damage if this time is spent +between punches. If eg. half the time is spent, the tool will do half +damage. + +**Maximum drop level** +Suggests the maximum level of node, when dug with the tool, that will drop +it's useful item. (eg. iron ore to drop a lump of iron). +- This is not automated; it is the responsibility of the node definition + to implement this + +**Uses** +Determines how many uses the tool has when it is used for digging a node, +of this group, of the maximum level. For lower leveled nodes, the use count +is multiplied by 3^leveldiff. +- uses=10, leveldiff=0 -> actual_uses=10 +- uses=10, leveldiff=1 -> actual_uses=30 +- uses=10, leveldiff=2 -> actual_uses=90 + +**Maximum level** +Tells what is the maximum level of a node of this group that the tool will +be able to dig. + +**Digging times** +List of digging times for different ratings of the group, for nodes of the +maximum level. + * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would + result 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''. + +Example definition of the capabilities of a tool +------------------------------------------------- tool_capabilities = { full_punch_interval=1.5, max_drop_level=1, groupcaps={ - crumbly={maxwear=0.01, maxlevel=2, times={[1]=0.80, [2]=0.60, [3]=0.40}} + crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}} } } -**Tools define:** - * Full punch interval Maximum drop level For an arbitrary list of groups: - * Maximum level (usually 0, 1, 2 or 3) Maximum wear (0...1) Digging times - -**Full punch interval**: When used as a weapon, the tool will do full -damage if this time is spent between punches. If eg. half the time is -spent, the tool will do half damage. - -**Maximum drop level** suggests the maximum level of node, when dug with -the tool, that will drop it's useful item. (eg. iron ore to drop a lump of -iron). - -**Maximum level** tells what is the maximum level of a node of this group -that the tool will be able to dig. - -**Maximum wear** determines how much the tool wears out when it is used for -digging a node, of this group, of the maximum level. For lower leveled -tools, the wear is divided by //4// to the exponent //level difference//. -This means for a maximum wear of 0.1, a level difference 1 will result in -wear=0.1/4=0.025, and a level difference of 2 will result in -wear=0.1/(4*4)=0.00625. - -**Digging times** is basically a list of digging times for different -ratings of the group. It also determines the damage done to entities, based -on their "armor groups". - * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would - * result 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 of ''full_punch_interval''. +This makes the tool be able to dig nodes that fullfill both of these: +- Have the **crumbly** group +- Have a **level** group less or equal to 2 + +Table of resulting digging times: +crumbly 0 1 2 3 4 <- level + -> 0 - - - - - + 1 0.80 1.60 1.60 - - + 2 0.60 1.20 1.20 - - + 3 0.40 0.80 0.80 - - + +level diff: 2 1 0 -1 -2 + +Table of resulting tool uses: + -> 0 - - - - - + 1 180 60 20 - - + 2 180 60 20 - - + 3 180 60 20 - - + +Notes: +- At crumbly=0, the node is not diggable. +- At crumbly=3, the level difference digging time divider kicks in and makes + easy nodes to be quickly breakable. +- At level > 2, the node is not diggable, because it's level > maxlevel Entity damage mechanism ------------------------ +Damage calculation: +- Take the time spent after the last hit +- Limit time to full_punch_interval +- Take the damage groups, assume a node has them +- Damage in HP is the amount of nodes destroyed in this time. + 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 pre-defined somehow (eg. by defining a sprite animation) (not implemented; TODO). +- Currently a smoke puff will appear when an entity dies. The group **immortal** will completely disable normal damage. -- cgit v1.2.3